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Collection/Other/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader new file mode 100644 index 00000000..4795b855 --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader @@ -0,0 +1,109 @@ +// Per pixel bumped refraction. +// Uses a normal map to distort the image behind, and +// an additional texture to tint the color. + +Shader "FX/Glass/Stained BumpDistort" { +Properties { + _BumpAmt ("Distortion", range (0,128)) = 10 + _MainTex ("Tint Color (RGB)", 2D) = "white" {} + _BumpMap ("Normalmap", 2D) = "bump" {} +} + +Category { + + // We must be transparent, so other objects are drawn before this one. + Tags { "Queue"="Transparent" "RenderType"="Opaque" } + + + SubShader { + + // This pass grabs the screen behind the object into a texture. + // We can access the result in the next pass as _GrabTexture + GrabPass { + Name "BASE" + Tags { "LightMode" = "Always" } + } + + // Main pass: Take the texture grabbed above and use the bumpmap to perturb it + // on to the screen + Pass { + Name "BASE" + Tags { "LightMode" = "Always" } + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma multi_compile_fog +#include "UnityCG.cginc" + +struct appdata_t { + float4 vertex : POSITION; + float2 texcoord: TEXCOORD0; +}; + +struct v2f { + float4 vertex : SV_POSITION; + float4 uvgrab : TEXCOORD0; + float2 uvbump : TEXCOORD1; + float2 uvmain : TEXCOORD2; + UNITY_FOG_COORDS(3) +}; + +float _BumpAmt; +float4 _BumpMap_ST; +float4 _MainTex_ST; + +v2f vert (appdata_t v) +{ + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uvgrab = ComputeGrabScreenPos(o.vertex); + o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap ); + o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); + UNITY_TRANSFER_FOG(o,o.vertex); + return o; +} + +sampler2D _GrabTexture; +float4 _GrabTexture_TexelSize; +sampler2D _BumpMap; +sampler2D _MainTex; + +half4 frag (v2f i) : SV_Target +{ + #if UNITY_SINGLE_PASS_STEREO + i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w); + #endif + + // calculate perturbed coordinates + half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z + float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy; + #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5) + i.uvgrab.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(i.uvgrab.z) + i.uvgrab.xy; + #else + i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy; + #endif + + half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); + half4 tint = tex2D(_MainTex, i.uvmain); + col *= tint; + UNITY_APPLY_FOG(i.fogCoord, col); + return col; +} +ENDCG + } + } + + // ------------------------------------------------------------------ + // Fallback for older cards and Unity non-Pro + + SubShader { + Blend DstColor Zero + Pass { + Name "BASE" + SetTexture [_MainTex] { combine texture } + } + } +} + +} diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader.meta b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader.meta new file mode 100644 index 00000000..5a6ce2ed --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 963484209d11fd7f110076aa44295342 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/GlassRefraction/Textures.meta b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/GlassRefraction/Textures.meta new file mode 100644 index 00000000..24a70e31 --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/GlassRefraction/Textures.meta @@ -0,0 +1,6 @@ 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a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Readme.txt b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Readme.txt new file mode 100644 index 00000000..2fbc0e69 --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Readme.txt @@ -0,0 +1,3 @@ +The old image effects have been deprecated and moved to the Asset Store: https://www.assetstore.unity3d.com/#!/content/83913 + +We recommend that you now use the new post-processing stack. You'll find it at https://www.unity3d.com/postprocessing diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Readme.txt.meta b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Readme.txt.meta new file mode 100644 index 00000000..55ca3abb --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Readme.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cb7c1a8482a67664e95e13c16daf3adf +timeCreated: 1487856508 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/Bloom.cs b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/Bloom.cs index 9c20ab77..103aded6 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/Bloom.cs +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/Bloom.cs @@ -106,7 +106,7 @@ public void OnRenderImage (RenderTexture source, RenderTexture destination) doHdr = false; if (hdr == HDRBloomMode.Auto) - doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().hdr; + doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().allowHDR; else { doHdr = hdr == HDRBloomMode.On; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/BloomAndFlares.cs b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/BloomAndFlares.cs index 4eae14ba..88f84ee4 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/BloomAndFlares.cs +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/BloomAndFlares.cs @@ -109,7 +109,7 @@ void OnRenderImage(RenderTexture source, RenderTexture destination) doHdr = false; if (hdr == HDRBloomMode.Auto) - doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().hdr; + doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().allowHDR; else { doHdr = hdr == HDRBloomMode.On; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/DepthOfField.cs b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/DepthOfField.cs index 38af7987..3931b05f 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/DepthOfField.cs +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/DepthOfField.cs @@ -89,7 +89,7 @@ void ReleaseComputeResources () { void CreateComputeResources () { if (cbDrawArgs == null) { - cbDrawArgs = new ComputeBuffer (1, 16, ComputeBufferType.DrawIndirect); + cbDrawArgs = new ComputeBuffer (1, 16, ComputeBufferType.IndirectArguments); var args= new int[4]; args[0] = 0; args[1] = 1; args[2] = 0; args[3] = 0; cbDrawArgs.SetData (args); @@ -254,7 +254,7 @@ void OnRenderImage (RenderTexture source, RenderTexture destination) { dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*source.width), 1.0f/(1.0f*source.height), internalBlurWidth)); dx11bokehMaterial.SetPass (2); - Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); + Graphics.DrawProceduralIndirectNow (MeshTopology.Points, cbDrawArgs, 0); Graphics.Blit (dest2, destination); // hackaround for DX11 high resolution flipfun (OPTIMIZEME) @@ -328,7 +328,7 @@ void OnRenderImage (RenderTexture source, RenderTexture destination) { dx11bokehMaterial.SetTexture ("_MainTex", dx11BokehTexture); dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*rtLow2.width), 1.0f/(1.0f*rtLow2.height), internalBlurWidth)); dx11bokehMaterial.SetPass (1); - Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); + Graphics.DrawProceduralIndirectNow (MeshTopology.Points, cbDrawArgs, 0); // upsample & combine dofHdrMaterial.SetTexture ("_LowRez", rtLow2); diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/SunShafts.cs b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/SunShafts.cs index 01709aa6..e4f9685f 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/SunShafts.cs +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Scripts/SunShafts.cs @@ -90,7 +90,7 @@ void OnRenderImage (RenderTexture source, RenderTexture destination) { sunShaftsMaterial.SetVector ("_SunThreshold", sunThreshold); if (!useDepthTexture) { - var format= GetComponent().hdr ? RenderTextureFormat.DefaultHDR: RenderTextureFormat.Default; + var format= GetComponent().allowHDR ? RenderTextureFormat.DefaultHDR: RenderTextureFormat.Default; RenderTexture tmpBuffer = RenderTexture.GetTemporary (source.width, source.height, 0, format); RenderTexture.active = tmpBuffer; GL.ClearWithSkybox (false, GetComponent()); diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/BlendModesOverlay.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/BlendModesOverlay.shader index e76d027e..c5e382b6 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/BlendModesOverlay.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/BlendModesOverlay.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/BlendModesOverlay" { Properties { _MainTex ("Screen Blended", 2D) = "" {} @@ -22,7 +24,7 @@ Shader "Hidden/BlendModesOverlay" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = float2( dot(v.texcoord.xy, _UV_Transform.xy), diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader index 2328b7cf..5cc7d10a 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/BlurEffectConeTap" { Properties { _MainTex ("", any) = "" {} } CGINCLUDE @@ -12,7 +14,7 @@ Shader "Hidden/BlurEffectConeTap" { half4 _BlurOffsets; v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); 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 o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy; o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CameraMotionBlur.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CameraMotionBlur.shader index 355f62b0..47330069 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CameraMotionBlur.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CameraMotionBlur.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + /* CAMERA MOTION BLUR IMAGE EFFECTS @@ -88,7 +90,7 @@ v2f vert(appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CameraMotionBlurDX11.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CameraMotionBlurDX11.shader index 30ee759f..819465bd 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CameraMotionBlurDX11.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CameraMotionBlurDX11.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + /* NOTES: see CameraMotionBlur.shader */ @@ -50,7 +52,7 @@ v2f vert(appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ChromaticAberrationShader.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ChromaticAberrationShader.shader index 12641f70..f052460c 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ChromaticAberrationShader.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ChromaticAberrationShader.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/ChromaticAberration" { Properties { _MainTex ("Base", 2D) = "" {} @@ -23,7 +25,7 @@ Shader "Hidden/ChromaticAberration" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrection3DLut.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrection3DLut.shader index 78b3c170..90a1f03d 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrection3DLut.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrection3DLut.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/ColorCorrection3DLut" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -21,7 +23,7 @@ float _Offset; v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionCurves.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionCurves.shader index f3eb10f7..554d8e4b 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionCurves.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionCurves.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/ColorCorrectionCurves" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -39,7 +41,7 @@ Shader "Hidden/ColorCorrectionCurves" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uv2 = TRANSFORM_TEX(v.texcoord, _CameraDepthTexture); diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader index 65e939a8..e9275d2e 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/ColorCorrectionCurvesSimple" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -21,7 +23,7 @@ Shader "Hidden/ColorCorrectionCurvesSimple" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader index 5656ca28..a0d697f0 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/ColorCorrectionSelective" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -19,7 +21,7 @@ Shader "Hidden/ColorCorrectionSelective" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Contrast Stretch/Apply.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Contrast Stretch/Apply.shader index c06b03ea..4d2debad 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Contrast Stretch/Apply.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Contrast Stretch/Apply.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + // Final pass in the contrast stretch effect: apply // color stretch to the original image, based on currently // adapted to minimum/maximum luminances. @@ -29,7 +31,7 @@ uniform sampler2D _AdaptTex; v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); o.uv[1] = float2(0.5,0.5); return o; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Contrast Stretch/MinMaxReduction.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Contrast Stretch/MinMaxReduction.shader index d7fe0c12..cf2c9e0e 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Contrast Stretch/MinMaxReduction.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Contrast Stretch/MinMaxReduction.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + // Reduces input image (_MainTex) by 2x2. // Outputs maximum value in R, minimum in G. Shader "Hidden/Contrast Stretch Reduction" { @@ -25,7 +27,7 @@ uniform sampler2D _MainTex; v2f vert (appdata_img v) { v2f o; - o.position = mul (UNITY_MATRIX_MVP, v.vertex); + o.position = UnityObjectToClipPos (v.vertex); float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); // Compute UVs to sample 2x2 pixel block. diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ContrastComposite.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ContrastComposite.shader index 05e3d14d..fcfd221f 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ContrastComposite.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ContrastComposite.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/ContrastComposite" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -24,7 +26,7 @@ Shader "Hidden/ContrastComposite" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = v.texcoord.xy; o.uv[1] = v.texcoord.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ConvertDepth.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ConvertDepth.shader index 1b7d4bce..9d208789 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ConvertDepth.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ConvertDepth.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/ConvertDepth" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -19,7 +21,7 @@ Shader "Hidden/ConvertDepth" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CreaseApply.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CreaseApply.shader index 2c8af5d2..820be2ef 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CreaseApply.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/CreaseApply.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/CreaseApply" { @@ -32,7 +34,7 @@ struct v2f { v2f vert( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv.xy = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader index cef4bced..82f55543 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/EdgeDetect" { Properties { @@ -40,7 +42,7 @@ Shader "Hidden/EdgeDetect" { v2flum vertLum (appdata_img v) { v2flum o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); float2 uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord ); o.uv[0] = uv; o.uv[1] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; @@ -90,7 +92,7 @@ Shader "Hidden/EdgeDetect" { v2f vertRobert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); float2 uv = v.texcoord.xy; o.uv[0] = uv; @@ -114,7 +116,7 @@ Shader "Hidden/EdgeDetect" { v2f vertThin( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); float2 uv = v.texcoord.xy; o.uv[0] = uv; @@ -137,7 +139,7 @@ Shader "Hidden/EdgeDetect" { v2fd vertD( appdata_img v ) { v2fd o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); float2 uv = v.texcoord.xy; o.uv[0] = uv; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/FisheyeShader.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/FisheyeShader.shader index 5338e2e5..ad5d8967 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/FisheyeShader.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/FisheyeShader.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/FisheyeShader" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -20,7 +22,7 @@ Shader "Hidden/FisheyeShader" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/GlobalFog.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/GlobalFog.shader index 3ec87bab..62dd56a4 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/GlobalFog.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/GlobalFog.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/GlobalFog" { Properties { _MainTex ("Base (RGB)", 2D) = "black" {} @@ -44,7 +46,7 @@ CGINCLUDE v2f o; half index = v.vertex.z; v.vertex.z = 0.1; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uv_depth = v.texcoord.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/MotionBlur.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/MotionBlur.shader index e00e9885..22424957 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/MotionBlur.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/MotionBlur.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/MotionBlur" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -36,7 +38,7 @@ Properties { v2f vert (appdata_t v) { v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } @@ -80,7 +82,7 @@ Properties { v2f vert (appdata_t v) { v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/MotionBlurClear.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/MotionBlurClear.shader index d4486303..24dea582 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/MotionBlurClear.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/MotionBlurClear.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/MotionBlurClear" { @@ -31,7 +33,7 @@ Pass { ps_input vert (vs_input v) { ps_input o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.screen = ComputeScreenPos(o.pos); COMPUTE_EYEDEPTH(o.screen.z); return o; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseAndGrain.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseAndGrain.shader index cb93fe91..a1dc44a2 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseAndGrain.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseAndGrain.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/NoiseAndGrain" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -47,7 +49,7 @@ Shader "Hidden/NoiseAndGrain" { { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); #if UNITY_UV_STARTS_AT_TOP o.uv_screen = v.vertex.xyxy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader index d0053eb9..1b8e3477 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/NoiseAndGrainDX11" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -72,7 +74,7 @@ Shader "Hidden/NoiseAndGrainDX11" { { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); #if UNITY_UV_STARTS_AT_TOP o.uv_screen = v.vertex.xyxy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader index 2c4a1485..90f28581 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Noise Shader RGB" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -32,7 +34,7 @@ uniform fixed4 _Intensity; // x=grain, y=scratch v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader index 29d08454..d13cdbe6 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Noise Shader YUV" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -32,7 +34,7 @@ uniform fixed4 _Intensity; // x=grain, y=scratch v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader index 2e418210..5c8891a9 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/PrepareSunShaftsBlur" { Properties { @@ -23,7 +25,7 @@ Shader "Hidden/PrepareSunShaftsBlur" { v2f vert (appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/RadialBlur.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/RadialBlur.shader index f04e20b1..5e0025c2 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/RadialBlur.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/RadialBlur.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/RadialBlur" { Properties { @@ -24,7 +26,7 @@ Shader "Hidden/RadialBlur" v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SSAOShader.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SSAOShader.shader index a973142f..0ac6545d 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SSAOShader.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SSAOShader.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/SSAO" { Properties { _MainTex ("", 2D) = "" {} @@ -22,7 +24,7 @@ float4 _CameraDepthNormalsTexture_ST; v2f_ao vert_ao (appdata_img v) { v2f_ao o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _CameraDepthNormalsTexture); o.uvr = v.texcoord.xy * _NoiseScale; return o; @@ -184,7 +186,7 @@ float4 _MainTex_ST; v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX (v.texcoord, _CameraDepthNormalsTexture); return o; } @@ -253,7 +255,7 @@ struct v2f { v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); o.uv[1] = MultiplyUV (UNITY_MATRIX_TEXTURE1, v.texcoord); return o; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader index 3564e034..b9377e4a 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + // This Ambient Occlusion image effect is based on "Scalable Ambient Obscurance": @@ -74,7 +76,7 @@ Shader "Hidden/ScreenSpaceAmbientObscurance" v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uv2 = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader index 69c10a26..00e0d42a 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/ShowAlphaChannel" { @@ -31,7 +33,7 @@ struct v2f { v2f vert( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; return o; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SimpleClear.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SimpleClear.shader index 41b134c6..4d4cec96 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SimpleClear.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SimpleClear.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/SimpleClear" { @@ -24,7 +26,7 @@ struct v2f { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SunShaftsComposite.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SunShaftsComposite.shader index 80375c1b..175e586a 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SunShaftsComposite.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/SunShaftsComposite.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/SunShaftsComposite" { Properties { _MainTex ("Base", 2D) = "" {} @@ -40,7 +42,7 @@ Shader "Hidden/SunShaftsComposite" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP @@ -76,7 +78,7 @@ Shader "Hidden/SunShaftsComposite" { v2f_radial vert_radial( appdata_img v ) { v2f_radial o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Tonemapper.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Tonemapper.shader index c0f3b1a4..51c3a109 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Tonemapper.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/Tonemapper.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Tonemapper" { Properties { _MainTex ("", 2D) = "black" {} @@ -28,7 +30,7 @@ Shader "Hidden/Tonemapper" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/TwirlEffect.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/TwirlEffect.shader index 6e5886d4..ca49f6d5 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/TwirlEffect.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/TwirlEffect.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Twirt Effect Shader" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -25,7 +27,7 @@ struct v2f { v2f vert( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord - _CenterRadius.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/VignettingShader.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/VignettingShader.shader index 8802372c..a175bb46 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/VignettingShader.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/VignettingShader.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Vignetting" { Properties { _MainTex ("Base", 2D) = "white" {} @@ -24,7 +26,7 @@ Shader "Hidden/Vignetting" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uv2 = v.texcoord.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/VortexEffect.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/VortexEffect.shader index 751ab4e0..c291d4e7 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/VortexEffect.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/VortexEffect.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Twist Effect" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -32,7 +34,7 @@ struct v2f { v2f vert (appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); float2 uv = v.texcoord.xy - _CenterRadius.xy; o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); o.uvOrig = uv; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader index 88672e3b..8a149e4a 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + // // modified and adapted DLAA code based on Dmitry Andreev's @@ -278,7 +280,7 @@ CGINCLUDE v2f vert( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); float2 uv = v.texcoord.xy; o.uv.xy = uv; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader index 3048f238..600ad853 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/FXAA II" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -167,7 +169,7 @@ float4 _MainTex_TexelSize; v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy); return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader index 06f28958..c00f526d 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + /*============================================================================ @@ -64,7 +66,7 @@ Shader "Hidden/FXAA III (Console)" { v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader index 45691a16..07afa03b 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/FXAA Preset 2" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -806,7 +808,7 @@ struct v2f { v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader index 787acd65..1cba248b 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/FXAA Preset 3" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} @@ -805,7 +807,7 @@ struct v2f { v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader index 6467c0b3..c809bbe6 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/NFAA" { Properties { @@ -23,7 +25,7 @@ struct v2f { v2f vert( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); float2 uv = v.texcoord.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader index cf3f9386..77b1632a 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/SSAA" { Properties { @@ -28,7 +30,7 @@ SubShader { v2f vert( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); float2 uv = v.texcoord.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader index 91c891ee..abda9384 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Blend" { Properties { _MainTex ("Screen Blended", 2D) = "" {} @@ -26,7 +28,7 @@ Shader "Hidden/Blend" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = v.texcoord.xy; o.uv[1] = v.texcoord.xy; @@ -40,7 +42,7 @@ Shader "Hidden/Blend" { v2f_mt vertMultiTap( appdata_img v ) { v2f_mt o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5; o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5; o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader index e88fba01..fbcdbd9c 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/BlendForBloom" { Properties { _MainTex ("Screen Blended", 2D) = "" {} @@ -26,7 +28,7 @@ Shader "Hidden/BlendForBloom" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = v.texcoord.xy; o.uv[1] = v.texcoord.xy; @@ -40,7 +42,7 @@ Shader "Hidden/BlendForBloom" { v2f_mt vertMultiTap( appdata_img v ) { v2f_mt o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv[4] = v.texcoord.xy; o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5; o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader index 650f016a..a1000157 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/BlendOneOne" { Properties { _MainTex ("-", 2D) = "" {} @@ -17,7 +19,7 @@ Shader "Hidden/BlendOneOne" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader index ec169584..6e799d15 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/BlurAndFlares" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -41,14 +43,14 @@ Shader "Hidden/BlurAndFlares" { v2f vert (appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } v2f_blur vertWithMultiCoords2 (appdata_img v) { v2f_blur o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1); o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 2.0; @@ -60,7 +62,7 @@ Shader "Hidden/BlurAndFlares" { v2f_opts vertStretch (appdata_img v) { v2f_opts o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); half b = _StretchWidth; o.uv[0] = v.texcoord.xy; o.uv[1] = v.texcoord.xy + b * 2.0 * _Offsets.xy; @@ -74,7 +76,7 @@ Shader "Hidden/BlurAndFlares" { v2f_opts vertWithMultiCoords (appdata_img v) { v2f_opts o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = v.texcoord.xy; o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * _Offsets.xy; o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * _Offsets.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader index 7af07899..90a283f9 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/BrightPassFilterForBloom" { Properties @@ -23,7 +25,7 @@ Shader "Hidden/BrightPassFilterForBloom" v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader index b202a232..445f420b 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/BrightPassFilter2" { Properties @@ -22,7 +24,7 @@ Shader "Hidden/BrightPassFilter2" v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader index 135efe65..e4e62c1e 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/LensFlareCreate" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -21,7 +23,7 @@ Shader "Hidden/LensFlareCreate" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5; o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader index 6fe10b18..132f318c 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/FastBloom" { Properties { @@ -35,7 +37,7 @@ Shader "Hidden/FastBloom" { { v2f_simple o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord; #if UNITY_UV_STARTS_AT_TOP @@ -60,7 +62,7 @@ Shader "Hidden/FastBloom" { { v2f_tap o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv20 = v.texcoord + _MainTex_TexelSize.xy; o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h); o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h); @@ -117,7 +119,7 @@ Shader "Hidden/FastBloom" { v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) { v2f_withBlurCoords8 o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = half4(v.texcoord.xy,1,1); o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; @@ -128,7 +130,7 @@ Shader "Hidden/FastBloom" { v2f_withBlurCoords8 vertBlurVertical (appdata_img v) { v2f_withBlurCoords8 o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = half4(v.texcoord.xy,1,1); o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; @@ -156,7 +158,7 @@ Shader "Hidden/FastBloom" { v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) { v2f_withBlurCoordsSGX o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; @@ -174,7 +176,7 @@ Shader "Hidden/FastBloom" { v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) { v2f_withBlurCoordsSGX o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = half4(v.texcoord.xy,1,1); half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader index bb894657..60f1d58d 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/FastBlur" { Properties { @@ -28,7 +30,7 @@ Shader "Hidden/FastBlur" { { v2f_tap o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv20 = v.texcoord + _MainTex_TexelSize.xy; o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h); o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h); @@ -70,7 +72,7 @@ Shader "Hidden/FastBlur" { v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) { v2f_withBlurCoords8 o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = half4(v.texcoord.xy,1,1); o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; @@ -81,7 +83,7 @@ Shader "Hidden/FastBlur" { v2f_withBlurCoords8 vertBlurVertical (appdata_img v) { v2f_withBlurCoords8 o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = half4(v.texcoord.xy,1,1); o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; @@ -109,7 +111,7 @@ Shader "Hidden/FastBlur" { v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) { v2f_withBlurCoordsSGX o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord.xy; half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; @@ -127,7 +129,7 @@ Shader "Hidden/FastBlur" { v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) { v2f_withBlurCoordsSGX o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = half4(v.texcoord.xy,1,1); half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader index 3f4b93f1..9c907f06 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/MultipassHollywoodFlares" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -31,14 +33,14 @@ Shader "Hidden/MultipassHollywoodFlares" { v2f vert (appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } v2f_opts vertStretch (appdata_img v) { v2f_opts o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); half b = stretchWidth; o.uv[0] = v.texcoord.xy; o.uv[1] = v.texcoord.xy + b * 2.0 * offsets.xy; @@ -52,7 +54,7 @@ Shader "Hidden/MultipassHollywoodFlares" { v2f_opts vertVerticalCoords (appdata_img v) { v2f_opts o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv[0] = v.texcoord.xy; o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * half2(0,1); o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * half2(0,1); diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader index cc054f4a..f190e407 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/SeparableBlurPlus" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -22,7 +24,7 @@ Shader "Hidden/SeparableBlurPlus" { v2f vert (appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader index 4289b2d3..cf3624fa 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/VignetteShader" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -19,7 +21,7 @@ Shader "Hidden/VignetteShader" { v2f vert( appdata_img v ) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader index 146b5024..626aa868 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Dof/DepthOfField34" { Properties { _MainTex ("Base", 2D) = "" {} @@ -46,14 +48,14 @@ v2f vert( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv1.xy = v.texcoord.xy; return o; } v2fRadius vertWithRadius( appdata_img v ) { v2fRadius o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; const half2 blurOffsets[4] = { @@ -78,14 +80,14 @@ v2fDofApply vertDofApply( appdata_img v ) { v2fDofApply o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; return o; } v2fDown vertDownsampleWithCocConserve(appdata_img v) { v2fDown o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv0.xy = v.texcoord.xy; o.uv[0].xy = v.texcoord.xy + half2(-1.0,-1.0) * _InvRenderTargetSize; o.uv[1].xy = v.texcoord.xy + half2(1.0,-1.0) * _InvRenderTargetSize; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader index e36ba8cd..056b2bdf 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + /* DX11 Depth Of Field @@ -159,7 +161,7 @@ Pass v2f vert (appdata v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv = v.texcoord; o.uv_flip = v.texcoord; #if UNITY_UV_STARTS_AT_TOP diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader index a05bcada..296011c5 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Dof/DepthOfFieldHdr" { Properties { _MainTex ("-", 2D) = "black" {} @@ -42,7 +44,7 @@ v2f vert( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv1.xy = v.texcoord.xy; o.uv.xy = v.texcoord.xy; @@ -57,7 +59,7 @@ v2f vertFlip( appdata_img v ) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv1.xy = v.texcoord.xy; o.uv.xy = v.texcoord.xy; @@ -74,7 +76,7 @@ v2fBlur vertBlurPlusMinus (appdata_img v) { v2fBlur o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0; o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader index 3bf6cdfb..2ffca4b1 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/SeparableBlur" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -22,7 +24,7 @@ Shader "Hidden/SeparableBlur" { v2f vert (appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader index fb6b37c2..e04f4ee8 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/SeparableWeightedBlurDof34" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} @@ -34,7 +36,7 @@ Shader "Hidden/SeparableWeightedBlurDof34" { v2f vert (appdata_img v) { v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1); o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0; @@ -45,7 +47,7 @@ Shader "Hidden/SeparableWeightedBlurDof34" { v2fSingle vertSingleTex (appdata_img v) { v2fSingle o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; return o; } diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader index 05259d5f..73e8876b 100644 --- a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Dof/TiltShiftHdrLensBlur" { Properties { @@ -31,7 +33,7 @@ v2f vert (appdata_img v) { v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos (v.vertex); o.uv.xy = v.texcoord; o.uv1.xy = v.texcoord; diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies.meta b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies.meta new file mode 100644 index 00000000..6532c9fd --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 794a3489a6afd4daf80d98a5844341b9 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies/Textures.meta b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies/Textures.meta new file mode 100644 index 00000000..390b3350 --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies/Textures.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: e1ec4045399060440949afafba4d144f +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies/Textures/FlashlightCookie.tif b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies/Textures/FlashlightCookie.tif new file mode 100644 index 00000000..51b202f5 Binary files /dev/null and b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies/Textures/FlashlightCookie.tif differ diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies/Textures/FlashlightCookie.tif.meta b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies/Textures/FlashlightCookie.tif.meta new file mode 100644 index 00000000..a2827a57 --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/LightCookies/Textures/FlashlightCookie.tif.meta @@ -0,0 +1,68 @@ +fileFormatVersion: 2 +guid: 2c29c08dd1c0b6749b7cd0fcff7a29fd +TextureImporter: + fileIDToRecycleName: {} + 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mul (unity_Projector, vertex); + o.uvFalloff = mul (unity_ProjectorClip, vertex); + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + fixed4 _Color; + sampler2D _ShadowTex; + sampler2D _FalloffTex; + + fixed4 frag (v2f i) : SV_Target + { + fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); + texS.rgb *= _Color.rgb; + texS.a = 1.0-texS.a; + + fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff)); + fixed4 res = texS * texF.a; + + UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0)); + return res; + } + ENDCG + } + } +} diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/Projectors/Shaders/ProjectorLight.shader.meta b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/Projectors/Shaders/ProjectorLight.shader.meta new file mode 100644 index 00000000..4a5d302f --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/Projectors/Shaders/ProjectorLight.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 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vertex:disp tessellate:tessEdge +#include "Tessellation.cginc" + +struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float2 texcoord : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; +}; + +float _EdgeLength; +float _Parallax; + +float4 tessEdge (appdata v0, appdata v1, appdata v2) +{ + return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, _Parallax * 1.5f); +} + +sampler2D _ParallaxMap; + +void disp (inout appdata v) +{ + float d = tex2Dlod(_ParallaxMap, float4(v.texcoord.xy,0,0)).a * _Parallax; + v.vertex.xyz += v.normal * d; +} + +sampler2D _MainTex; +sampler2D _BumpMap; +fixed4 _Color; +half _Shininess; + +struct Input { + float2 uv_MainTex; + float2 uv_BumpMap; +}; + +void surf (Input IN, inout SurfaceOutput o) { + fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); + o.Albedo = tex.rgb * _Color.rgb; + o.Gloss = tex.a; + o.Alpha = tex.a * _Color.a; + o.Specular = _Shininess; + o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); +} +ENDCG +} + +FallBack "Bumped Specular" +} diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/TessellationShaders/Shaders/BumpedSpecularDisplacement.shader.meta b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/TessellationShaders/Shaders/BumpedSpecularDisplacement.shader.meta new file mode 100644 index 00000000..f64b3c16 --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/TessellationShaders/Shaders/BumpedSpecularDisplacement.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 0a4b0bce1e250a14bb534d70bce205fa +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/TessellationShaders/Shaders/BumpedSpecularSmooth.shader b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/TessellationShaders/Shaders/BumpedSpecularSmooth.shader new file mode 100644 index 00000000..6bf35910 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Collection/Other/Effects/ToonShading/Shaders/ToonBasic.shader @@ -0,0 +1,63 @@ +Shader "Toon/Basic" { + Properties { + _Color ("Main Color", Color) = (.5,.5,.5,1) + _MainTex ("Base (RGB)", 2D) = "white" {} + _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } + } + + + SubShader { + Tags { "RenderType"="Opaque" } + Pass { + Name "BASE" + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #include "UnityCG.cginc" + + sampler2D _MainTex; + samplerCUBE _ToonShade; + float4 _MainTex_ST; + float4 _Color; + + struct appdata { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + float3 normal : NORMAL; + }; + + struct v2f { + float4 pos : SV_POSITION; + float2 texcoord : TEXCOORD0; + float3 cubenormal : TEXCOORD1; + UNITY_FOG_COORDS(2) + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + o.cubenormal = UnityObjectToViewPos(float4(v.normal,0)); + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + fixed4 col = _Color * tex2D(_MainTex, i.texcoord); + fixed4 cube = texCUBE(_ToonShade, i.cubenormal); + fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a); + UNITY_APPLY_FOG(i.fogCoord, c); + return c; + } + ENDCG + } + } + + Fallback "VertexLit" +} diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ToonShading/Shaders/ToonBasic.shader.meta b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ToonShading/Shaders/ToonBasic.shader.meta new file mode 100644 index 00000000..a1443896 --- /dev/null +++ b/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ToonShading/Shaders/ToonBasic.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: d84268709d11078d11005b9844295342 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ToonShading/Shaders/ToonBasicOutline.shader 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((float3x3)UNITY_MATRIX_IT_MV, v.normal)); + float2 offset = TransformViewToProjection(norm.xy); + + #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5) + o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Outline; + #else + o.pos.xy += offset * o.pos.z * _Outline; + #endif + o.color = _OutlineColor; + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + ENDCG + + SubShader { + Tags { "RenderType"="Opaque" } + UsePass "Toon/Basic/BASE" + Pass { + Name "OUTLINE" + Tags { "LightMode" = "Always" } + Cull Front + ZWrite On + ColorMask RGB + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + fixed4 frag(v2f i) : SV_Target + { + UNITY_APPLY_FOG(i.fogCoord, i.color); + return i.color; + } + ENDCG + } + } + + Fallback "Toon/Basic" +} diff --git a/Assets/3rdParty/Realistic Terrain Collection/Other/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta 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SubShader { + Tags { "RenderType"="Opaque" } + LOD 200 + +CGPROGRAM +#pragma surface surf ToonRamp + +sampler2D _Ramp; + +// custom lighting function that uses a texture ramp based +// on angle between light direction and normal +#pragma lighting ToonRamp exclude_path:prepass +inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) +{ + #ifndef USING_DIRECTIONAL_LIGHT + lightDir = normalize(lightDir); + #endif + + half d = dot (s.Normal, lightDir)*0.5 + 0.5; + half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; + + half4 c; + c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2); + c.a = 0; + return c; +} + + +sampler2D _MainTex; +float4 _Color; + +struct Input { + float2 uv_MainTex : TEXCOORD0; +}; + +void surf (Input IN, inout SurfaceOutput o) { + half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb; + o.Alpha = c.a; +} +ENDCG + + } + + Fallback "Diffuse" +} diff --git a/Assets/3rdParty/Realistic Terrain 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-public class GameManager : MonoBehaviour { +public class GameManager : MonoBehaviour +{ - public string nombrePersonaje; - public bool empezarTiempo; - public float tiempo; + public string nombrePersonaje; + public bool empezarTiempo; + public float tiempo; // general public bool yaHuboEarthquake = false; @@ -18,11 +19,12 @@ public class GameManager : MonoBehaviour { public float offsetSong = 0f; // Use this for initialization - void Start () { - DontDestroyOnLoad(this); + void Start() + { + DontDestroyOnLoad(this); nombrePersonaje = "Sin nombre"; - empezarTiempo = false; - tiempo = tiempoEarthquake; + empezarTiempo = false; + tiempo = tiempoEarthquake; } void OnEnable() @@ -37,29 +39,34 @@ void OnDisable() } - void OnLevelWasLoaded() { -/* - if (SceneManager.GetActiveScene().buildIndex == 1) - { - empezarTiempo = true; - } -*/ - } + void OnLevelWasLoaded() + { + /* + if (SceneManager.GetActiveScene().buildIndex == 1) + { + empezarTiempo = true; + } + */ + } - void Update() { + void 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float lookAheadReturnSpeed = 0.5f; + public float lookAheadMoveThreshold = 0.1f; + + private float m_OffsetZ; + private Vector3 m_LastTargetPosition; + private Vector3 m_CurrentVelocity; + private Vector3 m_LookAheadPos; + + // Use this for initialization + private void Start() + { + m_LastTargetPosition = target.position; + m_OffsetZ = (transform.position - target.position).z; + transform.parent = null; + } + + + // Update is called once per frame + private void Update() + { + // only update lookahead pos if accelerating or changed direction + float xMoveDelta = (target.position - m_LastTargetPosition).x; + + bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold; + + if (updateLookAheadTarget) + { + m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta); + } + else + { + m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed); + } + + Vector3 aheadTargetPos = target.position + m_LookAheadPos + 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UnityStandardAssets._2D +{ + public class CameraFollow : MonoBehaviour + { + public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows. + public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows. + public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis. + public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis. + public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have. + public Vector2 minXAndY; // The minimum x and y coordinates the camera can have. + + private Transform m_Player; // Reference to the player's transform. + + + private void Awake() + { + // Setting up the reference. + m_Player = GameObject.FindGameObjectWithTag("Player").transform; + } + + + private bool CheckXMargin() + { + // Returns true if the distance between the camera and the player in the x axis is greater than the x margin. + return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin; + } + + + private bool CheckYMargin() + { + // Returns true if the distance between the camera and the player in the y axis is greater than the y margin. + return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin; + } + + + private void Update() + { + TrackPlayer(); + } + + + private void TrackPlayer() + { + // By default the target x and y coordinates of the camera are it's current x and y coordinates. + float targetX = transform.position.x; + float targetY = transform.position.y; + + // If the player has moved beyond the x margin... + if (CheckXMargin()) + { + // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position. + targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime); + } + + // If the player has moved beyond the y margin... + if (CheckYMargin()) + { + // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position. + targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime); + } + + // The target x and y coordinates should not be larger than the maximum or smaller than the minimum. + targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x); + targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y); + + // Set the camera's position to the target position with the same z component. + transform.position = new Vector3(targetX, targetY, transform.position.z); + } + } +} diff --git a/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta b/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta new file mode 100644 index 00000000..c594c476 --- /dev/null +++ b/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a9dfad760b6e9455593192a6d869f7ed +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + 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+ float h = CrossPlatformInputManager.GetAxis("Horizontal"); + // Pass all parameters to the character control script. + m_Character.Move(h, crouch, m_Jump); + m_Jump = false; + } + } +} diff --git a/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta b/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta new file mode 100644 index 00000000..27474095 --- /dev/null +++ b/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c3d7b34a3bb2d4e4b926e7e729d3d410 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs b/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs new file mode 100644 index 00000000..7e9ccd36 --- /dev/null +++ b/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs @@ -0,0 +1,115 @@ +using System; +using UnityEngine; + +#pragma warning disable 649 +namespace UnityStandardAssets._2D +{ + public class PlatformerCharacter2D : MonoBehaviour + { + [SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis. + [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. + [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% + [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; + [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character + + private Transform m_GroundCheck; // A position marking where to check if the player is grounded. + const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded + private bool m_Grounded; // Whether or not the player is grounded. + private Transform m_CeilingCheck; // A position marking where to check for ceilings + const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up + private Animator m_Anim; // Reference to the player's animator component. + private Rigidbody2D m_Rigidbody2D; + private bool m_FacingRight = true; // For determining which way the player is currently facing. + + private void Awake() + { + // Setting up references. + m_GroundCheck = transform.Find("GroundCheck"); + m_CeilingCheck = transform.Find("CeilingCheck"); + m_Anim = GetComponent(); + m_Rigidbody2D = GetComponent(); + } + + + private void FixedUpdate() + { + m_Grounded = false; + + // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground + // This can be done using layers instead but Sample Assets will not overwrite your project settings. + Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); + for (int i = 0; i < colliders.Length; i++) + { + if (colliders[i].gameObject != gameObject) + m_Grounded = true; + } + m_Anim.SetBool("Ground", m_Grounded); + + // Set the vertical animation + m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y); + } + + + public void Move(float move, bool crouch, bool jump) + { + // If crouching, check to see if the character can stand up + if (!crouch && m_Anim.GetBool("Crouch")) + { + // If the character has a ceiling preventing them from standing up, keep them crouching + if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) + { + crouch = true; + } + } + + // Set whether or not the character is crouching in the animator + m_Anim.SetBool("Crouch", crouch); + + //only control the player if grounded or airControl is turned on + if (m_Grounded || m_AirControl) + { + // Reduce the speed if crouching by the crouchSpeed multiplier + move = (crouch ? move*m_CrouchSpeed : move); + + // The Speed animator parameter is set to the absolute value of the horizontal input. + m_Anim.SetFloat("Speed", Mathf.Abs(move)); + + // Move the character + m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y); + + // If the input is moving the player right and the player is facing left... + if (move > 0 && !m_FacingRight) + { + // ... flip the player. + Flip(); + } + // Otherwise if the input is moving the player left and the player is facing right... + else if (move < 0 && m_FacingRight) + { + // ... flip the player. + Flip(); + } + } + // If the player should jump... + if (m_Grounded && jump && m_Anim.GetBool("Ground")) + { + // Add a vertical force to the player. + m_Grounded = false; + m_Anim.SetBool("Ground", false); + m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); + } + } + + + private void Flip() + { + // Switch the way the player is labelled as facing. + m_FacingRight = !m_FacingRight; + + // Multiply the player's x local scale by -1. + Vector3 theScale = transform.localScale; + theScale.x *= -1; + transform.localScale = theScale; + } + } +} diff --git a/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta b/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta new file mode 100644 index 00000000..5dd33b1a --- /dev/null +++ b/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d08f91df3bd212f429df17f53ce2f364 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/2D/Scripts/Restarter.cs b/Assets/Standard Assets/2D/Scripts/Restarter.cs new file mode 100644 index 00000000..52cfe456 --- /dev/null +++ b/Assets/Standard Assets/2D/Scripts/Restarter.cs @@ -0,0 +1,17 @@ +using System; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace UnityStandardAssets._2D +{ + public class Restarter : MonoBehaviour + { + private void OnTriggerEnter2D(Collider2D other) + { + if (other.tag == "Player") + { + 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b/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs index fc5cb04c..f1252771 100755 --- a/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs +++ b/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs @@ -15,7 +15,7 @@ public class FreeLookCam : PivotBasedCameraRig [SerializeField] private float m_MoveSpeed = 1f; // How fast the rig will move to keep up with the target's position. [Range(0f, 10f)] [SerializeField] private float m_TurnSpeed = 1.5f; // How fast the rig will rotate from user input. - [SerializeField] private float m_TurnSmoothing = 0.1f; // How much smoothing to apply to the turn input, to reduce mouse-turn jerkiness + [SerializeField] private float m_TurnSmoothing = 0.0f; // How much smoothing to apply to the turn input, to reduce mouse-turn jerkiness [SerializeField] private float m_TiltMax = 75f; // The maximum value of the x axis rotation of the pivot. [SerializeField] private float m_TiltMin = 45f; // The minimum value of the x axis rotation of the pivot. [SerializeField] private bool m_LockCursor = false; // Whether the cursor should be hidden and locked. diff --git a/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs b/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs index 038b22ef..18e1db7c 100755 --- a/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs +++ b/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs @@ -1,6 +1,7 @@ using System; using UnityEngine; +#pragma warning disable 649 namespace UnityStandardAssets.Cameras { public class LookatTarget : AbstractTargetFollower diff --git a/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs b/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs index 1a05107d..e9cbd2eb 100755 --- a/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs +++ b/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs @@ -19,7 +19,7 @@ public class ProtectCameraFromWallClip : MonoBehaviour private float m_OriginalDist; // the original distance to the camera before any modification are made private float m_MoveVelocity; // the velocity at which the camera moved private float m_CurrentDist; // the current distance from the camera to the target - private Ray m_Ray; // the ray used in the lateupdate for casting between the camera and the target + private Ray m_Ray = new Ray(); // the ray used in the lateupdate for casting between the camera and the target private RaycastHit[] m_Hits; // the hits between the camera and the target private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances diff --git a/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs b/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs index 4d594131..e084b2d8 100755 --- a/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs +++ b/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs @@ -59,7 +59,7 @@ public static float MaxBoundsExtent(Transform obj, bool includeEffects) bool initBounds = false; foreach (Renderer r in renderers) { - if (!((r is TrailRenderer) || (r is ParticleRenderer) || (r is ParticleSystemRenderer))) + if (!((r is TrailRenderer) || (r is ParticleSystemRenderer))) { if (!initBounds) { diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Prefabs/FPSController.prefab b/Assets/Standard Assets/Characters/FirstPersonCharacter/Prefabs/FPSController.prefab index f2582df0..518c7649 100755 --- a/Assets/Standard Assets/Characters/FirstPersonCharacter/Prefabs/FPSController.prefab +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Prefabs/FPSController.prefab @@ -3,15 +3,16 @@ --- !u!1 &100000 GameObject: m_ObjectHideFlags: 0 - 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m_CharacterController.height/2f); + m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x*speed; @@ -129,6 +130,8 @@ private void FixedUpdate() ProgressStepCycle(speed); UpdateCameraPosition(speed); + + m_MouseLook.UpdateCursorLock(); } diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs index 3eac3060..49962874 100755 --- a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs @@ -14,11 +14,12 @@ public class MouseLook public float MaximumX = 90F; public bool smooth; public float smoothTime = 5f; + public bool lockCursor = true; private Quaternion m_CharacterTargetRot; private Quaternion m_CameraTargetRot; - + private bool m_cursorIsLocked = true; public void Init(Transform character, Transform camera) { @@ -50,8 +51,49 @@ public void LookRotation(Transform character, Transform camera) character.localRotation = m_CharacterTargetRot; camera.localRotation = m_CameraTargetRot; } + + UpdateCursorLock(); + } + + public void SetCursorLock(bool value) + { + lockCursor = value; + if(!lockCursor) + {//we force unlock the cursor if the user disable the cursor locking helper + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } } + public void UpdateCursorLock() + { + //if the user set "lockCursor" we check & properly lock the cursos + if (lockCursor) + InternalLockUpdate(); + } + + private void InternalLockUpdate() + { + if(Input.GetKeyUp(KeyCode.Escape)) + { + m_cursorIsLocked = false; + } + else if(Input.GetMouseButtonUp(0)) + { + m_cursorIsLocked = true; + } + + if (m_cursorIsLocked) + { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + else if (!m_cursorIsLocked) + { + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + } Quaternion ClampRotationAroundXAxis(Quaternion q) { diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs index 0309a718..6feef40f 100755 --- a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs +++ b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs @@ -72,6 +72,8 @@ public class AdvancedSettings public float stickToGroundHelperDistance = 0.5f; // stops the character public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input public bool airControl; // can the user control the direction that is being moved in the air + [Tooltip("set it to 0.1 or more if you get stuck in wall")] + public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice) } @@ -195,9 +197,9 @@ private float SlopeMultiplier() private void StickToGroundHelper() { RaycastHit hitInfo; - 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m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400002, guid: f2bed5dc5afacff44a00de8daae9703b, type: 3} - m_Threshold: 0.85714287 + - m_Motion: {fileID: 7400002, guid: f2bed5dc5afacff44a00de8daae9703b, type: 3} + m_Threshold: .857142866 m_Position: {x: -1, y: 1} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400000, guid: 1062212255550964e974f3ffb3cbaae3, type: 3} - m_Threshold: 0.9047619 - m_Position: {x: 0.5, y: 1} + - m_Motion: {fileID: 7400000, guid: 1062212255550964e974f3ffb3cbaae3, type: 3} + m_Threshold: .90476191 + m_Position: {x: .5, y: 1} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400002, guid: 1062212255550964e974f3ffb3cbaae3, type: 3} - m_Threshold: 0.95238096 - m_Position: {x: -0.5, y: 1} + - m_Motion: {fileID: 7400002, guid: 1062212255550964e974f3ffb3cbaae3, type: 3} + m_Threshold: .952380955 + m_Position: {x: -.5, y: 1} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Turn m_BlendParameterY: Forward m_MinThreshold: 0 - m_MaxThreshold: 0.95238096 + m_MaxThreshold: .952380955 m_UseAutomaticThresholds: 0 m_NormalizedBlendValues: 0 m_BlendType: 3 @@ -204,29 +183,26 @@ BlendTree: m_PrefabInternal: {fileID: 0} m_Name: Idle m_Childs: - - serializedVersion: 2 - m_Motion: {fileID: 7400010, guid: 4ee731d726c3dd34eb36806ea0d8fe98, type: 3} + - m_Motion: {fileID: 7400010, guid: 4ee731d726c3dd34eb36806ea0d8fe98, type: 3} m_Threshold: -1 m_Position: {x: 0, y: 0} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400014, guid: e38eb300eb4745b4db509a224a99bbe1, type: 3} + - m_Motion: {fileID: 7400014, guid: e38eb300eb4745b4db509a224a99bbe1, type: 3} m_Threshold: 0 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400000, guid: 4ee731d726c3dd34eb36806ea0d8fe98, type: 3} + - m_Motion: {fileID: 7400000, guid: 4ee731d726c3dd34eb36806ea0d8fe98, type: 3} m_Threshold: 1 m_Position: {x: 0, y: 0} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Turn m_BlendParameterY: Blend @@ -242,29 +218,26 @@ BlendTree: m_PrefabInternal: {fileID: 0} m_Name: Walk m_Childs: - - serializedVersion: 2 - m_Motion: {fileID: 7400002, guid: 6da89662649b53c49b06616f51157b48, type: 3} + - m_Motion: {fileID: 7400002, guid: 6da89662649b53c49b06616f51157b48, type: 3} m_Threshold: -1 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400000, guid: 24c848a6dbf95e848950ca5403a1191e, type: 3} + - m_Motion: {fileID: 7400000, guid: 24c848a6dbf95e848950ca5403a1191e, type: 3} m_Threshold: 0 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400000, guid: 6da89662649b53c49b06616f51157b48, type: 3} + - m_Motion: {fileID: 7400000, guid: 6da89662649b53c49b06616f51157b48, type: 3} m_Threshold: 1 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Turn m_BlendParameterY: Blend @@ -280,29 +253,26 @@ BlendTree: m_PrefabInternal: {fileID: 0} m_Name: Run m_Childs: - - serializedVersion: 2 - m_Motion: {fileID: 7400026, guid: ccb909e390d7be24e9107d33119a0eaa, type: 3} + - m_Motion: {fileID: 7400026, guid: ccb909e390d7be24e9107d33119a0eaa, type: 3} m_Threshold: -1 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400024, guid: ccb909e390d7be24e9107d33119a0eaa, type: 3} + - m_Motion: {fileID: 7400024, guid: ccb909e390d7be24e9107d33119a0eaa, type: 3} m_Threshold: 0 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400022, guid: ccb909e390d7be24e9107d33119a0eaa, type: 3} + - m_Motion: {fileID: 7400022, guid: ccb909e390d7be24e9107d33119a0eaa, type: 3} m_Threshold: 1 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Turn m_BlendParameterY: Blend @@ -318,29 +288,26 @@ BlendTree: m_PrefabInternal: {fileID: 0} m_Name: Idle m_Childs: - - serializedVersion: 2 - m_Motion: {fileID: 7400002, guid: 98e8896e12d39bb41a5a74e9ae897a64, type: 3} + - m_Motion: {fileID: 7400002, guid: 98e8896e12d39bb41a5a74e9ae897a64, type: 3} m_Threshold: -1 m_Position: {x: 0, y: 0} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400000, guid: 11cd8118786c19d49a6bf4fc939ad434, type: 3} + - m_Motion: {fileID: 7400000, guid: 11cd8118786c19d49a6bf4fc939ad434, type: 3} m_Threshold: 0 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400000, guid: 98e8896e12d39bb41a5a74e9ae897a64, type: 3} + - m_Motion: {fileID: 7400000, guid: 98e8896e12d39bb41a5a74e9ae897a64, type: 3} m_Threshold: 1 m_Position: {x: 0, y: 0} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Turn m_BlendParameterY: Blend @@ -356,42 +323,38 @@ BlendTree: m_PrefabInternal: {fileID: 0} m_Name: Blend Tree m_Childs: - - serializedVersion: 2 - m_Motion: {fileID: 7400002, guid: d89ea37480b6d75458aa38843e9688dc, type: 3} + - m_Motion: {fileID: 7400002, guid: d89ea37480b6d75458aa38843e9688dc, type: 3} m_Threshold: 0 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400004, guid: d89ea37480b6d75458aa38843e9688dc, type: 3} - m_Threshold: 0.1984127 + - m_Motion: {fileID: 7400004, guid: d89ea37480b6d75458aa38843e9688dc, type: 3} + m_Threshold: .198412701 m_Position: {x: 0, y: 1} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400008, guid: d89ea37480b6d75458aa38843e9688dc, type: 3} - m_Threshold: 0.3968254 + - m_Motion: {fileID: 7400008, guid: d89ea37480b6d75458aa38843e9688dc, type: 3} + m_Threshold: .396825403 m_Position: {x: -1, y: 1} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400014, guid: d89ea37480b6d75458aa38843e9688dc, type: 3} - m_Threshold: 0.5952381 + - m_Motion: {fileID: 7400014, guid: d89ea37480b6d75458aa38843e9688dc, type: 3} + m_Threshold: .59523809 m_Position: {x: 1, y: 1} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Turn m_BlendParameterY: Forward m_MinThreshold: 0 - m_MaxThreshold: 0.5952381 + m_MaxThreshold: .59523809 m_UseAutomaticThresholds: 1 m_NormalizedBlendValues: 0 m_BlendType: 3 @@ -402,61 +365,54 @@ BlendTree: m_PrefabInternal: {fileID: 0} m_Name: Blend Tree m_Childs: - 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- serializedVersion: 2 - m_Motion: {fileID: 7400004, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} + - m_Motion: {fileID: 7400004, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} m_Threshold: 20 m_Position: {x: -5, y: 0} - m_TimeScale: 0.1 + m_TimeScale: .100000001 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400004, guid: f03e10c73f30b4ab4aa8ea8f1cc16d36, type: 3} + - m_Motion: {fileID: 7400004, guid: f03e10c73f30b4ab4aa8ea8f1cc16d36, type: 3} m_Threshold: 25 m_Position: {x: 0, y: 1} - m_TimeScale: 0.1 + m_TimeScale: .100000001 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400006, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} + - m_Motion: {fileID: 7400006, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} m_Threshold: 35 m_Position: {x: 5, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400008, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} + - m_Motion: {fileID: 7400008, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} m_Threshold: 40 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Jump m_BlendParameterY: JumpLeg @@ -472,61 +428,54 @@ BlendTree: m_PrefabInternal: {fileID: 0} m_Name: Blend Tree m_Childs: - - serializedVersion: 2 - m_Motion: {fileID: 7400002, guid: f03e10c73f30b4ab4aa8ea8f1cc16d36, type: 3} + - m_Motion: {fileID: 7400002, guid: f03e10c73f30b4ab4aa8ea8f1cc16d36, type: 3} m_Threshold: 0 m_Position: {x: 0, y: -1} - m_TimeScale: 0.1 + m_TimeScale: .100000001 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400004, guid: 51dd2e4c869794f75a0df7d54b210214, type: 3} + - m_Motion: {fileID: 7400004, guid: 51dd2e4c869794f75a0df7d54b210214, type: 3} m_Threshold: 5 m_Position: {x: 5, y: -1} - m_TimeScale: 0.1 + m_TimeScale: .100000001 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400000, guid: 51dd2e4c869794f75a0df7d54b210214, type: 3} + - m_Motion: {fileID: 7400000, guid: 51dd2e4c869794f75a0df7d54b210214, type: 3} m_Threshold: 15 m_Position: {x: 5, y: 1} - m_TimeScale: 0.1 + m_TimeScale: .100000001 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400004, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} + - m_Motion: {fileID: 7400004, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} m_Threshold: 20 m_Position: {x: -9, y: 0} - m_TimeScale: 0.1 + m_TimeScale: .100000001 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400004, guid: f03e10c73f30b4ab4aa8ea8f1cc16d36, type: 3} + - m_Motion: {fileID: 7400004, guid: f03e10c73f30b4ab4aa8ea8f1cc16d36, type: 3} m_Threshold: 25 m_Position: {x: 0, y: 1} - m_TimeScale: 0.1 + m_TimeScale: .100000001 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400006, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} + - m_Motion: {fileID: 7400006, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} m_Threshold: 35 m_Position: {x: 5, y: 0} - m_TimeScale: 0.1 + m_TimeScale: .100000001 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400008, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} + - m_Motion: {fileID: 7400008, guid: 0d9d26e2162aa4d11ab075b34c029673, type: 3} m_Threshold: 40 m_Position: {x: 0, y: 0} - m_TimeScale: 0.1 + m_TimeScale: .100000001 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Jump m_BlendParameterY: JumpLeg @@ -542,29 +491,26 @@ BlendTree: m_PrefabInternal: {fileID: 0} m_Name: Walk m_Childs: - - serializedVersion: 2 - m_Motion: {fileID: 7400002, guid: 1da5f9c54c49bfc488819dd2df8bb228, type: 3} + - m_Motion: {fileID: 7400002, guid: 1da5f9c54c49bfc488819dd2df8bb228, type: 3} m_Threshold: -1 m_Position: {x: 0, y: 0} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400000, guid: c869773dc0bdfe042a8293344c186eaf, type: 3} + - m_Motion: {fileID: 7400000, guid: c869773dc0bdfe042a8293344c186eaf, type: 3} m_Threshold: 0 m_Position: {x: 0, y: 0} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 7400000, guid: 1da5f9c54c49bfc488819dd2df8bb228, type: 3} + - m_Motion: {fileID: 7400000, guid: 1da5f9c54c49bfc488819dd2df8bb228, type: 3} m_Threshold: 1 m_Position: {x: 0, y: 0} m_TimeScale: 2 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Turn m_BlendParameterY: Blend @@ -580,21 +526,19 @@ BlendTree: m_PrefabInternal: {fileID: 0} m_Name: Blend Tree m_Childs: - - serializedVersion: 2 - m_Motion: {fileID: 20608386} + - m_Motion: {fileID: 20608386} m_Threshold: 0 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 - - serializedVersion: 2 - m_Motion: {fileID: 20631403} + - m_Motion: {fileID: 20631403} m_Threshold: 1 m_Position: {x: 0, y: 0} m_TimeScale: 1 m_CycleOffset: 0 - m_DirectBlendParameter: + m_DirectBlendEvent: m_Mirror: 0 m_BlendParameter: Forward m_BlendParameterY: Blend @@ -633,13 +577,11 @@ AnimatorStateTransition: m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.080123246 + m_TransitionDuration: .0801232457 m_TransitionOffset: 0 - m_ExitTime: 0.9 + m_ExitTime: .899999976 m_HasExitTime: 0 - m_HasFixedDuration: 0 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 + m_Atomic: 0 m_CanTransitionToSelf: 1 --- !u!1101 &110100036 AnimatorStateTransition: @@ -657,34 +599,11 @@ AnimatorStateTransition: m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.111009784 + m_TransitionDuration: .111009784 m_TransitionOffset: 0 - m_ExitTime: 0.9 + m_ExitTime: .899999976 m_HasExitTime: 0 - m_HasFixedDuration: 0 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 1 ---- !u!1101 &110115908 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: - m_Conditions: [] - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: 110241582} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0.8714566 - m_TransitionOffset: 0.009767303 - m_ExitTime: 0.7328595 - m_HasExitTime: 1 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 + m_Atomic: 0 m_CanTransitionToSelf: 1 --- !u!1101 &110123257 AnimatorStateTransition: @@ -705,13 +624,11 @@ AnimatorStateTransition: m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.11774184 + m_TransitionDuration: .117741838 m_TransitionOffset: 0 - m_ExitTime: 0.9 + m_ExitTime: .899999976 m_HasExitTime: 0 - m_HasFixedDuration: 0 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 + m_Atomic: 0 m_CanTransitionToSelf: 1 --- !u!1101 &110135218 AnimatorStateTransition: @@ -729,58 +646,11 @@ AnimatorStateTransition: m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.10203097 - m_TransitionOffset: 0.018051635 - m_ExitTime: 0.9 - m_HasExitTime: 0 - m_HasFixedDuration: 0 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 1 ---- !u!1101 &110136456 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: - m_Conditions: - - m_ConditionMode: 1 - m_ConditionEvent: pantallaIntro - m_EventTreshold: 0 - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: 110231808} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0.1 - m_TransitionOffset: 0 - m_ExitTime: 0.9 + m_TransitionDuration: .10203097 + m_TransitionOffset: .0180516355 + m_ExitTime: .899999976 m_HasExitTime: 0 - m_HasFixedDuration: 0 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 1 ---- !u!1101 &110140928 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: - m_Conditions: [] - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: 110241582} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 1.0016823 - m_TransitionOffset: 0.006585113 - m_ExitTime: 0.96888965 - m_HasExitTime: 1 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 + m_Atomic: 0 m_CanTransitionToSelf: 1 --- !u!1101 &110161005 AnimatorStateTransition: @@ -798,13 +668,11 @@ AnimatorStateTransition: m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.024659414 + m_TransitionDuration: .0246594138 m_TransitionOffset: 0 - m_ExitTime: 0.9 + m_ExitTime: .899999976 m_HasExitTime: 0 - m_HasFixedDuration: 0 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 + m_Atomic: 0 m_CanTransitionToSelf: 1 --- !u!1101 &110167223 AnimatorStateTransition: @@ -822,34 +690,11 @@ AnimatorStateTransition: m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.101033315 + m_TransitionDuration: .101033315 m_TransitionOffset: 0 - m_ExitTime: 0.9 + m_ExitTime: .899999976 m_HasExitTime: 0 - m_HasFixedDuration: 0 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 - m_CanTransitionToSelf: 1 ---- !u!1101 &110172682 -AnimatorStateTransition: - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: - m_Conditions: [] - m_DstStateMachine: {fileID: 0} - m_DstState: {fileID: 110213166} - m_Solo: 0 - m_Mute: 0 - m_IsExit: 0 - serializedVersion: 3 - m_TransitionDuration: 0.9942627 - m_TransitionOffset: 0.010785556 - m_ExitTime: 0.9905667 - m_HasExitTime: 1 - m_HasFixedDuration: 1 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 + m_Atomic: 1 m_CanTransitionToSelf: 1 --- !u!1101 &110172777 AnimatorStateTransition: @@ -870,17 +715,15 @@ AnimatorStateTransition: m_Mute: 0 m_IsExit: 0 serializedVersion: 3 - m_TransitionDuration: 0.18205842 + m_TransitionDuration: .182058424 m_TransitionOffset: 0 - m_ExitTime: 0.9 + m_ExitTime: .899999976 m_HasExitTime: 0 - m_HasFixedDuration: 0 - m_InterruptionSource: 0 - m_OrderedInterruption: 1 + m_Atomic: 0 m_CanTransitionToSelf: 1 --- !u!1102 &110200000 AnimatorState: - serializedVersion: 5 + serializedVersion: 3 m_ObjectHideFlags: 3 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} @@ -890,94 +733,15 @@ AnimatorState: m_Transitions: - {fileID: 110100036} - {fileID: 110161005} - m_StateMachineBehaviours: [] + m_Behaviours: [] m_Position: {x: 444, y: 240, z: 0} m_IKOnFeet: 1 - m_WriteDefaultValues: 1 m_Mirror: 0 - m_SpeedParameterActive: 0 - m_MirrorParameterActive: 0 - m_CycleOffsetParameterActive: 0 m_Motion: {fileID: 20610505} m_Tag: - m_SpeedParameter: - m_MirrorParameter: - m_CycleOffsetParameter: ---- !u!1102 &110213166 -AnimatorState: - serializedVersion: 5 - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: Idle_Neutral_2 - m_Speed: 1 - m_CycleOffset: 0 - m_Transitions: - - {fileID: 110140928} - m_StateMachineBehaviours: [] - m_Position: {x: 50, y: 50, z: 0} - m_IKOnFeet: 1 - m_WriteDefaultValues: 1 - m_Mirror: 0 - m_SpeedParameterActive: 0 - m_MirrorParameterActive: 0 - m_CycleOffsetParameterActive: 0 - m_Motion: {fileID: 7400000, guid: b1254ddd94514f74486986786b54ab1f, type: 3} - m_Tag: - m_SpeedParameter: - m_MirrorParameter: - m_CycleOffsetParameter: ---- !u!1102 &110231808 -AnimatorState: - serializedVersion: 5 - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: Idle_IdleToIdlesR - m_Speed: 1 - m_CycleOffset: 0 - m_Transitions: - - {fileID: 110115908} - m_StateMachineBehaviours: [] - m_Position: {x: 50, y: 50, z: 0} - m_IKOnFeet: 1 - m_WriteDefaultValues: 1 - m_Mirror: 0 - m_SpeedParameterActive: 0 - m_MirrorParameterActive: 0 - m_CycleOffsetParameterActive: 0 - m_Motion: {fileID: 7400000, guid: b04c13e3d4b824047ac6ff2569a68b9a, type: 3} - m_Tag: - m_SpeedParameter: - m_MirrorParameter: - m_CycleOffsetParameter: ---- !u!1102 &110241582 -AnimatorState: - serializedVersion: 5 - m_ObjectHideFlags: 1 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: Idle_Neutral_1 - m_Speed: 1 - m_CycleOffset: 0 - m_Transitions: - - {fileID: 110172682} - m_StateMachineBehaviours: [] - m_Position: {x: 50, y: 50, z: 0} - m_IKOnFeet: 1 - m_WriteDefaultValues: 1 - m_Mirror: 0 - m_SpeedParameterActive: 0 - m_MirrorParameterActive: 0 - m_CycleOffsetParameterActive: 0 - m_Motion: {fileID: 7400000, guid: bb5715c9604094b48949fb4aaa87b4df, type: 3} - m_Tag: - m_SpeedParameter: - m_MirrorParameter: - m_CycleOffsetParameter: --- !u!1102 &110276412 AnimatorState: - serializedVersion: 5 + serializedVersion: 3 m_ObjectHideFlags: 3 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} @@ -987,22 +751,15 @@ AnimatorState: m_Transitions: - {fileID: 110172777} - {fileID: 110123257} - m_StateMachineBehaviours: [] + m_Behaviours: [] m_Position: {x: 444, y: -48, z: 0} m_IKOnFeet: 0 - m_WriteDefaultValues: 1 m_Mirror: 0 - m_SpeedParameterActive: 0 - m_MirrorParameterActive: 0 - m_CycleOffsetParameterActive: 0 m_Motion: {fileID: 20621344} m_Tag: - m_SpeedParameter: - m_MirrorParameter: - m_CycleOffsetParameter: --- !u!1102 &110298501 AnimatorState: - serializedVersion: 5 + serializedVersion: 3 m_ObjectHideFlags: 3 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} @@ -1012,23 +769,15 @@ AnimatorState: m_Transitions: - {fileID: 110100000} - {fileID: 110135218} - - {fileID: 110136456} - m_StateMachineBehaviours: [] + m_Behaviours: [] m_Position: {x: 588, y: 96, z: 0} m_IKOnFeet: 1 - m_WriteDefaultValues: 1 m_Mirror: 0 - m_SpeedParameterActive: 0 - m_MirrorParameterActive: 0 - m_CycleOffsetParameterActive: 0 m_Motion: {fileID: 20600000} m_Tag: - m_SpeedParameter: - m_MirrorParameter: - m_CycleOffsetParameter: --- !u!1107 &110700000 AnimatorStateMachine: - serializedVersion: 5 + serializedVersion: 4 m_ObjectHideFlags: 1 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} @@ -1043,15 +792,6 @@ AnimatorStateMachine: - serializedVersion: 1 m_State: {fileID: 110276412} m_Position: {x: 444, y: -48, z: 0} - - serializedVersion: 1 - m_State: {fileID: 110241582} - m_Position: {x: 672, y: 324, z: 0} - - serializedVersion: 1 - m_State: {fileID: 110213166} - m_Position: {x: 672, y: 420, z: 0} - - serializedVersion: 1 - m_State: {fileID: 110231808} - m_Position: {x: 672, y: 228, z: 0} m_ChildStateMachines: [] m_AnyStateTransitions: [] m_EntryTransitions: [] @@ -1059,9 +799,8 @@ AnimatorStateMachine: data: first: {fileID: 110700000} second: [] - m_StateMachineBehaviours: [] m_AnyStatePosition: {x: 50, y: 20, z: 0} m_EntryPosition: {x: 36, y: 108, z: 0} - m_ExitPosition: {x: 840, y: 108, z: 0} + m_ExitPosition: {x: 792, y: 96, z: 0} m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} m_DefaultState: {fileID: 110298501} diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanGrey.mat b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanGrey.mat index 15b6c929..5d77dc13 100644 --- a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanGrey.mat +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanGrey.mat @@ -15,186 +15,161 @@ Material: m_SavedProperties: serializedVersion: 2 m_TexEnvs: - data: - first: - name: _MainTex - second: - m_Texture: {fileID: 2800000, guid: 0ca09a4614a0daa44ba043de90181896, type: 3} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _BumpMap - second: - m_Texture: {fileID: 2800000, guid: 3b5b7be0f2332c24f89a2af018daa62d, type: 3} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _DetailNormalMap - second: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _ParallaxMap - second: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _OcclusionMap - second: - m_Texture: {fileID: 2800000, guid: 4e2f32e9a1fefc24092337ae061f3dbc, type: 3} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _EmissionMap - second: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _DetailMask - second: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _DetailAlbedoMap - second: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _SpecGlossMap - second: - m_Texture: {fileID: 2800000, guid: c6093d6055cd6a44ebf0637f17fca0e8, type: 3} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _Occlusion - second: - m_Texture: {fileID: 2800000, guid: 4e2f32e9a1fefc24092337ae061f3dbc, type: 3} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _Cube - second: - m_Texture: {fileID: 8900000, guid: 6c5668bb9f9669342bfdd3eaddebb56b, type: 2} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} + - first: + name: _BumpMap + second: + m_Texture: {fileID: 2800000, guid: 3b5b7be0f2332c24f89a2af018daa62d, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _Cube + second: + m_Texture: {fileID: 8900000, guid: 6c5668bb9f9669342bfdd3eaddebb56b, type: 2} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _DetailAlbedoMap + second: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _DetailMask + second: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _DetailNormalMap + second: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _EmissionMap + second: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _MainTex + second: + m_Texture: {fileID: 2800000, guid: 0ca09a4614a0daa44ba043de90181896, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _Occlusion + second: + m_Texture: {fileID: 2800000, guid: 4e2f32e9a1fefc24092337ae061f3dbc, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _OcclusionMap + second: + m_Texture: {fileID: 2800000, guid: 4e2f32e9a1fefc24092337ae061f3dbc, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _ParallaxMap + second: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - first: + name: _SpecGlossMap + second: + m_Texture: {fileID: 2800000, guid: c6093d6055cd6a44ebf0637f17fca0e8, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Floats: - data: - first: - name: _SrcBlend - second: 1 - data: - first: - name: _DstBlend - second: 0 - data: - first: - name: _Cutoff - second: 0.5 - data: - first: - name: _AlphaTestRef - second: 0.5 - data: - first: - name: _Shininess - second: 0.41313845 - data: - first: - name: _Parallax - second: 0.02 - data: - first: - name: _ZWrite - second: 1 - data: - first: - name: _Glossiness - second: 0.15 - data: - first: - name: _BumpScale - second: 1 - data: - first: - name: _OcclusionStrength - second: 1 - data: - first: - name: _DetailNormalMapScale - second: 1 - data: - first: - name: _UVSec - second: 0 - data: - first: - name: _Mode - second: 0 - data: - first: - name: _EmissionScaleUI - second: 1 - data: - first: - name: _Lightmapping - second: 0 - data: - first: - name: _EmissionScale - second: 1 - data: - first: - name: _DetailAlbedoMultiplier - second: 2 - data: - first: - name: _UVPrim - second: 0 - data: - first: - name: _DetailMode - second: 0 + - first: + name: _AlphaTestRef + second: 0.5 + - first: + name: _BumpScale + second: 1 + - first: + name: _Cutoff + second: 0.5 + - first: + name: _DetailAlbedoMultiplier + second: 2 + - first: + name: _DetailMode + second: 0 + - first: + name: _DetailNormalMapScale + second: 1 + - first: + name: _DstBlend + second: 0 + - first: + name: _EmissionScale + second: 1 + - first: + name: _EmissionScaleUI + second: 1 + - first: + name: _GlossMapScale + second: 1 + - first: + name: _Glossiness + second: 0.4 + - first: + name: _GlossyReflections + second: 1 + - first: + name: _Lightmapping + second: 0 + - first: + name: _Mode + second: 0 + - first: + name: _OcclusionStrength + second: 1 + - first: + name: _Parallax + second: 0.02 + - first: + name: _Shininess + second: 0.41313845 + - first: + name: _SmoothnessTextureChannel + second: 0 + - first: + name: _SpecularHighlights + second: 1 + - first: + name: _SrcBlend + second: 1 + - first: + name: _UVPrim + second: 0 + - first: + name: _UVSec + second: 0 + - first: + name: _ZWrite + second: 1 m_Colors: - data: - first: - name: _EmissionColor - second: {r: 0, g: 0, b: 0, a: 0.99999994} - data: - first: - name: _Color - second: {r: 0.49803922, g: 0.49803922, b: 0.49803922, a: 1} - data: - first: - name: _SpecColor - second: {r: 0.09803922, g: 0.09803922, b: 0.09803922, a: 1} - data: - first: - name: _EmissionColorUI - second: {r: 0, g: 0, b: 0, a: 1} - data: - first: - name: _SpecularColor - second: {r: 0.24264705, g: 0.24264705, b: 0.24264705, a: 1} - data: - first: - name: _EmissionColorWithMapUI - second: {r: 1, g: 1, b: 1, a: 1} - data: - first: - name: _ReflectColor - second: {r: 1, g: 1, b: 1, a: 0.5} + - first: + name: _Color + second: {r: 0.49803922, g: 0.49803922, b: 0.49803922, a: 1} + - first: + name: _EmissionColor + second: {r: 0, g: 0, b: 0, a: 0.99999994} + - first: + name: _EmissionColorUI + second: {r: 0, g: 0, b: 0, a: 1} + - first: + name: _EmissionColorWithMapUI + second: {r: 1, g: 1, b: 1, a: 1} + - first: + name: _ReflectColor + second: {r: 1, g: 1, b: 1, a: 0.5} + - first: + name: _SpecColor + second: {r: 0.09803922, g: 0.09803922, b: 0.09803922, a: 1} + - first: + name: _SpecularColor + second: {r: 0.24264705, g: 0.24264705, b: 0.24264705, a: 1} diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Models/Ethan.fbx.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Models/Ethan.fbx.meta index e20cf873..13451b79 100755 --- a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Models/Ethan.fbx.meta +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Models/Ethan.fbx.meta @@ -1,7 +1,9 @@ fileFormatVersion: 2 guid: b235179bd2a63d1468dd430670338c55 +timeCreated: 1477489902 +licenseType: Store ModelImporter: - serializedVersion: 18 + serializedVersion: 19 fileIDToRecycleName: 100000: char_cyberKid_Badge 100002: char_ethan_body @@ -362,20 +364,24 @@ ModelImporter: animations: legacyGenerateAnimations: 4 bakeSimulation: 0 + resampleCurves: 1 optimizeGameObjects: 0 motionNodeName: - pivotNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 animationCompression: 3 - animationRotationError: .5 - animationPositionError: .5 - animationScaleError: .5 + animationRotationError: 0.5 + animationPositionError: 0.5 + animationScaleError: 0.5 animationWrapMode: 0 extraExposedTransformPaths: [] clipAnimations: [] isReadable: 1 meshes: lODScreenPercentages: [] - globalScale: .00999999978 + globalScale: 0.01 meshCompression: 0 addColliders: 0 importBlendShapes: 1 @@ -383,6 +389,7 @@ ModelImporter: generateSecondaryUV: 0 useFileUnits: 0 optimizeMeshForGPU: 1 + keepQuads: 0 weldVertices: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 @@ -391,12 +398,12 @@ ModelImporter: useFileScale: 0 tangentSpace: normalSmoothAngle: 60 - splitTangentsAcrossUV: 1 normalImportMode: 0 - tangentImportMode: 1 - importAnimation: 0 + tangentImportMode: 4 + importAnimation: 1 copyAvatar: 0 humanDescription: + serializedVersion: 2 human: - boneName: EthanHips humanName: Hips @@ -824,430 +831,441 @@ ModelImporter: modified: 0 skeleton: - name: Ethan(Clone) + parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - transformModified: 1 - name: EthanBody - position: {x: 0, y: 0, z: 0} - rotation: {x: 0, y: 0, z: 0, w: 1} + parentName: Ethan(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanGlasses + parentName: Ethan(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - transformModified: 1 - name: EthanSkeleton - position: {x: 0, y: 0, z: 0} - rotation: {x: 0, y: 0, z: 0, w: 1} + parentName: Ethan(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - transformModified: 1 - name: EthanHips - position: {x: 4.21622559e-07, y: .778710604, z: -.0330255851} - rotation: {x: -.499999344, y: .499999344, z: -.500000656, w: .500000656} + parentName: EthanSkeleton + position: {x: 0.00000042162256, y: 0.7787106, z: -0.033025585} + rotation: {x: -0.49999934, y: 0.49999934, z: -0.50000066, w: 0.50000066} scale: {x: 1, y: 1, z: 1} - transformModified: 1 - name: EthanSpine - position: {x: -.0449830331, y: .000118129727, z: -2.60614073e-08} - rotation: {x: -2.02655792e-06, y: 6.40749931e-07, z: .0432227105, w: .999065518} - scale: {x: 1, y: .99999994, z: 1} - transformModified: 1 + parentName: EthanHips + position: {x: -0.044983033, y: 0.00011812973, z: -0.000000026061407} + rotation: {x: -0.0000020492112, y: 0.0000006409474, z: 0.043222737, w: 0.99906546} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftUpLeg + parentName: EthanSpine + position: {x: 0.044804916, y: -0.00400244, z: -0.07436281} + rotation: {x: 0.009854246, y: 0.9996559, z: -0.0031334888, w: 0.024108019} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftLeg + parentName: EthanLeftUpLeg + position: {x: -0.3529785, y: -0.047479518, z: 0.03461981} + rotation: {x: 0, y: 0, z: 0.16876774, w: 0.98565584} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftFoot + parentName: EthanLeftLeg + position: {x: -0.2827789, y: 0.1718791, z: 0.031038838} + rotation: {x: -0.08430487, y: 0.035964992, z: -0.13311164, w: 0.9868539} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftToe1 + parentName: EthanLeftFoot + position: {x: -0.085517354, y: -0.11005712, z: -0.0000006698085} + rotation: {x: 7.3885096e-18, y: -8.589314e-17, z: -0.7071068, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftToe2 + parentName: EthanLeftToe1 + position: {x: 0.08174267, y: -0.000000009601407, z: -0.00000029316797} + rotation: {x: 1, y: -5.6351963e-23, z: 1.110223e-16, w: -0.00000068451953} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightUpLeg + parentName: EthanSpine + position: {x: 0.044804532, y: -0.004002823, z: 0.07436302} + rotation: {x: 0.0098541705, y: 0.9996559, z: 0.0031362663, w: -0.024108129} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightLeg + parentName: EthanRightUpLeg + position: {x: -0.3529783, y: -0.04747951, z: -0.034621846} + rotation: {x: 0, y: 0, z: 0.16876684, w: 0.985656} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightFoot + parentName: EthanRightLeg + position: {x: -0.282779, y: 0.17187855, z: -0.031040668} + rotation: {x: 0.08430424, y: -0.03596484, z: -0.13311061, w: 0.9868541} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightToe1 + parentName: EthanRightFoot + position: {x: -0.08551728, y: -0.11005718, z: 0.000000062032285} + rotation: {x: -1.3899192e-17, y: 3.352535e-17, z: -0.7071068, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightToe2 + parentName: EthanRightToe1 + position: {x: 0.08174264, y: 0.000000049485, z: 0.00000019218783} + rotation: {x: -1.6724651e-16, y: 4.9321447e-33, z: -2.949027e-17, w: 1} + scale: {x: 1, y: 1, z: 1} - name: EthanSpine1 - position: {x: -.146678314, y: .0257270876, z: -3.28236297e-07} - rotation: {x: -5.96046377e-08, y: 1.49011594e-08, z: 0, w: 1} - scale: {x: 1.00000036, y: 1.00000012, z: 1.00000024} - transformModified: 1 + parentName: EthanSpine + position: {x: -0.14667831, y: 0.025727088, z: -0.0000003282363} + rotation: {x: -1.0587912e-22, y: -7.34684e-40, z: 6.938894e-18, w: 1} + scale: {x: 1, y: 1, z: 1} - name: EthanSpine2 - position: {x: -.12695539, y: .0222817361, z: -2.83080794e-07} - rotation: {x: 1.49011594e-08, y: 1.49011594e-08, z: -1.49011594e-08, w: 1} - scale: {x: .999999821, y: .999999821, z: .999999762} - transformModified: 1 + parentName: EthanSpine1 + position: {x: -0.12695539, y: 0.022281736, z: -0.0000002830808} + rotation: {x: -1.0587912e-22, y: -7.34684e-40, z: 6.938894e-18, w: 1} + scale: {x: 1, y: 1, z: 1} - name: EthanNeck - position: {x: -.126978621, y: .0222457293, z: -2.83159977e-07} - rotation: {x: -4.470348e-08, y: 0, z: .130526334, w: -.991444826} - scale: {x: 1, y: .99999994, z: .999999881} - transformModified: 1 + parentName: EthanSpine2 + position: {x: -0.12697862, y: 0.02224573, z: -0.00000028315998} + rotation: {x: -7.318979e-17, y: 1.4170987e-17, z: -0.13052638, w: 0.9914448} + scale: {x: 1, y: 1, z: 1} + - name: EthanHead + parentName: EthanNeck + position: {x: -0.090649985, y: -0.041122116, z: 0.000000058975164} + rotation: {x: 1.3487235e-18, y: -1.7102821e-17, z: 0.087552026, w: 0.99616} + scale: {x: 1, y: 1, z: 1} + - name: EthanHead1 + parentName: EthanHead + position: {x: -0.17475267, y: 0.00000045072835, z: 0.00000009431633} + rotation: {x: 1.0587912e-22, y: 4.646893e-23, z: -2.7755576e-17, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftCorner + parentName: EthanHead1 + position: {x: 0.14939941, y: -0.06769698, z: -0.024466591} + rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftUpperLip + parentName: EthanHead1 + position: {x: 0.14274777, y: -0.075114705, z: -0.014378637} + rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightCorner + parentName: EthanHead1 + position: {x: 0.14939931, y: -0.06769704, z: 0.02431402} + rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightUpperLip + parentName: EthanHead1 + position: {x: 0.14274772, y: -0.07511473, z: 0.014226249} + rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} + scale: {x: 1, y: 1, z: 1} + - name: EthanUpperLip + parentName: EthanHead1 + position: {x: 0.14274773, y: -0.087347545, z: -0.00007465846} + rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} + scale: {x: 1, y: 1, z: 1} + - name: EthanJaw + parentName: EthanHead + position: {x: -0.03240739, y: -0.029785074, z: -0.00000007152633} + rotation: {x: -0.49673736, y: 0.5032417, z: 0.5032421, w: -0.49673653} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftLowerLip + parentName: EthanJaw + position: {x: 0.044976283, y: -0.009381128, z: -0.014150948} + rotation: {x: 5.54211e-23, y: 0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanLowerLip + parentName: EthanJaw + position: {x: 0.057204966, y: 0.0049228696, z: -0.014469165} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightLowerLip + parentName: EthanJaw + position: {x: 0.044976283, y: 0.019223755, z: -0.014150911} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftBlink + parentName: EthanHead + position: {x: -0.08582658, y: -0.07248985, z: -0.023909489} + rotation: {x: -0.43938157, y: 0.5540251, z: 0.55402577, w: -0.4393808} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftBrow + parentName: EthanHead + position: {x: -0.09988994, y: -0.08062434, z: -0.028973255} + rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} + scale: {x: 1, y: 1, z: 1} + - name: EthanLeftEye + parentName: EthanHead + position: {x: -0.0817658, y: -0.058895037, z: -0.027851813} + rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightBlink + parentName: EthanHead + position: {x: -0.08582671, y: -0.07248995, z: 0.033750787} + rotation: {x: -0.44628233, y: 0.55759704, z: 0.54723495, w: -0.43640757} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightBrow + parentName: EthanHead + position: {x: -0.09989007, y: -0.08062444, z: 0.02868702} + rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} + scale: {x: 1, y: 1, z: 1} + - name: EthanRightEye + parentName: EthanHead + position: {x: -0.0817396, y: -0.05880309, z: 0.027845075} + rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} + scale: {x: 1, y: 1, z: 1} - name: EthanLeftShoulder - position: {x: 2.23076895e-05, y: -6.13798184e-05, z: -.0260270312} - rotation: {x: .486089498, y: .0722202286, z: -.864073336, w: .108988419} - scale: {x: .99999994, y: .999999881, z: .99999994} - 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[RequireComponent(typeof (NavMeshAgent))] + [RequireComponent(typeof (UnityEngine.AI.NavMeshAgent))] [RequireComponent(typeof (ThirdPersonCharacter))] public class AICharacterControl : MonoBehaviour { - public NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding + public UnityEngine.AI.NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding public ThirdPersonCharacter character { get; private set; } // the character we are controlling - public Transform target; // target to aim for + public Transform target; // target to aim for + - // Use this for initialization private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) - agent = GetComponentInChildren(); + agent = GetComponentInChildren(); character = GetComponent(); agent.updateRotation = false; @@ -23,24 +23,15 @@ private void Start() } - // Update is called once per frame private void Update() { if (target != null) - { agent.SetDestination(target.position); - - - // use the values to move the character + if (agent.remainingDistance > agent.stoppingDistance) character.Move(agent.desiredVelocity, false, false); - } else - { - // We still need to call the character's move function, but we send zeroed input as the move param. character.Move(Vector3.zero, false, false); - } - } diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs index 753e8900..84424697 100755 --- a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs @@ -89,7 +89,7 @@ void ScaleCapsuleForCrouching(bool crouch) { Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; - if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength)) + if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { m_Crouching = true; return; @@ -107,7 +107,7 @@ void PreventStandingInLowHeadroom() { Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; - if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength)) + if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { m_Crouching = true; } diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs index 8e08e351..875fffef 100755 --- a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs @@ -24,7 +24,7 @@ private void Start() else { Debug.LogWarning( - "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); + "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt b/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt index e552199a..5f37251d 100755 --- a/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt +++ b/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt @@ -6,11 +6,13 @@ The simplest way to get started setting up your own character is to take our Thi 2) Place the "ThirdPersonCharacter" prefab in the scene. -3) Unfold the ThirdPersonCharacter hierarchy in the hierarchy window, and delete the "Ethan" child object. +3) Unfold the ThirdPersonCharacter hierarchy in the hierarchy window, and delete all child of "ThirdPersonController". -4) Place your own character model as a child of the ThirdPersonCharacter, in place of Ethan. +4) Place your own character model as a child of the ThirdPersonCharacter. -5) Make sure your character model's position in the inspector is set to zero on X and Z, and that it's Y position is appropriately adjusted so that your character's feet are at the same position as the ThirdPersonCharacter GameObject. 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Assets/CrossPlatformInput/Sprites/ButtonResetSprite.png.meta b/Assets/Standard Assets/CrossPlatformInput/Sprites/ButtonResetSprite.png.meta index c97b81cc..07abc0f2 100755 --- a/Assets/Standard Assets/CrossPlatformInput/Sprites/ButtonResetSprite.png.meta +++ b/Assets/Standard Assets/CrossPlatformInput/Sprites/ButtonResetSprite.png.meta @@ -3,51 +3,87 @@ guid: a94c9a7eb94ceec4a8d67a1890e22e51 TextureImporter: fileIDToRecycleName: 21300000: ResetButton - serializedVersion: 2 + externalObjects: {} + serializedVersion: 9 mipmaps: mipMapMode: 0 enableMipMap: 1 + sRGBTexture: 1 linearTexture: 0 - correctGamma: 0 fadeOut: 0 borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 mipMapFadeDistanceStart: 1 mipMapFadeDistanceEnd: 3 bumpmap: convertToNormalMap: 0 externalNormalMap: 0 - heightScale: .25 + heightScale: 0.25 normalMapFilter: 0 isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 grayScaleToAlpha: 0 - generateCubemap: 0 + generateCubemap: 6 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Assets/CrossPlatformInput/Sprites/ButtonThumbstickOverSprite.png.meta b/Assets/Standard Assets/CrossPlatformInput/Sprites/ButtonThumbstickOverSprite.png.meta index 11b1a1df..310a2057 100755 --- a/Assets/Standard Assets/CrossPlatformInput/Sprites/ButtonThumbstickOverSprite.png.meta +++ b/Assets/Standard Assets/CrossPlatformInput/Sprites/ButtonThumbstickOverSprite.png.meta @@ -2,51 +2,87 @@ fileFormatVersion: 2 guid: 5485e2f56028a3c4cb54f5caa167377e TextureImporter: fileIDToRecycleName: {} - serializedVersion: 2 + externalObjects: {} + serializedVersion: 9 mipmaps: mipMapMode: 0 enableMipMap: 1 + sRGBTexture: 1 linearTexture: 0 - correctGamma: 0 fadeOut: 0 borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 mipMapFadeDistanceStart: 1 mipMapFadeDistanceEnd: 3 bumpmap: convertToNormalMap: 0 externalNormalMap: 0 - heightScale: .25 + heightScale: 0.25 normalMapFilter: 0 isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 grayScaleToAlpha: 0 - 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b/Assets/Standard Assets/Editor/Water.meta new file mode 100644 index 00000000..a5b563da --- /dev/null +++ b/Assets/Standard Assets/Editor/Water.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 498e1d885dcf89b43ba3396ada0c7e7e +folderAsset: yes +timeCreated: 1430834358 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/Editor/Water/Water4.meta b/Assets/Standard Assets/Editor/Water/Water4.meta new file mode 100644 index 00000000..76512201 --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 66207ff69de6b4d73a445036c3a195f6 +DefaultImporter: + userData: diff --git a/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs b/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs new file mode 100644 index 00000000..50b0bd2c --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs @@ -0,0 +1,108 @@ +using UnityEngine; +using System; +using UnityEditor; + + +namespace UnityStandardAssets.Water +{ + [CustomEditor(typeof(GerstnerDisplace))] + public class GerstnerDisplaceEditor : Editor + { + private SerializedObject serObj; + + public void OnEnable() + { + serObj = new SerializedObject(target); + } + + public override void OnInspectorGUI() + { + serObj.Update(); + + GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject; + WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase)); + Material sharedWaterMaterial = wb.sharedMaterial; + + GUILayout.Label("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel); + + if (sharedWaterMaterial) + { + Vector4 amplitude = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial); + Vector4 frequency = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial); + Vector4 steepness = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial); + Vector4 speed = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial); + Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial); + Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial); + + amplitude = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude); + frequency = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency); + steepness = EditorGUILayout.Vector4Field("Steepness", steepness); + speed = EditorGUILayout.Vector4Field("Speed", speed); + directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB); + directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD); + + if (GUI.changed) + { + WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial); + } + + /* + + Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial); + Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial); + + float firstTilingU = animationTiling.x*100.0F; + float firstTilingV = animationTiling.y*100.0F; + float firstDirectionU = animationDirection.x; + float firstDirectionV = animationDirection.y; + + float secondTilingU = animationTiling.z*100.0F; + float secondTilingV = animationTiling.w*100.0F; + float secondDirectionU = animationDirection.z; + float secondDirectionV = animationDirection.w; + + + EditorGUILayout.BeginHorizontal (); + firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU); + firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV); + EditorGUILayout.EndHorizontal (); + EditorGUILayout.BeginHorizontal (); + secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU); + secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV); + EditorGUILayout.EndHorizontal (); + + EditorGUILayout.BeginHorizontal (); + firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU); + firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV); + EditorGUILayout.EndHorizontal (); + EditorGUILayout.BeginHorizontal (); + secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU); + secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV); + EditorGUILayout.EndHorizontal (); + + animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV); + animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F); + + WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial); + WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial); + + EditorGUILayout.Separator (); + + GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel); + + float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial); + + heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F); + WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial); + */ + } + + serObj.ApplyModifiedProperties(); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta new file mode 100644 index 00000000..fc485c34 --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1dfa22e5547fb4a4585ba225887d89dd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs b/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs new file mode 100644 index 00000000..e7e3720d --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs @@ -0,0 +1,65 @@ +using UnityEngine; +using UnityEditor; + + +namespace UnityStandardAssets.Water +{ + [CustomEditor(typeof(PlanarReflection))] + public class PlanarReflectionEditor : Editor + { + private SerializedObject serObj; + + //private SerializedProperty wavesFrequency; + + // reflection + private SerializedProperty reflectionMask; + private SerializedProperty reflectSkybox; + private SerializedProperty clearColor; + + bool showKidsWithReflectionHint = false; + + public void OnEnable() + { + serObj = new SerializedObject(target); + + reflectionMask = serObj.FindProperty("reflectionMask"); + reflectSkybox = serObj.FindProperty("reflectSkybox"); + clearColor = serObj.FindProperty("clearColor"); + } + + public override void OnInspectorGUI() + { + GUILayout.Label("Render planar reflections and use GrabPass for refractions", EditorStyles.miniBoldLabel); + + serObj.Update(); + + EditorGUILayout.PropertyField(reflectionMask, new GUIContent("Reflection layers")); + EditorGUILayout.PropertyField(reflectSkybox, new GUIContent("Use skybox")); + EditorGUILayout.PropertyField(clearColor, new GUIContent("Clear color")); + + showKidsWithReflectionHint = EditorGUILayout.BeginToggleGroup("Show all tiles", showKidsWithReflectionHint); + if (showKidsWithReflectionHint) + { + int i = 0; + foreach (Transform t in ((PlanarReflection)target).transform) + { + if (t.GetComponent()) + { + if (i % 2 == 0) + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.ObjectField(t, typeof(Transform), true); + if (i % 2 == 1) + EditorGUILayout.EndHorizontal(); + i = (i + 1) % 2; + } + } + if (i > 0) + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.EndToggleGroup(); + + serObj.ApplyModifiedProperties(); + } + + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta new file mode 100644 index 00000000..15c2da5c --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ff3b0e14a61014f50be83e1a18c6d43e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs b/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs new file mode 100644 index 00000000..5a69b03f --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs @@ -0,0 +1,52 @@ +using UnityEngine; +using UnityEditor; + +namespace UnityStandardAssets.Water +{ + [CustomEditor(typeof(SpecularLighting))] + public class SpecularLightingEditor : Editor + { + private SerializedObject serObj; + private SerializedProperty specularLight; + + public void OnEnable() + { + serObj = new SerializedObject(target); + specularLight = serObj.FindProperty("specularLight"); + } + + public override void OnInspectorGUI() + { + serObj.Update(); + + GameObject go = ((SpecularLighting)serObj.targetObject).gameObject; + WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase)); + + if (!wb.sharedMaterial) + return; + + if (wb.sharedMaterial.HasProperty("_WorldLightDir")) + { + GUILayout.Label("Transform casting specular highlights", EditorStyles.miniBoldLabel); + EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light")); + + if (wb.sharedMaterial.HasProperty("_SpecularColor")) + WaterEditorUtility.SetMaterialColor( + "_SpecularColor", + EditorGUILayout.ColorField("Specular", + WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)), + wb.sharedMaterial); + if (wb.sharedMaterial.HasProperty("_Shininess")) + WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider( + "Specular power", + WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial), + 0.0F, 500.0F), wb.sharedMaterial); + } + else + GUILayout.Label("The shader doesn't have the needed _WorldLightDir property.", EditorStyles.miniBoldLabel); + + serObj.ApplyModifiedProperties(); + } + + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta new file mode 100644 index 00000000..3ae4430c --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 33f51eb21122c4ca6a199d561065ae30 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs b/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs new file mode 100644 index 00000000..bdda0c9f --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs @@ -0,0 +1,196 @@ +using UnityEngine; +using UnityEditor; + + +namespace UnityStandardAssets.Water +{ + [CustomEditor(typeof(WaterBase))] + public class WaterBaseEditor : Editor + { + public GameObject oceanBase; + private WaterBase waterBase; + private Material oceanMaterial = null; + + private SerializedObject serObj; + private SerializedProperty sharedMaterial; + + + public SerializedProperty waterQuality; + public SerializedProperty edgeBlend; + + public void OnEnable() + { + serObj = new SerializedObject(target); + sharedMaterial = serObj.FindProperty("sharedMaterial"); + waterQuality = serObj.FindProperty("waterQuality"); + edgeBlend = serObj.FindProperty("edgeBlend"); + } + + public override void OnInspectorGUI() + { + serObj.Update(); + + waterBase = (WaterBase)serObj.targetObject; + oceanBase = ((WaterBase)serObj.targetObject).gameObject; + if (!oceanBase) + return; + + GUILayout.Label("This script helps adjusting water material properties", EditorStyles.miniBoldLabel); + + EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material")); + oceanMaterial = (Material)sharedMaterial.objectReferenceValue; + + if (!oceanMaterial) + { + sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform); + serObj.ApplyModifiedProperties(); + oceanMaterial = (Material)sharedMaterial.objectReferenceValue; + if (!oceanMaterial) + return; + } + + EditorGUILayout.Separator(); + + GUILayout.Label("Overall Quality", EditorStyles.boldLabel); + EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality")); + EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?")); + + if (waterQuality.intValue > (int)WaterQuality.Low) + EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning); + if (edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) + EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning); + + EditorGUILayout.Separator(); + + bool hasShore = oceanMaterial.HasProperty("_ShoreTex"); + + GUILayout.Label("Main Colors", EditorStyles.boldLabel); + GUILayout.Label("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel); + + WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial); + WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial); + + EditorGUILayout.Separator(); + + GUILayout.Label("Main Textures", EditorStyles.boldLabel); + GUILayout.Label("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel); + + WaterEditorUtility.SetMaterialTexture("_BumpMap", (Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); + if (hasShore) + WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); + + Vector4 animationTiling; + Vector4 animationDirection; + + Vector2 firstTiling; + Vector2 secondTiling; + Vector2 firstDirection; + Vector2 secondDirection; + + animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial); + animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial); + + firstTiling = new Vector2(animationTiling.x * 100.0F, animationTiling.y * 100.0F); + secondTiling = new Vector2(animationTiling.z * 100.0F, animationTiling.w * 100.0F); + + firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling); + secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling); + + //firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x); + //firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y); + //secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x); + //secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y); + + firstDirection = new Vector2(animationDirection.x, animationDirection.y); + secondDirection = new Vector2(animationDirection.z, animationDirection.w); + + //firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x); + //firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y); + //secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x); + //secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y); + + firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection); + secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection); + + animationTiling = new Vector4(firstTiling.x / 100.0F, firstTiling.y / 100.0F, secondTiling.x / 100.0F, secondTiling.y / 100.0F); + animationDirection = new Vector4(firstDirection.x, firstDirection.y, secondDirection.x, secondDirection.y); + + WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial); + WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial); + + Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial); + Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial); + + EditorGUILayout.Separator(); + + GUILayout.Label("Normals", EditorStyles.boldLabel); + GUILayout.Label("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel); + + float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial); + gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F); + WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial); + + displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F); + displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F); + // fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f); + + EditorGUILayout.Separator(); + + GUILayout.Label("Fresnel", EditorStyles.boldLabel); + GUILayout.Label("Defines reflection to refraction relation", EditorStyles.miniBoldLabel); + + if (!oceanMaterial.HasProperty("_Fresnel")) + { + if (oceanMaterial.HasProperty("_FresnelScale")) + { + float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F); + WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial); + } + displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F); + displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F); + } + else + { + Texture fresnelTex = (Texture)EditorGUILayout.ObjectField( + "Ramp", + (Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel", + oceanMaterial), + typeof(Texture), + false); + WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial); + } + + EditorGUILayout.Separator(); + + WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial); + + if (edgeBlend.boolValue) + { + GUILayout.Label("Fading", EditorStyles.boldLabel); + + fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f); + if (hasShore) + fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.001f, 3.0f); + fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f); + + WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial); + } + EditorGUILayout.Separator(); + + if (oceanMaterial.HasProperty("_Foam")) + { + GUILayout.Label("Foam", EditorStyles.boldLabel); + + Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial); + + foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F); + foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F); + + WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial); + } + + serObj.ApplyModifiedProperties(); + } + + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta new file mode 100644 index 00000000..c4a7ec1b --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9c2c627f6fe3945b39581fc103d32251 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs b/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs new file mode 100644 index 00000000..eff3267a --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs @@ -0,0 +1,75 @@ +using UnityEngine; +using UnityEditor; + +class WaterEditorUtility +{ + // helper functions to retrieve & set material values + + public static float GetMaterialFloat(System.String name, Material mat) { + return mat.GetFloat(name); + } + public static void SetMaterialFloat(System.String name, float f, Material mat) { + mat.SetFloat(name, f); + } + + public static Color GetMaterialColor(System.String name, Material mat) { + return mat.GetColor(name); + } + public static void SetMaterialColor(System.String name, Color color, Material mat) { + mat.SetColor(name, color); + } + public static Vector4 GetMaterialVector(System.String name, Material mat) { + return mat.GetVector(name); + } + public static void SetMaterialVector(System.String name, Vector4 vector, Material mat) { + mat.SetVector(name, vector); + } + public static Texture GetMaterialTexture(System.String theName, Material mat) { + return mat.GetTexture(theName); + } + public static void SetMaterialTexture(System.String theName, Texture parameter, Material mat) { + mat.SetTexture(theName, parameter); + } + + public static Material LocateValidWaterMaterial(Transform parent) + { + if(parent.GetComponent() && parent.GetComponent().sharedMaterial) + return parent.GetComponent().sharedMaterial; + foreach( Transform t in parent) + { + if(t.GetComponent() && t.GetComponent().sharedMaterial) + return t.GetComponent().sharedMaterial; + } + return null; + } + + public static void CurveGui (System.String name, SerializedObject serObj, Color color) + { + AnimationCurve curve = new AnimationCurve(new Keyframe(0, 0.0f, 1.0f, 1.0f), new Keyframe(1, 1.0f, 1.0f, 1.0f)); + curve = EditorGUILayout.CurveField(new GUIContent (name), curve, color, new Rect (0.0f,0.0f,1.0f,1.0f)); + + //if (GUI.changed) { + // AnimationCurveChanged(((WaterBase)serObj.targetObject).sharedMaterial, curve); + //((WaterBase)serObj.targetObject).gameObject.SendMessage ("AnimationCurveChanged", SendMessageOptions.DontRequireReceiver); + //} + } + /* + public static void AnimationCurveChanged(Material sharedMaterial, AnimationCurve fresnelCurve) + { + Debug.Log("AnimationCurveChanged"); + Texture2D fresnel = (Texture2D)sharedMaterial.GetTexture("_Fresnel"); + if(!fresnel) + fresnel = new Texture2D(256,1); + + for (int i = 0; i < 256; i++) + { + float val = Mathf.Clamp01(fresnelCurve.Evaluate((float)i)/255.0f); + Debug.Log(""+(((float)i)/255.0f) +": "+val); + fresnel.SetPixel(i, 0, new Color(val,val,val,val)); + } + fresnel.Apply(); + + sharedMaterial.SetTexture("_Fresnel", fresnel); + + } */ +} diff --git a/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs.meta b/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs.meta new file mode 100644 index 00000000..f6aa3e0a --- /dev/null +++ b/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f67f2bac30f824d4f8270bb8bb0779df +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/Assets/Standard Assets/Environment.meta b/Assets/Standard Assets/Environment.meta new file mode 100644 index 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OnDisable() + { + Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_OFF"); + Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_ON"); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta new file mode 100644 index 00000000..2eaaef37 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c62b7d87755b447919138e67f8e22e0c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs new file mode 100644 index 00000000..b64fb635 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs @@ -0,0 +1,9 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] + [RequireComponent(typeof(WaterBase))] + public class GerstnerDisplace : Displace { } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta new file mode 100644 index 00000000..dbaa174a --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 42e7f46d0e5a84171a3909479c1646ba +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs new file mode 100644 index 00000000..d584fc20 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + public class MeshContainer + { + public Mesh mesh; + public Vector3[] vertices; + public Vector3[] normals; + + + public MeshContainer(Mesh m) + { + mesh = m; + vertices = m.vertices; + normals = m.normals; + } + + + public void Update() + { + mesh.vertices = vertices; + mesh.normals = normals; + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta new file mode 100644 index 00000000..9a16e3e8 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 951d74f7d57bed84cb623c62436bd064 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs new file mode 100644 index 00000000..f470cab2 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs @@ -0,0 +1,284 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] + [RequireComponent(typeof(WaterBase))] + public class PlanarReflection : MonoBehaviour + { + public LayerMask reflectionMask; + public bool reflectSkybox = false; + public Color clearColor = Color.grey; + public String reflectionSampler = "_ReflectionTex"; + public float clipPlaneOffset = 0.07F; + + + Vector3 m_Oldpos; + Camera m_ReflectionCamera; + Material m_SharedMaterial; + Dictionary m_HelperCameras; + + + public void Start() + { + m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial; + } + + + Camera CreateReflectionCameraFor(Camera cam) + { + String reflName = gameObject.name + "Reflection" + cam.name; + GameObject go = GameObject.Find(reflName); + + if (!go) + { + go = new GameObject(reflName, typeof(Camera)); + } + if (!go.GetComponent(typeof(Camera))) + { + go.AddComponent(typeof(Camera)); + } + Camera reflectCamera = go.GetComponent(); + + reflectCamera.backgroundColor = clearColor; + reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; + + SetStandardCameraParameter(reflectCamera, reflectionMask); + + if (!reflectCamera.targetTexture) + { + reflectCamera.targetTexture = CreateTextureFor(cam); + } + + return reflectCamera; + } + + + void SetStandardCameraParameter(Camera cam, LayerMask mask) + { + cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water")); + cam.backgroundColor = Color.black; + cam.enabled = false; + } + + + RenderTexture CreateTextureFor(Camera cam) + { + RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * 0.5F), + Mathf.FloorToInt(cam.pixelHeight * 0.5F), 24); + rt.hideFlags = HideFlags.DontSave; + return rt; + } + + + public void RenderHelpCameras(Camera currentCam) + { + if (null == m_HelperCameras) + { + m_HelperCameras = new Dictionary(); + } + + if (!m_HelperCameras.ContainsKey(currentCam)) + { + m_HelperCameras.Add(currentCam, false); + } + if (m_HelperCameras[currentCam]) + { + return; + } + + if (!m_ReflectionCamera) + { + m_ReflectionCamera = CreateReflectionCameraFor(currentCam); + } + + RenderReflectionFor(currentCam, m_ReflectionCamera); + + m_HelperCameras[currentCam] = true; + } + + + public void LateUpdate() + { + if (null != m_HelperCameras) + { + m_HelperCameras.Clear(); + } + } + + + public void WaterTileBeingRendered(Transform tr, Camera currentCam) + { + RenderHelpCameras(currentCam); + + if (m_ReflectionCamera && m_SharedMaterial) + { + m_SharedMaterial.SetTexture(reflectionSampler, m_ReflectionCamera.targetTexture); + } + } + + + public void OnEnable() + { + Shader.EnableKeyword("WATER_REFLECTIVE"); + Shader.DisableKeyword("WATER_SIMPLE"); + } + + + public void OnDisable() + { + Shader.EnableKeyword("WATER_SIMPLE"); + Shader.DisableKeyword("WATER_REFLECTIVE"); + } + + + void RenderReflectionFor(Camera cam, Camera reflectCamera) + { + if (!reflectCamera) + { + return; + } + + if (m_SharedMaterial && !m_SharedMaterial.HasProperty(reflectionSampler)) + { + return; + } + + reflectCamera.cullingMask = reflectionMask & ~(1 << LayerMask.NameToLayer("Water")); + + SaneCameraSettings(reflectCamera); + + reflectCamera.backgroundColor = clearColor; + reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; + if (reflectSkybox) + { + if (cam.gameObject.GetComponent(typeof(Skybox))) + { + Skybox sb = (Skybox)reflectCamera.gameObject.GetComponent(typeof(Skybox)); + if (!sb) + { + sb = (Skybox)reflectCamera.gameObject.AddComponent(typeof(Skybox)); + } + sb.material = ((Skybox)cam.GetComponent(typeof(Skybox))).material; + } + } + + GL.invertCulling = true; + + Transform reflectiveSurface = transform; //waterHeight; + + Vector3 eulerA = cam.transform.eulerAngles; + + reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z); + reflectCamera.transform.position = cam.transform.position; + + Vector3 pos = reflectiveSurface.transform.position; + pos.y = reflectiveSurface.position.y; + Vector3 normal = reflectiveSurface.transform.up; + float d = -Vector3.Dot(normal, pos) - clipPlaneOffset; + Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); + + Matrix4x4 reflection = Matrix4x4.zero; + reflection = CalculateReflectionMatrix(reflection, reflectionPlane); + m_Oldpos = cam.transform.position; + Vector3 newpos = reflection.MultiplyPoint(m_Oldpos); + + reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; + + Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f); + + Matrix4x4 projection = cam.projectionMatrix; + projection = CalculateObliqueMatrix(projection, clipPlane); + reflectCamera.projectionMatrix = projection; + + reflectCamera.transform.position = newpos; + Vector3 euler = cam.transform.eulerAngles; + reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); + + reflectCamera.Render(); + + GL.invertCulling = false; + } + + + void SaneCameraSettings(Camera helperCam) + { + helperCam.depthTextureMode = DepthTextureMode.None; + helperCam.backgroundColor = Color.black; + helperCam.clearFlags = CameraClearFlags.SolidColor; + helperCam.renderingPath = RenderingPath.Forward; + } + + + static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane) + { + Vector4 q = projection.inverse * new Vector4( + Sgn(clipPlane.x), + Sgn(clipPlane.y), + 1.0F, + 1.0F + ); + Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q))); + // third row = clip plane - fourth row + projection[2] = c.x - projection[3]; + projection[6] = c.y - projection[7]; + projection[10] = c.z - projection[11]; + projection[14] = c.w - projection[15]; + + return projection; + } + + + static Matrix4x4 CalculateReflectionMatrix(Matrix4x4 reflectionMat, Vector4 plane) + { + reflectionMat.m00 = (1.0F - 2.0F * plane[0] * plane[0]); + reflectionMat.m01 = (- 2.0F * plane[0] * plane[1]); + reflectionMat.m02 = (- 2.0F * plane[0] * plane[2]); + reflectionMat.m03 = (- 2.0F * plane[3] * plane[0]); + + reflectionMat.m10 = (- 2.0F * plane[1] * plane[0]); + reflectionMat.m11 = (1.0F - 2.0F * plane[1] * plane[1]); + reflectionMat.m12 = (- 2.0F * plane[1] * plane[2]); + reflectionMat.m13 = (- 2.0F * plane[3] * plane[1]); + + reflectionMat.m20 = (- 2.0F * plane[2] * plane[0]); + reflectionMat.m21 = (- 2.0F * plane[2] * plane[1]); + reflectionMat.m22 = (1.0F - 2.0F * plane[2] * plane[2]); + reflectionMat.m23 = (- 2.0F * plane[3] * plane[2]); + + reflectionMat.m30 = 0.0F; + reflectionMat.m31 = 0.0F; + reflectionMat.m32 = 0.0F; + reflectionMat.m33 = 1.0F; + + return reflectionMat; + } + + + static float Sgn(float a) + { + if (a > 0.0F) + { + return 1.0F; + } + if (a < 0.0F) + { + return -1.0F; + } + return 0.0F; + } + + + Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) + { + Vector3 offsetPos = pos + normal * clipPlaneOffset; + Matrix4x4 m = cam.worldToCameraMatrix; + Vector3 cpos = m.MultiplyPoint(offsetPos); + Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; + + return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta new file mode 100644 index 00000000..f1b5a126 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4185bc77c7194462ca3b1097ef4a5de0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs new file mode 100644 index 00000000..4bcfb0c0 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [RequireComponent(typeof(WaterBase))] + [ExecuteInEditMode] + public class SpecularLighting : MonoBehaviour + { + public Transform specularLight; + private WaterBase m_WaterBase; + + + public void Start() + { + m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); + } + + + public void Update() + { + if (!m_WaterBase) + { + m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); + } + + if (specularLight && m_WaterBase.sharedMaterial) + { + m_WaterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward); + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta new file mode 100644 index 00000000..4db1a365 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: de2ab2b9ac93bb544b9552e49030371b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs new file mode 100644 index 00000000..98ebe168 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs @@ -0,0 +1,403 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] // Make water live-update even when not in play mode + public class Water : MonoBehaviour + { + public enum WaterMode + { + Simple = 0, + Reflective = 1, + Refractive = 2, + }; + + + public WaterMode waterMode = WaterMode.Refractive; + public bool disablePixelLights = true; + public int textureSize = 256; + public float clipPlaneOffset = 0.07f; + public LayerMask reflectLayers = -1; + public LayerMask refractLayers = -1; + + + private Dictionary m_ReflectionCameras = new Dictionary(); // Camera -> Camera table + private Dictionary m_RefractionCameras = new Dictionary(); // Camera -> Camera table + private RenderTexture m_ReflectionTexture; + private RenderTexture m_RefractionTexture; + private WaterMode m_HardwareWaterSupport = WaterMode.Refractive; + private int m_OldReflectionTextureSize; + private int m_OldRefractionTextureSize; + private static bool s_InsideWater; + + + // This is called when it's known that the object will be rendered by some + // camera. We render reflections / refractions and do other updates here. + // Because the script executes in edit mode, reflections for the scene view + // camera will just work! + public void OnWillRenderObject() + { + if (!enabled || !GetComponent() || !GetComponent().sharedMaterial || + !GetComponent().enabled) + { + return; + } + + Camera cam = Camera.current; + if (!cam) + { + return; + } + + // Safeguard from recursive water reflections. + if (s_InsideWater) + { + return; + } + s_InsideWater = true; + + // Actual water rendering mode depends on both the current setting AND + // the hardware support. There's no point in rendering refraction textures + // if they won't be visible in the end. + m_HardwareWaterSupport = FindHardwareWaterSupport(); + WaterMode mode = GetWaterMode(); + + Camera reflectionCamera, refractionCamera; + CreateWaterObjects(cam, out reflectionCamera, out refractionCamera); + + // find out the reflection plane: position and normal in world space + Vector3 pos = transform.position; + Vector3 normal = transform.up; + + // Optionally disable pixel lights for reflection/refraction + int oldPixelLightCount = QualitySettings.pixelLightCount; + if (disablePixelLights) + { + QualitySettings.pixelLightCount = 0; + } + + UpdateCameraModes(cam, reflectionCamera); + UpdateCameraModes(cam, refractionCamera); + + // Render reflection if needed + if (mode >= WaterMode.Reflective) + { + // Reflect camera around reflection plane + float d = -Vector3.Dot(normal, pos) - clipPlaneOffset; + Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); + + Matrix4x4 reflection = Matrix4x4.zero; + CalculateReflectionMatrix(ref reflection, reflectionPlane); + Vector3 oldpos = cam.transform.position; + Vector3 newpos = reflection.MultiplyPoint(oldpos); + reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; + + // Setup oblique projection matrix so that near plane is our reflection + // plane. This way we clip everything below/above it for free. + Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f); + reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); + + // Set custom culling matrix from the current camera + reflectionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix; + + reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer + reflectionCamera.targetTexture = m_ReflectionTexture; + bool oldCulling = GL.invertCulling; + GL.invertCulling = !oldCulling; + reflectionCamera.transform.position = newpos; + Vector3 euler = cam.transform.eulerAngles; + reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); + reflectionCamera.Render(); + reflectionCamera.transform.position = oldpos; + GL.invertCulling = oldCulling; + GetComponent().sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture); + } + + // Render refraction + if (mode >= WaterMode.Refractive) + { + refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix; + + // Setup oblique projection matrix so that near plane is our reflection + // plane. This way we clip everything below/above it for free. + Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f); + refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); + + // Set custom culling matrix from the current camera + refractionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix; + + refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer + refractionCamera.targetTexture = m_RefractionTexture; + refractionCamera.transform.position = cam.transform.position; + refractionCamera.transform.rotation = cam.transform.rotation; + refractionCamera.Render(); + GetComponent().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture); + } + + // Restore pixel light count + if (disablePixelLights) + { + QualitySettings.pixelLightCount = oldPixelLightCount; + } + + // Setup shader keywords based on water mode + switch (mode) + { + case WaterMode.Simple: + Shader.EnableKeyword("WATER_SIMPLE"); + Shader.DisableKeyword("WATER_REFLECTIVE"); + Shader.DisableKeyword("WATER_REFRACTIVE"); + break; + case WaterMode.Reflective: + Shader.DisableKeyword("WATER_SIMPLE"); + Shader.EnableKeyword("WATER_REFLECTIVE"); + Shader.DisableKeyword("WATER_REFRACTIVE"); + break; + case WaterMode.Refractive: + Shader.DisableKeyword("WATER_SIMPLE"); + Shader.DisableKeyword("WATER_REFLECTIVE"); + Shader.EnableKeyword("WATER_REFRACTIVE"); + break; + } + + s_InsideWater = false; + } + + + // Cleanup all the objects we possibly have created + void OnDisable() + { + if (m_ReflectionTexture) + { + DestroyImmediate(m_ReflectionTexture); + m_ReflectionTexture = null; + } + if (m_RefractionTexture) + { + DestroyImmediate(m_RefractionTexture); + m_RefractionTexture = null; + } + foreach (var kvp in m_ReflectionCameras) + { + DestroyImmediate((kvp.Value).gameObject); + } + m_ReflectionCameras.Clear(); + foreach (var kvp in m_RefractionCameras) + { + DestroyImmediate((kvp.Value).gameObject); + } + m_RefractionCameras.Clear(); + } + + + // This just sets up some matrices in the material; for really + // old cards to make water texture scroll. + void Update() + { + if (!GetComponent()) + { + return; + } + Material mat = GetComponent().sharedMaterial; + if (!mat) + { + return; + } + + Vector4 waveSpeed = mat.GetVector("WaveSpeed"); + float waveScale = mat.GetFloat("_WaveScale"); + Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f); + + // Time since level load, and do intermediate calculations with doubles + double t = Time.timeSinceLevelLoad / 20.0; + Vector4 offsetClamped = new Vector4( + (float)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0), + (float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0), + (float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0), + (float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0) + ); + + mat.SetVector("_WaveOffset", offsetClamped); + mat.SetVector("_WaveScale4", waveScale4); + } + + void UpdateCameraModes(Camera src, Camera dest) + { + if (dest == null) + { + return; + } + // set water camera to clear the same way as current camera + dest.clearFlags = src.clearFlags; + dest.backgroundColor = src.backgroundColor; + if (src.clearFlags == CameraClearFlags.Skybox) + { + Skybox sky = src.GetComponent(); + Skybox mysky = dest.GetComponent(); + if (!sky || !sky.material) + { + mysky.enabled = false; + } + else + { + mysky.enabled = true; + mysky.material = sky.material; + } + } + // update other values to match current camera. + // even if we are supplying custom camera&projection matrices, + // some of values are used elsewhere (e.g. skybox uses far plane) + dest.farClipPlane = src.farClipPlane; + dest.nearClipPlane = src.nearClipPlane; + dest.orthographic = src.orthographic; + dest.fieldOfView = src.fieldOfView; + dest.aspect = src.aspect; + dest.orthographicSize = src.orthographicSize; + } + + + // On-demand create any objects we need for water + void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera) + { + WaterMode mode = GetWaterMode(); + + reflectionCamera = null; + refractionCamera = null; + + if (mode >= WaterMode.Reflective) + { + // Reflection render texture + if (!m_ReflectionTexture || m_OldReflectionTextureSize != textureSize) + { + if (m_ReflectionTexture) + { + DestroyImmediate(m_ReflectionTexture); + } + m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16); + m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID(); + m_ReflectionTexture.isPowerOfTwo = true; + m_ReflectionTexture.hideFlags = HideFlags.DontSave; + m_OldReflectionTextureSize = textureSize; + } + + // Camera for reflection + m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera); + if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO + { + GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); + reflectionCamera = go.GetComponent(); + reflectionCamera.enabled = false; + reflectionCamera.transform.position = transform.position; + reflectionCamera.transform.rotation = transform.rotation; + reflectionCamera.gameObject.AddComponent(); + go.hideFlags = HideFlags.HideAndDontSave; + m_ReflectionCameras[currentCamera] = reflectionCamera; + } + } + + if (mode >= WaterMode.Refractive) + { + // Refraction render texture + if (!m_RefractionTexture || m_OldRefractionTextureSize != textureSize) + { + if (m_RefractionTexture) + { + DestroyImmediate(m_RefractionTexture); + } + m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16); + m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID(); + m_RefractionTexture.isPowerOfTwo = true; + m_RefractionTexture.hideFlags = HideFlags.DontSave; + m_OldRefractionTextureSize = textureSize; + } + + // Camera for refraction + m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera); + if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO + { + GameObject go = + new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), + typeof(Camera), typeof(Skybox)); + refractionCamera = go.GetComponent(); + refractionCamera.enabled = false; + refractionCamera.transform.position = transform.position; + refractionCamera.transform.rotation = transform.rotation; + refractionCamera.gameObject.AddComponent(); + go.hideFlags = HideFlags.HideAndDontSave; + m_RefractionCameras[currentCamera] = refractionCamera; + } + } + } + + WaterMode GetWaterMode() + { + if (m_HardwareWaterSupport < waterMode) + { + return m_HardwareWaterSupport; + } + return waterMode; + } + + WaterMode FindHardwareWaterSupport() + { + if (!GetComponent()) + { + return WaterMode.Simple; + } + + Material mat = GetComponent().sharedMaterial; + if (!mat) + { + return WaterMode.Simple; + } + + string mode = mat.GetTag("WATERMODE", false); + if (mode == "Refractive") + { + return WaterMode.Refractive; + } + if (mode == "Reflective") + { + return WaterMode.Reflective; + } + + return WaterMode.Simple; + } + + // Given position/normal of the plane, calculates plane in camera space. + Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) + { + Vector3 offsetPos = pos + normal * clipPlaneOffset; + Matrix4x4 m = cam.worldToCameraMatrix; + Vector3 cpos = m.MultiplyPoint(offsetPos); + Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; + return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); + } + + // Calculates reflection matrix around the given plane + static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane) + { + reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]); + reflectionMat.m01 = (- 2F * plane[0] * plane[1]); + reflectionMat.m02 = (- 2F * plane[0] * plane[2]); + reflectionMat.m03 = (- 2F * plane[3] * plane[0]); + + reflectionMat.m10 = (- 2F * plane[1] * plane[0]); + reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]); + reflectionMat.m12 = (- 2F * plane[1] * plane[2]); + reflectionMat.m13 = (- 2F * plane[3] * plane[1]); + + reflectionMat.m20 = (- 2F * plane[2] * plane[0]); + reflectionMat.m21 = (- 2F * plane[2] * plane[1]); + reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]); + reflectionMat.m23 = (- 2F * plane[3] * plane[2]); + + reflectionMat.m30 = 0F; + reflectionMat.m31 = 0F; + reflectionMat.m32 = 0F; + reflectionMat.m33 = 1F; + } + } +} diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta new file mode 100644 index 00000000..f353f103 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs new file mode 100644 index 00000000..bc5afcfc --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs @@ -0,0 +1,78 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + public enum WaterQuality + { + High = 2, + Medium = 1, + Low = 0, + } + + [ExecuteInEditMode] + public class WaterBase : MonoBehaviour + { + public Material sharedMaterial; + public WaterQuality waterQuality = WaterQuality.High; + public bool edgeBlend = true; + + + public void UpdateShader() + { + if (waterQuality > WaterQuality.Medium) + { + sharedMaterial.shader.maximumLOD = 501; + } + else if (waterQuality > WaterQuality.Low) + { + sharedMaterial.shader.maximumLOD = 301; + } + else + { + sharedMaterial.shader.maximumLOD = 201; + } + + // If the system does not support depth textures (ie. NaCl), turn off edge bleeding, + // as the shader will render everything as transparent if the depth texture is not valid. + if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) + { + edgeBlend = false; + } + + if (edgeBlend) + { + Shader.EnableKeyword("WATER_EDGEBLEND_ON"); + Shader.DisableKeyword("WATER_EDGEBLEND_OFF"); + // just to make sure (some peeps might forget to add a water tile to the patches) + if (Camera.main) + { + Camera.main.depthTextureMode |= DepthTextureMode.Depth; + } + } + else + { + Shader.EnableKeyword("WATER_EDGEBLEND_OFF"); + Shader.DisableKeyword("WATER_EDGEBLEND_ON"); + } + } + + + public void WaterTileBeingRendered(Transform tr, Camera currentCam) + { + if (currentCam && edgeBlend) + { + currentCam.depthTextureMode |= DepthTextureMode.Depth; + } + } + + + public void Update() + { + if (sharedMaterial) + { + UpdateShader(); + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta new file mode 100644 index 00000000..2cc09198 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a1da353243062479a9b31c85074a796b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs new file mode 100644 index 00000000..65a61244 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs @@ -0,0 +1,67 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] + public class WaterTile : MonoBehaviour + { + public PlanarReflection reflection; + public WaterBase waterBase; + + + public void Start() + { + AcquireComponents(); + } + + + void AcquireComponents() + { + if (!reflection) + { + if (transform.parent) + { + reflection = transform.parent.GetComponent(); + } + else + { + reflection = transform.GetComponent(); + } + } + + if (!waterBase) + { + if (transform.parent) + { + waterBase = transform.parent.GetComponent(); + } + else + { + waterBase = transform.GetComponent(); + } + } + } + + +#if UNITY_EDITOR + public void Update() + { + AcquireComponents(); + } +#endif + + + public void OnWillRenderObject() + { + if (reflection) + { + reflection.WaterTileBeingRendered(transform, Camera.current); + } + if (waterBase) + { + waterBase.WaterTileBeingRendered(transform, Camera.current); + } + } + } +} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta new file mode 100644 index 00000000..62454033 --- /dev/null +++ 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-0,0 +1,163 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +Shader "FX/Water" { +Properties { + _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063 + _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44 + _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40 + _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1) + [NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {} + [NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {} + WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) + [NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {} + _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1) + [HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {} + [HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {} +} + + +// ----------------------------------------------------------- +// Fragment program cards + + +Subshader { + Tags { "WaterMode"="Refractive" "RenderType"="Opaque" } + Pass { +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma multi_compile_fog +#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE + +#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) +#define HAS_REFLECTION 1 +#endif +#if defined (WATER_REFRACTIVE) +#define HAS_REFRACTION 1 +#endif + + +#include "UnityCG.cginc" + +uniform float4 _WaveScale4; +uniform float4 _WaveOffset; + +#if HAS_REFLECTION +uniform float _ReflDistort; +#endif +#if HAS_REFRACTION +uniform float _RefrDistort; +#endif + +struct appdata { + float4 vertex : POSITION; + float3 normal : NORMAL; +}; + +struct v2f { + float4 pos : SV_POSITION; + #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) + float4 ref : TEXCOORD0; + float2 bumpuv0 : TEXCOORD1; + float2 bumpuv1 : TEXCOORD2; + float3 viewDir : TEXCOORD3; + #else + float2 bumpuv0 : TEXCOORD0; + float2 bumpuv1 : TEXCOORD1; + float3 viewDir : TEXCOORD2; + #endif + UNITY_FOG_COORDS(4) +}; + +v2f vert(appdata v) +{ + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + + + // scroll bump waves + float4 temp; + float4 wpos = mul (unity_ObjectToWorld, v.vertex); + temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset; + o.bumpuv0 = temp.xy; + o.bumpuv1 = temp.wz; + + // object space view direction (will normalize per pixel) + o.viewDir.xzy = WorldSpaceViewDir(v.vertex); + + #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) + o.ref = ComputeNonStereoScreenPos(o.pos); + #endif + + UNITY_TRANSFER_FOG(o,o.pos); + return o; +} + +#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) +sampler2D _ReflectionTex; +#endif +#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE) +sampler2D _ReflectiveColor; +#endif +#if defined (WATER_REFRACTIVE) +sampler2D _Fresnel; +sampler2D _RefractionTex; +uniform float4 _RefrColor; +#endif +#if defined (WATER_SIMPLE) +uniform float4 _HorizonColor; +#endif +sampler2D _BumpMap; + +half4 frag( v2f i ) : SV_Target +{ + i.viewDir = normalize(i.viewDir); + + // combine two scrolling bumpmaps into one + half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb; + half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb; + half3 bump = (bump1 + bump2) * 0.5; + + // fresnel factor + half fresnelFac = dot( i.viewDir, bump ); + + // perturb reflection/refraction UVs by bumpmap, and lookup colors + + #if HAS_REFLECTION + float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort; + half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) ); + #endif + #if HAS_REFRACTION + float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort; + half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor; + #endif + + // final color is between refracted and reflected based on fresnel + half4 color; + + #if defined(WATER_REFRACTIVE) + half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) ); + color = lerp( refr, refl, fresnel ); + #endif + + #if defined(WATER_REFLECTIVE) + half4 water 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(displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) + + _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) + _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) + + _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 + + _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) + _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) + _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) + + _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) + _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 + + _Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0) + + _GerstnerIntensity("Per vertex displacement", Float) = 1.0 + _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) + _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) + _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) + _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) + _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) + _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) +} + + +CGINCLUDE + + #include "UnityCG.cginc" + #include "WaterInclude.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + // interpolator structs + + struct v2f + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float4 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + float4 grabPassPos : TEXCOORD4; + UNITY_FOG_COORDS(5) + }; + + struct v2f_noGrab + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float3 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + UNITY_FOG_COORDS(4) + }; + + struct v2f_simple + { + float4 pos : SV_POSITION; + float4 viewInterpolator : TEXCOORD0; + float4 bumpCoords : TEXCOORD1; + UNITY_FOG_COORDS(2) + }; + + // textures + sampler2D _BumpMap; + sampler2D _ReflectionTex; + sampler2D _RefractionTex; + sampler2D _ShoreTex; + sampler2D_float _CameraDepthTexture; + + // colors in use + uniform float4 _RefrColorDepth; + uniform float4 _SpecularColor; + uniform float4 _BaseColor; + uniform float4 _ReflectionColor; + + // edge & shore fading + uniform float4 _InvFadeParemeter; + + // specularity + uniform float _Shininess; + uniform float4 _WorldLightDir; + + // fresnel, vertex & bump displacements & strength + uniform float4 _DistortParams; + uniform float _FresnelScale; + uniform float4 _BumpTiling; + uniform float4 _BumpDirection; + + uniform float4 _GAmplitude; + uniform float4 _GFrequency; + uniform float4 _GSteepness; + uniform float4 _GSpeed; + uniform float4 _GDirectionAB; + uniform float4 _GDirectionCD; + + // foam + uniform float4 _Foam; + + // shortcuts + #define PER_PIXEL_DISPLACE _DistortParams.x + #define REALTIME_DISTORTION _DistortParams.y + #define FRESNEL_POWER _DistortParams.z + #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz + #define FRESNEL_BIAS _DistortParams.w + #define NORMAL_DISPLACEMENT_PER_VERTEX _InvFadeParemeter.z + + // + // HQ VERSION + // + + v2f vert(appdata_full v) + { + v2f o; + + half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz; + + half3 nrml; + half3 offsets; + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed + half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = UnityObjectToClipPos(v.vertex); + + ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); + + o.normalInterpolator.xyz = nrml; + + o.viewInterpolator.w = saturate(offsets.y); + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + half4 frag( v2f i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + half4 grabWithOffset = i.grabPassPos + distortOffset; + + half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); + half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); + half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + #ifdef WATER_EDGEBLEND_ON + if (LinearEyeDepth(refrFix) < i.screenPos.z) + rtRefractions = rtRefractionsNoDistort; + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + float depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); + edgeBlendFactors.y = 1.0-edgeBlendFactors.y; + #endif + + // shading for fresnel term + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + // base, depth & reflection colors + half4 baseColor = ExtinctColor (_BaseColor, i.viewInterpolator.w * _InvFadeParemeter.w); + #ifdef WATER_REFLECTIVE + half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); + #else + half4 reflectionColor = _ReflectionColor; + #endif + + baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); + baseColor = baseColor + spec * _SpecularColor; + + // handle foam + half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0); + baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y)); + + baseColor.a = edgeBlendFactors.x; + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + + // + // MQ VERSION + // + + v2f_noGrab vert300(appdata_full v) + { + v2f_noGrab o; + + half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz; + + half3 nrml; + half3 offsets; + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed + half2 tileableUv = mul(unity_ObjectToWorld,v.vertex).xz; + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = UnityObjectToClipPos(v.vertex); + + o.screenPos = ComputeNonStereoScreenPos(o.pos); + + o.normalInterpolator.xyz = nrml; + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + half4 frag300( v2f_noGrab i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, normalize(VERTEX_WORLD_NORMAL), PER_PIXEL_DISPLACE); + + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); + edgeBlendFactors.y = 1.0-edgeBlendFactors.y; + #endif + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + #ifdef WATER_REFLECTIVE + baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 2.0)); + #else + baseColor = lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + #endif + + baseColor = baseColor + spec * _SpecularColor; + + baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + + // + // LQ VERSION + // + + v2f_simple vert200(appdata_full v) + { + v2f_simple o; + + half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz; + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; + + o.pos = UnityObjectToClipPos( v.vertex); + + o.viewInterpolator.w = 1;//GetDistanceFadeout(ComputeNonStereoScreenPos(o.pos).w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + + } + + half4 frag200( v2f_simple i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + baseColor.a = saturate(2.0 * refl2Refr + 0.5); + + baseColor.rgb += spec * _SpecularColor.rgb; + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + +ENDCG + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 500 + ColorMask RGB + + GrabPass { "_RefractionTex" } + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 300 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert300 + #pragma fragment frag300 + #pragma multi_compile_fog + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 200 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma vertex vert200 + #pragma fragment frag200 + #pragma multi_compile_fog + + ENDCG + } +} + +Fallback "Transparent/Diffuse" +} diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta new file mode 100644 index 00000000..44952fb2 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 475c4a4e617a8401b84ca7b32c7cc460 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader new file mode 100644 index 00000000..ee0d1763 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader @@ -0,0 +1,435 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' + +Shader "FX/SimpleWater4" { +Properties { + _ReflectionTex ("Internal reflection", 2D) = "white" {} + + _MainTex ("Fallback texture", 2D) = "black" {} + _BumpMap ("Normals ", 2D) = "bump" {} + + _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15) + _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0) + + _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1) + _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) + + _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) + _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) + + _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 + + _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) + _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) + _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) + + _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) + _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 + + _GerstnerIntensity("Per vertex displacement", Float) = 1.0 + _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) + _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) + _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) + _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) + _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) + _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) +} + + +CGINCLUDE + + #include "UnityCG.cginc" + #include "WaterInclude.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + // interpolator structs + + struct v2f + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float3 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + float4 grabPassPos : TEXCOORD4; + UNITY_FOG_COORDS(5) + }; + + struct v2f_noGrab + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float3 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + UNITY_FOG_COORDS(4) + }; + + struct v2f_simple + { + float4 pos : SV_POSITION; + float3 viewInterpolator : TEXCOORD0; + float4 bumpCoords : TEXCOORD1; + UNITY_FOG_COORDS(2) + }; + + // textures + sampler2D _BumpMap; + sampler2D _ReflectionTex; + sampler2D _RefractionTex; + sampler2D _ShoreTex; + sampler2D_float _CameraDepthTexture; + + // colors in use + uniform float4 _RefrColorDepth; + uniform float4 _SpecularColor; + uniform float4 _BaseColor; + uniform float4 _ReflectionColor; + + // edge & shore fading + uniform float4 _InvFadeParemeter; + + // specularity + uniform float _Shininess; + uniform float4 _WorldLightDir; + + // fresnel, vertex & bump displacements & strength + uniform float4 _DistortParams; + uniform float _FresnelScale; + uniform float4 _BumpTiling; + uniform float4 _BumpDirection; + + uniform float4 _GAmplitude; + uniform float4 _GFrequency; + uniform float4 _GSteepness; + uniform float4 _GSpeed; + uniform float4 _GDirectionAB; + uniform float4 _GDirectionCD; + + // shortcuts + #define PER_PIXEL_DISPLACE _DistortParams.x + #define REALTIME_DISTORTION _DistortParams.y + #define FRESNEL_POWER _DistortParams.z + #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz + #define DISTANCE_SCALE _InvFadeParemeter.z + #define FRESNEL_BIAS _DistortParams.w + + // + // HQ VERSION + // + + v2f vert(appdata_full v) + { + v2f o; + + half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz; + + half3 nrml; + half3 offsets; + + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = UnityObjectToClipPos(v.vertex); + + ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); + + o.normalInterpolator.xyz = nrml; + + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + half4 frag( v2f i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + half4 grabWithOffset = i.grabPassPos + distortOffset; + + half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); + half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); + half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + #ifdef WATER_EDGEBLEND_ON + if (LinearEyeDepth(refrFix) < i.screenPos.z) + rtRefractions = rtRefractionsNoDistort; + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); + #endif + + // shading for fresnel term + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + // base, depth & reflection colors + half4 baseColor = _BaseColor; + #ifdef WATER_REFLECTIVE + half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); + #else + half4 reflectionColor = _ReflectionColor; + #endif + + baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); + baseColor = baseColor + spec * _SpecularColor; + + baseColor.a = edgeBlendFactors.x; + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + + // + // MQ VERSION + // + + v2f_noGrab vert300(appdata_full v) + { + v2f_noGrab o; + + half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz; + + half3 nrml; + half3 offsets; + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = UnityObjectToClipPos(v.vertex); + + o.screenPos = ComputeNonStereoScreenPos(o.pos); + + o.normalInterpolator.xyz = nrml; + + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + half4 frag300( v2f_noGrab i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); + #endif + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + #ifdef WATER_REFLECTIVE + baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0)); + #else + baseColor = _ReflectionColor;//lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + #endif + + baseColor = baseColor + spec * _SpecularColor; + + baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + + // + // LQ VERSION + // + + v2f_simple vert200(appdata_full v) + { + v2f_simple o; + + half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz; + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; + + o.pos = UnityObjectToClipPos( v.vertex); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + + } + + half4 frag200( v2f_simple i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + baseColor.a = saturate(2.0 * refl2Refr + 0.5); + + baseColor.rgb += spec * _SpecularColor.rgb; + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + +ENDCG + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 500 + ColorMask RGB + + GrabPass { "_RefractionTex" } + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 300 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert300 + #pragma fragment frag300 + #pragma multi_compile_fog + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 200 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma vertex vert200 + #pragma fragment frag200 + #pragma multi_compile_fog + + ENDCG + } +} + +Fallback "Transparent/Diffuse" +} diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta new file mode 100644 index 00000000..8b60e33e --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 8aaff0751054e4a9cb4642d01eaf5be9 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc new file mode 100644 index 00000000..961d4389 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc @@ -0,0 +1,257 @@ + +#ifndef WATER_CG_INCLUDED +#define WATER_CG_INCLUDED + +#include "UnityCG.cginc" + +half _GerstnerIntensity; + +inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) +{ + half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5; + half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); + return normalize(worldNormal); +} + +inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength) +{ + half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); + bump = bump * 0.5; + half3 normal = UnpackNormal(bump); + normal.xy *= bumpStrength; + return normalize(normal); +} + +inline half3 GetNormal(half4 tf) { + #ifdef WATER_VERTEX_DISPLACEMENT_ON + return half3(2,1,2) * tf.rbg - half3(1,0,1); + #else + return half3(0,1,0); + #endif +} + +inline half GetDistanceFadeout(half screenW, half speed) { + return 1.0f / abs(0.5f + screenW * speed); +} + +half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC) +{ + half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; + #ifdef WATER_VERTEX_DISPLACEMENT_ON + half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); + tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0)); + tf *= 0.333333; + #else + half4 tf = half4(0.5,0.5,0.5,0.0); + #endif + + return tf; +} + +half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB) +{ + half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; + #ifdef WATER_VERTEX_DISPLACEMENT_ON + half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); + tf *= 0.5; + #else + half4 tf = half4(0.5,0.5,0.5,0.0); + #endif + + return tf; +} + +inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos) +{ + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0f; + #endif + + screenPos = ComputeNonStereoScreenPos(pos); + grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5; + grabPassPos.zw = pos.zw; +} + + +inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset) +{ + half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); + bump = bump * 0.5; + half3 normal = UnpackNormal(bump); + normal.xy *= bumpStrength; + normal.xy += perVertxOffset; + return normalize(normal); +} + +inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) +{ + half4 bump = tex2D(bumpMap, coords.xy); + bump.xy = bump.wy - half2(0.5, 0.5); + half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); + return normalize(worldNormal); +} + +inline half4 Foam(sampler2D shoreTex, half4 coords, half amount) +{ + half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125; + foam.a = amount; + return foam; +} + +inline half4 Foam(sampler2D shoreTex, half4 coords) +{ + half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125; + return foam; +} + +inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power) +{ + half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0); + half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power)); + return refl2Refr; +} + +inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel) +{ + half facing = saturate(dot(-viewVector, worldNormal)); + half fresn = tex2D(fresnel, half2(facing, 0.5f)).b; + return fresn; +} + +inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB, + sampler2D mapC, half4 uv, + half vertexStrength, half3 normal, + out half4 vertexOffset, out half2 normalOffset) +{ + half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); + tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0)); + tf /= 3.0; + + tf.rga = tf.rga-half3(0.5,0.5,0.0); + + // height displacement in alpha channel, normals info in rgb + + vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength; + normalOffset = tf.rg; +} + +inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB, + sampler2D mapC, half4 uv, + half vertexStrength, half normalsStrength, + out half4 vertexOffset, out half2 normalOffset) +{ + // @NOTE: for best performance, this should really be properly packed! + + half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); + tf *= 0.5; + + tf.rga = tf.rga-half3(0.5,0.5,0.0); + + // height displacement in alpha channel, normals info in rgb + + vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength; + normalOffset = tf.rg * normalsStrength; +} + +half4 ExtinctColor (half4 baseColor, half extinctionAmount) +{ + // tweak the extinction coefficient for different coloring + return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0); +} + + half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) + { + half3 offsets; + + offsets.x = + steepness * amp * dir.x * + cos( freq * dot( dir, xzVtx ) + speed * _Time.x); + + offsets.z = + steepness * amp * dir.y * + cos( freq * dot( dir, xzVtx ) + speed * _Time.x); + + offsets.y = + amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x); + + return offsets; + } + + half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) + { + half3 offsets; + + half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw; + half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw; + + half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); + half4 TIME = _Time.yyyy * speed; + + half4 COS = cos (dotABCD + TIME); + half4 SIN = sin (dotABCD + TIME); + + offsets.x = dot(COS, half4(AB.xz, CD.xz)); + offsets.z = dot(COS, half4(AB.yw, CD.yw)); + offsets.y = dot(SIN, amp); + + return offsets; + } + + half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) + { + half3 nrml = half3(0,0,0); + + nrml.x -= + dir.x * (amp * freq) * + cos(freq * dot( dir, xzVtx ) + speed * _Time.x); + + nrml.z -= + dir.y * (amp * freq) * + cos(freq * dot( dir, xzVtx ) + speed * _Time.x); + + return nrml; + } + + half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) + { + half3 nrml = half3(0,2.0,0); + + half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw; + half4 CD = freq.zzww * amp.zzww * dirCD.xyzw; + + half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); + half4 TIME = _Time.yyyy * speed; + + half4 COS = cos (dotABCD + TIME); + + nrml.x -= dot(COS, half4(AB.xz, CD.xz)); + nrml.z -= dot(COS, half4(AB.yw, CD.yw)); + + nrml.xz *= _GerstnerIntensity; + nrml = normalize (nrml); + + return nrml; + } + + void Gerstner ( out half3 offs, out half3 nrml, + half3 vtx, half3 tileableVtx, + half4 amplitude, half4 frequency, half4 steepness, + half4 speed, half4 directionAB, half4 directionCD ) + { + #ifdef WATER_VERTEX_DISPLACEMENT_ON + offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD); + nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD); + #else + offs = half3(0,0,0); + nrml = half3(0,1,0); + #endif + } + + +#endif diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta new file mode 100644 index 00000000..6d8dcf23 --- /dev/null +++ b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 34e1452e07a0b40c295c5b10aa679465 +ShaderImporter: + 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mainModule.startSpeed = m_Power; var emission = system.emission; emission.enabled = (m_Power > minPower*1.1f); } diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs b/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs index 9c9441d7..57dd7b8b 100755 --- a/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs +++ b/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs @@ -15,9 +15,10 @@ private void Start() var systems = GetComponentsInChildren(); foreach (ParticleSystem system in systems) { - system.startSize *= multiplier; - system.startSpeed *= multiplier; - system.startLifetime *= Mathf.Lerp(multiplier, 1, 0.5f); + ParticleSystem.MainModule mainModule = system.main; + mainModule.startSizeMultiplier *= multiplier; + mainModule.startSpeedMultiplier *= multiplier; + mainModule.startLifetimeMultiplier *= Mathf.Lerp(multiplier, 1, 0.5f); system.Clear(); system.Play(); } diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs b/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs index 37a363e9..09f29eda 100755 --- a/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs +++ b/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs @@ -1,5 +1,6 @@ using System; using UnityEngine; +using System.Collections.Generic; namespace UnityStandardAssets.Effects { @@ -9,7 +10,7 @@ public class WaterHoseParticles : MonoBehaviour public float force = 1; - private ParticleCollisionEvent[] m_CollisionEvents = new ParticleCollisionEvent[16]; + private List m_CollisionEvents = new List(); private ParticleSystem m_ParticleSystem; @@ -21,13 +22,6 @@ private void Start() private void OnParticleCollision(GameObject other) { - int safeLength = m_ParticleSystem.GetSafeCollisionEventSize(); - - if (m_CollisionEvents.Length < safeLength) - { - m_CollisionEvents = new ParticleCollisionEvent[safeLength]; - } - int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents); int i = 0; @@ -38,7 +32,7 @@ private void OnParticleCollision(GameObject other) lastSoundTime = Time.time; } - var col = m_CollisionEvents[i].collider; + var col = m_CollisionEvents[i].colliderComponent; var attachedRigidbody = col.GetComponent(); if (attachedRigidbody != null) { diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader index dd83c031..d3b934cb 100755 --- a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader +++ b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader @@ -52,7 +52,7 @@ Category { v2f vert (appdata_t v) { v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader index 1a49a354..a1fedf81 100755 --- a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader +++ b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader @@ -50,7 +50,7 @@ Category { v2f vert (appdata_t v) { v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader index 92eea919..bf577f9f 100755 --- a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader +++ b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader @@ -52,7 +52,7 @@ Category { v2f vert (appdata_t v) { v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); diff --git a/Assets/Standard Assets/PhysicsMaterials.meta b/Assets/Standard Assets/PhysicsMaterials.meta index 167a6666..f1576e67 100755 --- a/Assets/Standard Assets/PhysicsMaterials.meta +++ b/Assets/Standard Assets/PhysicsMaterials.meta @@ -2,7 +2,7 @@ fileFormatVersion: 2 guid: 5eebb5849c50a2c4ea24ded96e6f3aac folderAsset: yes timeCreated: 1427462663 -licenseType: Pro +licenseType: Store DefaultImporter: userData: assetBundleName: diff --git a/Assets/Standard Assets/PhysicsMaterials/Bouncy.physicmaterial.meta b/Assets/Standard Assets/PhysicsMaterials/Bouncy.physicmaterial.meta index e61af055..2d945d4c 100755 --- a/Assets/Standard Assets/PhysicsMaterials/Bouncy.physicmaterial.meta +++ b/Assets/Standard Assets/PhysicsMaterials/Bouncy.physicmaterial.meta @@ -1,7 +1,7 @@ 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+ mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 32 + textureSettings: + filterMode: -1 + aniso: 0 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Utility/ActivateTrigger.cs b/Assets/Standard Assets/Utility/ActivateTrigger.cs index 2839ab6a..f1d5a458 100755 --- a/Assets/Standard Assets/Utility/ActivateTrigger.cs +++ b/Assets/Standard Assets/Utility/ActivateTrigger.cs @@ -54,7 +54,7 @@ private void DoActivateTrigger() { Instantiate(source, targetGameObject.transform.position, targetGameObject.transform.rotation); - DestroyObject(targetGameObject); + Destroy(targetGameObject); } } break; diff --git a/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs new file mode 100644 index 00000000..fb9fc00c --- /dev/null +++ b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +public class AlphaButtonClickMask : MonoBehaviour, ICanvasRaycastFilter +{ + protected Image _image; + + public void Start() + { + _image = GetComponent(); + + Texture2D tex = _image.sprite.texture as Texture2D; + + bool isInvalid = false; + if (tex != null) + { + try + { + tex.GetPixels32(); + } + catch (UnityException e) + { + Debug.LogError(e.Message); + isInvalid = true; + } + } + else + { + isInvalid = true; + } + + if (isInvalid) + { + Debug.LogError("This script need an Image with a readbale Texture2D to work."); + } + } + + public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) + { + Vector2 localPoint; + RectTransformUtility.ScreenPointToLocalPointInRectangle(_image.rectTransform, sp, eventCamera, out localPoint); + + Vector2 pivot = _image.rectTransform.pivot; + Vector2 normalizedLocal = new Vector2(pivot.x + localPoint.x / _image.rectTransform.rect.width, pivot.y + localPoint.y / _image.rectTransform.rect.height); + Vector2 uv = new Vector2( + _image.sprite.rect.x + normalizedLocal.x * _image.sprite.rect.width, + _image.sprite.rect.y + normalizedLocal.y * _image.sprite.rect.height ); + + uv.x /= _image.sprite.texture.width; + uv.y /= _image.sprite.texture.height; + + //uv are inversed, as 0,0 or the rect transform seem to be upper right, then going negativ toward lower left... + Color c = _image.sprite.texture.GetPixelBilinear(uv.x, uv.y); + + return c.a> 0.1f; + } +} diff --git a/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta new file mode 100644 index 00000000..520f9efa --- /dev/null +++ b/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 971f44ba24a74294294daed00507d80e +timeCreated: 1436868016 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs index 319e77a6..53a7fc1e 100755 --- a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs +++ b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs @@ -14,7 +14,7 @@ public class AutoMobileShaderSwitch : MonoBehaviour // Use this for initialization private void OnEnable() { -#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN var renderers = FindObjectsOfType(); Debug.Log (renderers.Length+" renderers"); var oldMaterials = new List(); diff --git a/Assets/Standard Assets/Utility/ForcedReset.cs b/Assets/Standard Assets/Utility/ForcedReset.cs index bccc11e0..bf63bd33 100755 --- a/Assets/Standard Assets/Utility/ForcedReset.cs +++ b/Assets/Standard Assets/Utility/ForcedReset.cs @@ -1,9 +1,11 @@ using System; using UnityEngine; +using UnityEngine.UI; using UnityEngine.SceneManagement; using UnityStandardAssets.CrossPlatformInput; -[RequireComponent(typeof (GUITexture))] +#pragma warning disable 618 +[RequireComponent(typeof (Image))] public class ForcedReset : MonoBehaviour { private void Update() @@ -12,7 +14,7 @@ private void Update() if (CrossPlatformInputManager.GetButtonDown("ResetObject")) { //... reload the scene - SceneManager.LoadScene(SceneManager.GetSceneAt(0).path); + SceneManager.LoadScene(SceneManager.GetSceneAt(0).name); } } } diff --git a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs index db645bc0..ca6d8fc9 100755 --- a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs +++ b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs @@ -25,14 +25,14 @@ private IEnumerator Start() // find out the maximum lifetime of any particles in this effect foreach (var system in systems) { - m_MaxLifetime = Mathf.Max(system.startLifetime, m_MaxLifetime); + m_MaxLifetime = Mathf.Max(system.main.startLifetime.constant, m_MaxLifetime); } // wait for random duration float stopTime = Time.time + Random.Range(minDuration, maxDuration); - while (Time.time < stopTime || m_EarlyStop) + while (Time.time < stopTime && !m_EarlyStop) { yield return null; } diff --git a/Assets/Standard Assets/Utility/PlatformSpecificContent.cs b/Assets/Standard Assets/Utility/PlatformSpecificContent.cs index fde9b9f3..faa2b02a 100755 --- a/Assets/Standard Assets/Utility/PlatformSpecificContent.cs +++ b/Assets/Standard Assets/Utility/PlatformSpecificContent.cs @@ -4,6 +4,7 @@ using UnityEditor; #endif +#pragma warning disable 618, 649 namespace UnityStandardAssets.Utility { #if UNITY_EDITOR @@ -11,6 +12,9 @@ namespace UnityStandardAssets.Utility [ExecuteInEditMode] #endif public class PlatformSpecificContent : MonoBehaviour +#if UNITY_EDITOR + , UnityEditor.Build.IActiveBuildTargetChanged +#endif { private enum BuildTargetGroup { @@ -18,33 +22,47 @@ private enum BuildTargetGroup Mobile } - [SerializeField] private BuildTargetGroup m_BuildTargetGroup; - [SerializeField] private GameObject[] m_Content = new GameObject[0]; - [SerializeField] private MonoBehaviour[] m_MonoBehaviours = new MonoBehaviour[0]; - [SerializeField] private bool m_ChildrenOfThisObject; + [SerializeField] + private BuildTargetGroup m_BuildTargetGroup; + [SerializeField] + private GameObject[] m_Content = new GameObject[0]; + [SerializeField] + private MonoBehaviour[] m_MonoBehaviours = new MonoBehaviour[0]; + [SerializeField] + private bool m_ChildrenOfThisObject; #if !UNITY_EDITOR void OnEnable() { CheckEnableContent(); } +#else + public int callbackOrder + { + get + { + return 1; + } + } #endif #if UNITY_EDITOR private void OnEnable() { - EditorUserBuildSettings.activeBuildTargetChanged += Update; EditorApplication.update += Update; } private void OnDisable() { - EditorUserBuildSettings.activeBuildTargetChanged -= Update; EditorApplication.update -= Update; } + public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) + { + CheckEnableContent(); + } private void Update() { @@ -55,7 +73,7 @@ private void Update() private void CheckEnableContent() { -#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY ) +#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN) if 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m_Modifications: [] - m_RemovedComponents: [] - m_ParentPrefab: {fileID: 0} - m_RootGameObject: {fileID: 100000} - m_IsPrefabParent: 1 diff --git a/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs index fe5f75fa..89abaa76 100755 --- a/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs +++ b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs @@ -1,13 +1,15 @@ using System; using UnityEngine; +using UnityEngine.UI; +#pragma warning disable 618 namespace UnityStandardAssets.Utility { public class SimpleActivatorMenu : MonoBehaviour { // An incredibly simple menu which, when given references // to gameobjects in the scene - public GUIText camSwitchButton; + public Text camSwitchButton; public GameObject[] objects; diff --git a/Assets/Standard Assets/Utility/SmoothFollow.cs b/Assets/Standard Assets/Utility/SmoothFollow.cs index f35b8055..197f53b3 100755 --- a/Assets/Standard Assets/Utility/SmoothFollow.cs +++ b/Assets/Standard Assets/Utility/SmoothFollow.cs @@ -1,5 +1,6 @@ using UnityEngine; +#pragma warning disable 649 namespace UnityStandardAssets.Utility { public class SmoothFollow : MonoBehaviour diff --git a/Assets/Standard Assets/Utility/TimedObjectActivator.cs b/Assets/Standard Assets/Utility/TimedObjectActivator.cs index bec897e8..0c0781fa 100755 --- a/Assets/Standard Assets/Utility/TimedObjectActivator.cs +++ b/Assets/Standard Assets/Utility/TimedObjectActivator.cs @@ -80,7 +80,7 @@ private IEnumerator Deactivate(Entry entry) private IEnumerator ReloadLevel(Entry entry) { yield return new WaitForSeconds(entry.delay); - SceneManager.LoadScene(SceneManager.GetSceneAt(0).path); + SceneManager.LoadScene(SceneManager.GetSceneAt(0).name); } } } diff --git a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs index 3927e7fd..ea6d653a 100755 --- a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs +++ b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs @@ -21,7 +21,7 @@ private void DestroyNow() { transform.DetachChildren(); } - DestroyObject(gameObject); + Destroy(gameObject); } } } diff --git a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs index 1efb72ea..e5234157 100755 --- a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs +++ b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs @@ -1,6 +1,7 @@ using System; using UnityEngine; +#pragma warning disable 649 namespace UnityStandardAssets.Utility { public class WaypointProgressTracker : MonoBehaviour diff --git a/Assets/Standard Assets/Vehicles.meta b/Assets/Standard Assets/Vehicles.meta new file mode 100644 index 00000000..9174fd0f --- /dev/null +++ b/Assets/Standard Assets/Vehicles.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 91c9eb0d68c3aa9468278099737303a2 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft.meta b/Assets/Standard Assets/Vehicles/Aircraft.meta new file mode 100644 index 00000000..3dd11af5 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: b7de47d41fcb3aa49902af940a730982 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt b/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt new file mode 100644 index 00000000..5a09c3fb --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt @@ -0,0 +1,29 @@ +In the Aircraft folder you'll find a few ready-made Aircraft prefabs, which are used in the Aircraft sample scenes. These prefabs demonstrate how you can use the Aircraft scripts we've included, including some AI-controlled variants which are able to fly directly towards a specified target, or follow a waypoint-based route. + +The Jet Plane and the Propeller Plane prefabs share most of the same scripts (and some of the same 3D artwork), but their main difference is in their power and aerodynamic handling settings. + +The scripts included have been designed to be modular in nature, so that the extra features of a particular aircraft can be set up (such as propellers, flaps, landing gear), however it's possible to get any GameObject flying by simply adding the AeroplaneController script and either the "UserControl" or "AiControl" scripts. (If you add the AiControl script, you'll need to assign it a target). + +To set up your own aircraft from scratch, use the following steps: + +1) Start with a suitable scene. There ought to be enough flat ground for a sensible take-off. +2) Place your 3d model in the scene. +3) Add the AeroplaneController script. (this will automatically add a required Rigidbody component). +4) Add the AeroplaneUserControl script. +5) Add a suitable Collider (or set of Colliders), so that it doesn't fall through the floor. +6) Hit play, try taking off. (Arrows/WSAD for power and rudder, Mouse for roll and pitch). +7) You may find the friction of your Colliders against the ground prevent take-off, or cause the plane to turn awkwardly during take-off. In this case you'll either need to reduce the friction of the Colliders touching the ground (by assigning a low-friction physics material to the Colliders), or add Wheel Colliders to your plane so that it can roll along the ground before take-off (as we have done in the sample prefabs provided). + +You can then mix and match the other optional components to add features such as engine sound, animated flaps, and propellers. + +You'll probably want to add a camera rig, so that the camera follows the aircraft as it flies off. See the Camera Rig guidelines for instructions on how to do that. + +The Aeroplane script exposes a number of properties which determine the power and handling of the aircraft, however ultimately the script is designed to provide a fun arcade game-like feel rather than attempting to be a realistic simulation of aircraft aerodynamics. It is possible to set up aircraft that will glide and stall, but ultimately the emphasis is on performance and fun rather than realism! + +For more detail about each setting, see the comments in the script. + +The AeroplaneUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use unity's built in Input class in place of CrossPlatformInput. For more information, see the Cross Platform Input guidelines. + +The AeroplaneAIControl component can be added instead of the AeroplaneUserControl component, allowing the plane to be AI controlled. You can set it up to either fly towards a specified target, or (by using the WaypointProgressTracker) follow a waypoint-defined route. 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100644 index 00000000..9e901d0c --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 2c1511e0ceed760459899d8803837fb3 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs new file mode 100644 index 00000000..5c41a3f7 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs @@ -0,0 +1,117 @@ +using System; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.Vehicles.Aeroplane +{ + [RequireComponent(typeof (AeroplaneController))] + public class AeroplaneAiControl : MonoBehaviour + { + // This script represents an AI 'pilot' capable of flying the plane towards a designated target. + // It sends the equivalent of the inputs that a user would send to the Aeroplane controller. + [SerializeField] private float m_RollSensitivity = .2f; // How sensitively the AI applies the roll controls + [SerializeField] private float m_PitchSensitivity = .5f; // How sensitively the AI applies the pitch controls + [SerializeField] private float m_LateralWanderDistance = 5; // The amount that the plane can wander by when heading for a target + [SerializeField] private float m_LateralWanderSpeed = 0.11f; // The speed at which the plane will wander laterally + [SerializeField] private float m_MaxClimbAngle = 45; // The maximum angle that the AI will attempt to make plane can climb at + [SerializeField] private float m_MaxRollAngle = 45; // The maximum angle that the AI will attempt to u + [SerializeField] private float m_SpeedEffect = 0.01f; // This increases the effect of the controls based on the plane's speed. + [SerializeField] private float m_TakeoffHeight = 20; // the AI will fly straight and only pitch upwards until reaching this height + [SerializeField] private Transform m_Target; // the target to fly towards + + private AeroplaneController m_AeroplaneController; // The aeroplane controller that is used to move the plane + private float m_RandomPerlin; // Used for generating random point on perlin noise so that the plane will wander off path slightly + private bool m_TakenOff; // Has the plane taken off yet + + + // setup script properties + private void Awake() + { + // get the reference to the aeroplane controller, so we can send move input to it and read its current state. + m_AeroplaneController = GetComponent(); + + // pick a random perlin starting point for lateral wandering + m_RandomPerlin = Random.Range(0f, 100f); + } + + + // reset the object to sensible values + public void Reset() + { + m_TakenOff = false; + } + + + // fixed update is called in time with the physics system update + private void FixedUpdate() + { + if (m_Target != null) + { + // make the plane wander from the path, useful for making the AI seem more human, less robotic. + Vector3 targetPos = m_Target.position + + transform.right* + (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)* + m_LateralWanderDistance; + + // adjust the yaw and pitch towards the target + Vector3 localTarget = transform.InverseTransformPoint(targetPos); + float targetAngleYaw = Mathf.Atan2(localTarget.x, localTarget.z); + float targetAnglePitch = -Mathf.Atan2(localTarget.y, localTarget.z); + + + // Set the target for the planes pitch, we check later that this has not passed the maximum threshold + targetAnglePitch = Mathf.Clamp(targetAnglePitch, -m_MaxClimbAngle*Mathf.Deg2Rad, + m_MaxClimbAngle*Mathf.Deg2Rad); + + // calculate the difference between current pitch and desired pitch + float changePitch = targetAnglePitch - m_AeroplaneController.PitchAngle; + + // AI always applies gentle forward throttle + const float throttleInput = 0.5f; + + // AI applies elevator control (pitch, rotation around x) to reach the target angle + float pitchInput = changePitch*m_PitchSensitivity; + + // clamp the planes roll + float desiredRoll = Mathf.Clamp(targetAngleYaw, -m_MaxRollAngle*Mathf.Deg2Rad, m_MaxRollAngle*Mathf.Deg2Rad); + float yawInput = 0; + float rollInput = 0; + if (!m_TakenOff) + { + // If the planes altitude is above m_TakeoffHeight we class this as taken off + if (m_AeroplaneController.Altitude > m_TakeoffHeight) + { + m_TakenOff = true; + } + } + else + { + // now we have taken off to a safe height, we can use the rudder and ailerons to yaw and roll + yawInput = targetAngleYaw; + rollInput = -(m_AeroplaneController.RollAngle - desiredRoll)*m_RollSensitivity; + } + + // adjust how fast the AI is changing the controls based on the speed. Faster speed = faster on the controls. + float currentSpeedEffect = 1 + (m_AeroplaneController.ForwardSpeed*m_SpeedEffect); + rollInput *= currentSpeedEffect; + pitchInput *= currentSpeedEffect; + yawInput *= currentSpeedEffect; + + // pass the current input to the plane (false = because AI never uses air brakes!) + m_AeroplaneController.Move(rollInput, pitchInput, yawInput, throttleInput, false); + } + else + { + // no target set, send zeroed input to the planeW + m_AeroplaneController.Move(0, 0, 0, 0, false); + } + } + + + // allows other scripts to set the plane's target + public void SetTarget(Transform target) + { + m_Target = target; + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs.meta new file mode 100644 index 00000000..8e5d89b4 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6f947e56d54f4274896478766fef616c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs new file mode 100644 index 00000000..95009549 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs @@ -0,0 +1,98 @@ +using System; +using UnityEngine; + +#pragma warning disable 649 +namespace UnityStandardAssets.Vehicles.Aeroplane +{ + public class AeroplaneAudio : MonoBehaviour + { + + [Serializable] + public class AdvancedSetttings // A class for storing the advanced options. + { + public float engineMinDistance = 50f; // The min distance of the engine audio source. + public float engineMaxDistance = 1000f; // The max distance of the engine audio source. + public float engineDopplerLevel = 1f; // The doppler level of the engine audio source. + [Range(0f, 1f)] public float engineMasterVolume = 0.5f; // An overall control of the engine sound volume. + public float windMinDistance = 10f; // The min distance of the wind audio source. + public float windMaxDistance = 100f; // The max distance of the wind audio source. + public float windDopplerLevel = 1f; // The doppler level of the wind audio source. + [Range(0f, 1f)] public float windMasterVolume = 0.5f; // An overall control of the wind sound volume. + } + + [SerializeField] private AudioClip m_EngineSound; // Looped engine sound, whose pitch and volume are affected by the plane's throttle setting. + [SerializeField] private float m_EngineMinThrottlePitch = 0.4f; // Pitch of the engine sound when at minimum throttle. + [SerializeField] private float m_EngineMaxThrottlePitch = 2f; // Pitch of the engine sound when at maximum throttle. + [SerializeField] private float m_EngineFwdSpeedMultiplier = 0.002f; // Additional multiplier for an increase in pitch of the engine from the plane's speed. + [SerializeField] private AudioClip m_WindSound; // Looped wind sound, whose pitch and volume are affected by the plane's velocity. + [SerializeField] private float m_WindBasePitch = 0.2f; // starting pitch for wind (when plane is at zero speed) + [SerializeField] private float m_WindSpeedPitchFactor = 0.004f; // Relative increase in pitch of the wind from the plane's speed. + [SerializeField] private float m_WindMaxSpeedVolume = 100; // the speed the aircraft much reach before the wind sound reaches maximum volume. + [SerializeField] private AdvancedSetttings m_AdvancedSetttings = new AdvancedSetttings();// container to make advanced settings appear as rollout in inspector + + private AudioSource m_EngineSoundSource; // Reference to the AudioSource for the engine. + private AudioSource m_WindSoundSource; // Reference to the AudioSource for the wind. + private AeroplaneController m_Plane; // Reference to the aeroplane controller. + private Rigidbody m_Rigidbody; + + + private void Awake() + { + // Set up the reference to the aeroplane controller. + m_Plane = GetComponent(); + m_Rigidbody = GetComponent(); + + + // Add the audiosources and get the references. + m_EngineSoundSource = gameObject.AddComponent(); + m_EngineSoundSource.playOnAwake = false; + m_WindSoundSource = gameObject.AddComponent(); + m_WindSoundSource.playOnAwake = false; + + // Assign clips to the audiosources. + m_EngineSoundSource.clip = m_EngineSound; + m_WindSoundSource.clip = m_WindSound; + + // Set the parameters of the audiosources. + m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance; + m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance; + m_EngineSoundSource.loop = true; + m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel; + + m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance; + m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance; + m_WindSoundSource.loop = true; + m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel; + + // call update here to set the sounds pitch and volumes before they actually play + Update(); + + // Start the sounds playing. + m_EngineSoundSource.Play(); + m_WindSoundSource.Play(); + } + + + private void Update() + { + // Find what proportion of the engine's power is being used. + var enginePowerProportion = Mathf.InverseLerp(0, m_Plane.MaxEnginePower, m_Plane.EnginePower); + + // Set the engine's pitch to be proportional to the engine's current power. + m_EngineSoundSource.pitch = Mathf.Lerp(m_EngineMinThrottlePitch, m_EngineMaxThrottlePitch, enginePowerProportion); + + // Increase the engine's pitch by an amount proportional to the aeroplane's forward speed. + // (this makes the pitch increase when going into a dive!) + m_EngineSoundSource.pitch += m_Plane.ForwardSpeed*m_EngineFwdSpeedMultiplier; + + // Set the engine's volume to be proportional to the engine's current power. + m_EngineSoundSource.volume = Mathf.InverseLerp(0, m_Plane.MaxEnginePower*m_AdvancedSetttings.engineMasterVolume, + m_Plane.EnginePower); + + // Set the wind's pitch and volume to be proportional to the aeroplane's forward speed. + float planeSpeed = m_Rigidbody.velocity.magnitude; + m_WindSoundSource.pitch = m_WindBasePitch + planeSpeed*m_WindSpeedPitchFactor; + m_WindSoundSource.volume = Mathf.InverseLerp(0, m_WindMaxSpeedVolume, planeSpeed)*m_AdvancedSetttings.windMasterVolume; + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta new file mode 100644 index 00000000..50bcda8f --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 66329fe4ad8cd59478fffdc10131da1c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs new file mode 100644 index 00000000..2baefe9a --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs @@ -0,0 +1,109 @@ +using System; +using UnityEngine; + +#pragma warning disable 649 +namespace UnityStandardAssets.Vehicles.Aeroplane +{ + public class AeroplaneControlSurfaceAnimator : MonoBehaviour + { + [SerializeField] private float m_Smoothing = 5f; // The smoothing applied to the movement of control surfaces. + [SerializeField] private ControlSurface[] m_ControlSurfaces; // Collection of control surfaces. + + private AeroplaneController m_Plane; // Reference to the aeroplane controller. + + + private void Start() + { + // Get the reference to the aeroplane controller. + m_Plane = GetComponent(); + + // Store the original local rotation of each surface, so we can rotate relative to this + foreach (var surface in m_ControlSurfaces) + { + surface.originalLocalRotation = surface.transform.localRotation; + } + } + + + private void Update() + { + foreach (var surface in m_ControlSurfaces) + { + switch (surface.type) + { + case ControlSurface.Type.Aileron: + { + // Ailerons rotate around the x axis, according to the plane's roll input + Quaternion rotation = Quaternion.Euler(surface.amount*m_Plane.RollInput, 0f, 0f); + RotateSurface(surface, rotation); + break; + } + case ControlSurface.Type.Elevator: + { + // Elevators rotate negatively around the x axis, according to the plane's pitch input + Quaternion rotation = Quaternion.Euler(surface.amount*-m_Plane.PitchInput, 0f, 0f); + RotateSurface(surface, rotation); + break; + } + case ControlSurface.Type.Rudder: + { + // Rudders rotate around their y axis, according to the plane's yaw input + Quaternion rotation = Quaternion.Euler(0f, surface.amount*m_Plane.YawInput, 0f); + RotateSurface(surface, rotation); + break; + } + case ControlSurface.Type.RuddervatorPositive: + { + // Ruddervators are a combination of rudder and elevator, and rotate + // around their z axis by a combination of the yaw and pitch input + float r = m_Plane.YawInput + m_Plane.PitchInput; + Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r); + RotateSurface(surface, rotation); + break; + } + case ControlSurface.Type.RuddervatorNegative: + { + // ... and because ruddervators are "special", we need a negative version too. >_< + float r = m_Plane.YawInput - m_Plane.PitchInput; + Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r); + RotateSurface(surface, rotation); + break; + } + } + } + } + + + private void RotateSurface(ControlSurface surface, Quaternion rotation) + { + // Create a target which is the surface's original rotation, rotated by the input. + Quaternion target = surface.originalLocalRotation*rotation; + + // Slerp the surface's rotation towards the target rotation. + surface.transform.localRotation = Quaternion.Slerp(surface.transform.localRotation, target, + m_Smoothing*Time.deltaTime); + } + + + // This class presents a nice custom structure in which to define each of the plane's contol surfaces to animate. + // They show up in the inspector as an array. + [Serializable] + public class ControlSurface // Control surfaces represent the different flaps of the aeroplane. + { + public enum Type // Flaps differ in position and rotation and are represented by different types. + { + Aileron, // Horizontal flaps on the wings, rotate on the x axis. + Elevator, // Horizontal flaps used to adjusting the pitch of a plane, rotate on the x axis. + Rudder, // Vertical flaps on the tail, rotate on the y axis. + RuddervatorNegative, // Combination of rudder and elevator. + RuddervatorPositive, // Combination of rudder and elevator. + } + + public Transform transform; // The transform of the control surface. + public float amount; // The amount by which they can rotate. + public Type type; // The type of control surface. + + [HideInInspector] public Quaternion originalLocalRotation; // The rotation of the surface at the start. + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta new file mode 100644 index 00000000..771d84c0 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1ee34fdb2d383a84e9ef60c30fc2778e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs new file mode 100644 index 00000000..4148752c --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs @@ -0,0 +1,269 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Vehicles.Aeroplane +{ + [RequireComponent(typeof (Rigidbody))] + public class AeroplaneController : MonoBehaviour + { + [SerializeField] private float m_MaxEnginePower = 40f; // The maximum output of the engine. + [SerializeField] private float m_Lift = 0.002f; // The amount of lift generated by the aeroplane moving forwards. + [SerializeField] private float m_ZeroLiftSpeed = 300; // The speed at which lift is no longer applied. + [SerializeField] private float m_RollEffect = 1f; // The strength of effect for roll input. + [SerializeField] private float m_PitchEffect = 1f; // The strength of effect for pitch input. + [SerializeField] private float m_YawEffect = 0.2f; // The strength of effect for yaw input. + [SerializeField] private float m_BankedTurnEffect = 0.5f; // The amount of turn from doing a banked turn. + [SerializeField] private float m_AerodynamicEffect = 0.02f; // How much aerodynamics affect the speed of the aeroplane. + [SerializeField] private float m_AutoTurnPitch = 0.5f; // How much the aeroplane automatically pitches when in a banked turn. + [SerializeField] private float m_AutoRollLevel = 0.2f; // How much the aeroplane tries to level when not rolling. + [SerializeField] private float m_AutoPitchLevel = 0.2f; // How much the aeroplane tries to level when not pitching. + [SerializeField] private float m_AirBrakesEffect = 3f; // How much the air brakes effect the drag. + [SerializeField] private float m_ThrottleChangeSpeed = 0.3f; // The speed with which the throttle changes. + [SerializeField] private float m_DragIncreaseFactor = 0.001f; // how much drag should increase with speed. + + public float Altitude { get; private set; } // The aeroplane's height above the ground. + public float Throttle { get; private set; } // The amount of throttle being used. + public bool AirBrakes { get; private set; } // Whether or not the air brakes are being applied. + public float ForwardSpeed { get; private set; } // How fast the aeroplane is traveling in it's forward direction. + public float EnginePower { get; private set; } // How much power the engine is being given. + public float MaxEnginePower{ get { return m_MaxEnginePower; }} // The maximum output of the engine. + public float RollAngle { get; private set; } + public float PitchAngle { get; private set; } + public float RollInput { get; private set; } + public float PitchInput { get; private set; } + public float YawInput { get; private set; } + public float ThrottleInput { get; private set; } + + private float m_OriginalDrag; // The drag when the scene starts. + private float m_OriginalAngularDrag; // The angular drag when the scene starts. + private float m_AeroFactor; + private bool m_Immobilized = false; // used for making the plane uncontrollable, i.e. if it has been hit or crashed. + private float m_BankedTurnAmount; + private Rigidbody m_Rigidbody; + WheelCollider[] m_WheelColliders; + + + private void Start() + { + m_Rigidbody = GetComponent(); + // Store original drag settings, these are modified during flight. + m_OriginalDrag = m_Rigidbody.drag; + m_OriginalAngularDrag = m_Rigidbody.angularDrag; + + for (int i = 0; i < transform.childCount; i++ ) + { + foreach (var componentsInChild in transform.GetChild(i).GetComponentsInChildren()) + { + componentsInChild.motorTorque = 0.18f; + } + } + } + + + public void Move(float rollInput, float pitchInput, float yawInput, float throttleInput, bool airBrakes) + { + // transfer input parameters into properties.s + RollInput = rollInput; + PitchInput = pitchInput; + YawInput = yawInput; + ThrottleInput = throttleInput; + AirBrakes = airBrakes; + + ClampInputs(); + + CalculateRollAndPitchAngles(); + + AutoLevel(); + + CalculateForwardSpeed(); + + ControlThrottle(); + + CalculateDrag(); + + CaluclateAerodynamicEffect(); + + CalculateLinearForces(); + + CalculateTorque(); + + CalculateAltitude(); + } + + + private void ClampInputs() + { + // clamp the inputs to -1 to 1 range + RollInput = Mathf.Clamp(RollInput, -1, 1); + PitchInput = Mathf.Clamp(PitchInput, -1, 1); + YawInput = Mathf.Clamp(YawInput, -1, 1); + ThrottleInput = Mathf.Clamp(ThrottleInput, -1, 1); + } + + + private void CalculateRollAndPitchAngles() + { + // Calculate roll & pitch angles + // Calculate the flat forward direction (with no y component). + var flatForward = transform.forward; + flatForward.y = 0; + // If the flat forward vector is non-zero (which would only happen if the plane was pointing exactly straight upwards) + if (flatForward.sqrMagnitude > 0) + { + flatForward.Normalize(); + // calculate current pitch angle + var localFlatForward = transform.InverseTransformDirection(flatForward); + PitchAngle = Mathf.Atan2(localFlatForward.y, localFlatForward.z); + // calculate current roll angle + var flatRight = Vector3.Cross(Vector3.up, flatForward); + var localFlatRight = transform.InverseTransformDirection(flatRight); + RollAngle = Mathf.Atan2(localFlatRight.y, localFlatRight.x); + } + } + + + private void AutoLevel() + { + // The banked turn amount (between -1 and 1) is the sine of the roll angle. + // this is an amount applied to elevator input if the user is only using the banking controls, + // because that's what people expect to happen in games! + m_BankedTurnAmount = Mathf.Sin(RollAngle); + // auto level roll, if there's no roll input: + if (RollInput == 0f) + { + RollInput = -RollAngle*m_AutoRollLevel; + } + // auto correct pitch, if no pitch input (but also apply the banked turn amount) + if (PitchInput == 0f) + { + PitchInput = -PitchAngle*m_AutoPitchLevel; + PitchInput -= Mathf.Abs(m_BankedTurnAmount*m_BankedTurnAmount*m_AutoTurnPitch); + } + } + + + private void CalculateForwardSpeed() + { + // Forward speed is the speed in the planes's forward direction (not the same as its velocity, eg if falling in a stall) + var localVelocity = transform.InverseTransformDirection(m_Rigidbody.velocity); + ForwardSpeed = Mathf.Max(0, localVelocity.z); + } + + + private void ControlThrottle() + { + // override throttle if immobilized + if (m_Immobilized) + { + ThrottleInput = -0.5f; + } + + // Adjust throttle based on throttle input (or immobilized state) + Throttle = Mathf.Clamp01(Throttle + ThrottleInput*Time.deltaTime*m_ThrottleChangeSpeed); + + // current engine power is just: + EnginePower = Throttle*m_MaxEnginePower; + } + + + private void CalculateDrag() + { + // increase the drag based on speed, since a constant drag doesn't seem "Real" (tm) enough + float extraDrag = m_Rigidbody.velocity.magnitude*m_DragIncreaseFactor; + // Air brakes work by directly modifying drag. This part is actually pretty realistic! + m_Rigidbody.drag = (AirBrakes ? (m_OriginalDrag + extraDrag)*m_AirBrakesEffect : m_OriginalDrag + extraDrag); + // Forward speed affects angular drag - at high forward speed, it's much harder for the plane to spin + m_Rigidbody.angularDrag = m_OriginalAngularDrag*ForwardSpeed; + } + + + private void CaluclateAerodynamicEffect() + { + // "Aerodynamic" calculations. This is a very simple approximation of the effect that a plane + // will naturally try to align itself in the direction that it's facing when moving at speed. + // Without this, the plane would behave a bit like the asteroids spaceship! + if (m_Rigidbody.velocity.magnitude > 0) + { + // compare the direction we're pointing with the direction we're moving: + m_AeroFactor = Vector3.Dot(transform.forward, m_Rigidbody.velocity.normalized); + // multipled by itself results in a desirable rolloff curve of the effect + m_AeroFactor *= m_AeroFactor; + // Finally we calculate a new velocity by bending the current velocity direction towards + // the the direction the plane is facing, by an amount based on this aeroFactor + var newVelocity = Vector3.Lerp(m_Rigidbody.velocity, transform.forward*ForwardSpeed, + m_AeroFactor*ForwardSpeed*m_AerodynamicEffect*Time.deltaTime); + m_Rigidbody.velocity = newVelocity; + + // also rotate the plane towards the direction of movement - this should be a very small effect, but means the plane ends up + // pointing downwards in a stall + m_Rigidbody.rotation = Quaternion.Slerp(m_Rigidbody.rotation, + Quaternion.LookRotation(m_Rigidbody.velocity, transform.up), + m_AerodynamicEffect*Time.deltaTime); + } + } + + + private void CalculateLinearForces() + { + // Now calculate forces acting on the aeroplane: + // we accumulate forces into this variable: + var forces = Vector3.zero; + // Add the engine power in the forward direction + forces += EnginePower*transform.forward; + // The direction that the lift force is applied is at right angles to the plane's velocity (usually, this is 'up'!) + var liftDirection = Vector3.Cross(m_Rigidbody.velocity, transform.right).normalized; + // The amount of lift drops off as the plane increases speed - in reality this occurs as the pilot retracts the flaps + // shortly after takeoff, giving the plane less drag, but less lift. Because we don't simulate flaps, this is + // a simple way of doing it automatically: + var zeroLiftFactor = Mathf.InverseLerp(m_ZeroLiftSpeed, 0, ForwardSpeed); + // Calculate and add the lift power + var liftPower = ForwardSpeed*ForwardSpeed*m_Lift*zeroLiftFactor*m_AeroFactor; + forces += liftPower*liftDirection; + // Apply the calculated forces to the the Rigidbody + m_Rigidbody.AddForce(forces); + } + + + private void CalculateTorque() + { + // We accumulate torque forces into this variable: + var torque = Vector3.zero; + // Add torque for the pitch based on the pitch input. + torque += PitchInput*m_PitchEffect*transform.right; + // Add torque for the yaw based on the yaw input. + torque += YawInput*m_YawEffect*transform.up; + // Add torque for the roll based on the roll input. + torque += -RollInput*m_RollEffect*transform.forward; + // Add torque for banked turning. + torque += m_BankedTurnAmount*m_BankedTurnEffect*transform.up; + // The total torque is multiplied by the forward speed, so the controls have more effect at high speed, + // and little effect at low speed, or when not moving in the direction of the nose of the plane + // (i.e. falling while stalled) + m_Rigidbody.AddTorque(torque*ForwardSpeed*m_AeroFactor); + } + + + private void CalculateAltitude() + { + // Altitude calculations - we raycast downwards from the aeroplane + // starting a safe distance below the plane to avoid colliding with any of the plane's own colliders + var ray = new Ray(transform.position - Vector3.up*10, -Vector3.up); + RaycastHit hit; + Altitude = Physics.Raycast(ray, out hit) ? hit.distance + 10 : transform.position.y; + } + + + // Immobilize can be called from other objects, for example if this plane is hit by a weapon and should become uncontrollable + public void Immobilize() + { + m_Immobilized = true; + } + + + // Reset is called via the ObjectResetter script, if present. + public void Reset() + { + m_Immobilized = false; + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta new file mode 100644 index 00000000..1e696c69 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 235a6615124795442b98c1f03500003e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs new file mode 100644 index 00000000..55c59a0f --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs @@ -0,0 +1,74 @@ +using System; +using UnityEngine; + +#pragma warning disable 649 +namespace UnityStandardAssets.Vehicles.Aeroplane +{ + public class AeroplanePropellerAnimator : MonoBehaviour + { + [SerializeField] private Transform m_PropellorModel; // The model of the the aeroplane's propellor. + [SerializeField] private Transform m_PropellorBlur; // The plane used for the blurred propellor textures. + [SerializeField] private Texture2D[] m_PropellorBlurTextures; // An array of increasingly blurred propellor textures. + [SerializeField] [Range(0f, 1f)] private float m_ThrottleBlurStart = 0.25f; // The point at which the blurred textures start. + [SerializeField] [Range(0f, 1f)] private float m_ThrottleBlurEnd = 0.5f; // The point at which the blurred textures stop changing. + [SerializeField] private float m_MaxRpm = 2000; // The maximum speed the propellor can turn at. + + private AeroplaneController m_Plane; // Reference to the aeroplane controller. + private int m_PropellorBlurState = -1; // To store the state of the blurred textures. + private const float k_RpmToDps = 60f; // For converting from revs per minute to degrees per second. + private Renderer m_PropellorModelRenderer; + private Renderer m_PropellorBlurRenderer; + + + private void Awake() + { + // Set up the reference to the aeroplane controller. + m_Plane = GetComponent(); + + m_PropellorModelRenderer = m_PropellorModel.GetComponent(); + m_PropellorBlurRenderer = m_PropellorBlur.GetComponent(); + + // Set the propellor blur gameobject's parent to be the propellor. + m_PropellorBlur.parent = m_PropellorModel; + } + + + private void Update() + { + // Rotate the propellor model at a rate proportional to the throttle. + m_PropellorModel.Rotate(0, m_MaxRpm*m_Plane.Throttle*Time.deltaTime*k_RpmToDps, 0); + + // Create an integer for the new state of the blur textures. + var newBlurState = 0; + + // choose between the blurred textures, if the throttle is high enough + if (m_Plane.Throttle > m_ThrottleBlurStart) + { + var throttleBlurProportion = Mathf.InverseLerp(m_ThrottleBlurStart, m_ThrottleBlurEnd, m_Plane.Throttle); + newBlurState = Mathf.FloorToInt(throttleBlurProportion*(m_PropellorBlurTextures.Length - 1)); + } + + // If the blur state has changed + if (newBlurState != m_PropellorBlurState) + { + m_PropellorBlurState = newBlurState; + + if (m_PropellorBlurState == 0) + { + // switch to using the 'real' propellor model + m_PropellorModelRenderer.enabled = true; + m_PropellorBlurRenderer.enabled = false; + } + else + { + // Otherwise turn off the propellor model and turn on the blur. + m_PropellorModelRenderer.enabled = false; + m_PropellorBlurRenderer.enabled = true; + + // set the appropriate texture from the blur array + m_PropellorBlurRenderer.material.mainTexture = m_PropellorBlurTextures[m_PropellorBlurState]; + } + } + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta new file mode 100644 index 00000000..17311b74 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fb9e837aae6395d48b1182bee201f814 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs new file mode 100644 index 00000000..fa4b12b2 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs @@ -0,0 +1,62 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Vehicles.Aeroplane +{ + [RequireComponent(typeof (AeroplaneController))] + public class AeroplaneUserControl2Axis : MonoBehaviour + { + // these max angles are only used on mobile, due to the way pitch and roll input are handled + public float maxRollAngle = 80; + public float maxPitchAngle = 80; + + // reference to the aeroplane that we're controlling + private AeroplaneController m_Aeroplane; + + + private void Awake() + { + // Set up the reference to the aeroplane controller. + m_Aeroplane = GetComponent(); + } + + + private void FixedUpdate() + { + // Read input for the pitch, yaw, roll and throttle of the aeroplane. + float roll = CrossPlatformInputManager.GetAxis("Horizontal"); + float pitch = CrossPlatformInputManager.GetAxis("Vertical"); + bool airBrakes = CrossPlatformInputManager.GetButton("Fire1"); + + // auto throttle up, or down if braking. + float throttle = airBrakes ? -1 : 1; +#if MOBILE_INPUT + AdjustInputForMobileControls(ref roll, ref pitch, ref throttle); +#endif + // Pass the input to the aeroplane + m_Aeroplane.Move(roll, pitch, 0, throttle, airBrakes); + } + + + private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle) + { + // because mobile tilt is used for roll and pitch, we help out by + // assuming that a centered level device means the user + // wants to fly straight and level! + + // this means on mobile, the input represents the *desired* roll angle of the aeroplane, + // and the roll input is calculated to achieve that. + // whereas on non-mobile, the input directly controls the roll of the aeroplane. + + float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad; + float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad; + roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -1, 1); + pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -1, 1); + + // similarly, the throttle axis input is considered to be the desired absolute value, not a relative change to current throttle. + float intendedThrottle = throttle*0.5f + 0.5f; + throttle = Mathf.Clamp(intendedThrottle - m_Aeroplane.Throttle, -1, 1); + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta new file mode 100644 index 00000000..e9d3d6a8 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b297a60c0ddf0ee4dabefaf158fb097d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs new file mode 100644 index 00000000..f469570a --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs @@ -0,0 +1,60 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Vehicles.Aeroplane +{ + [RequireComponent(typeof (AeroplaneController))] + public class AeroplaneUserControl4Axis : MonoBehaviour + { + // these max angles are only used on mobile, due to the way pitch and roll input are handled + public float maxRollAngle = 80; + public float maxPitchAngle = 80; + + // reference to the aeroplane that we're controlling + private AeroplaneController m_Aeroplane; + private float m_Throttle; + private bool m_AirBrakes; + private float m_Yaw; + + + private void Awake() + { + // Set up the reference to the aeroplane controller. + m_Aeroplane = GetComponent(); + } + + + private void FixedUpdate() + { + // Read input for the pitch, yaw, roll and throttle of the aeroplane. + float roll = CrossPlatformInputManager.GetAxis("Mouse X"); + float pitch = CrossPlatformInputManager.GetAxis("Mouse Y"); + m_AirBrakes = CrossPlatformInputManager.GetButton("Fire1"); + m_Yaw = CrossPlatformInputManager.GetAxis("Horizontal"); + m_Throttle = CrossPlatformInputManager.GetAxis("Vertical"); +#if MOBILE_INPUT + AdjustInputForMobileControls(ref roll, ref pitch, ref m_Throttle); +#endif + // Pass the input to the aeroplane + m_Aeroplane.Move(roll, pitch, m_Yaw, m_Throttle, m_AirBrakes); + } + + + private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle) + { + // because mobile tilt is used for roll and pitch, we help out by + // assuming that a centered level device means the user + // wants to fly straight and level! + + // this means on mobile, the input represents the *desired* roll angle of the aeroplane, + // and the roll input is calculated to achieve that. + // whereas on non-mobile, the input directly controls the roll of the aeroplane. + + float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad; + float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad; + roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -1, 1); + pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -1, 1); + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta new file mode 100644 index 00000000..db446a49 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b821cfe117414d14ea5ad71c5b3c503f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs new file mode 100644 index 00000000..41d81fe7 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs @@ -0,0 +1,71 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Vehicles.Aeroplane +{ + [RequireComponent(typeof (ParticleSystem))] + public class JetParticleEffect : MonoBehaviour + { + // this script controls the jet's exhaust particle system, controlling the + // size and colour based on the jet's current throttle value. + public Color minColour; // The base colour for the effect to start at + + private AeroplaneController m_Jet; // The jet that the particle effect is attached to + private ParticleSystem m_System; // The particle system that is being controlled + private float m_OriginalStartSize; // The original starting size of the particle system + private float m_OriginalLifetime; // The original lifetime of the particle system + private Color m_OriginalStartColor; // The original starting colout of the particle system + + // Use this for initialization + private void Start() + { + // get the aeroplane from the object hierarchy + m_Jet = FindAeroplaneParent(); + + // get the particle system ( it will be on the object as we have a require component set up + m_System = GetComponent(); + + // set the original properties from the particle system + m_OriginalLifetime = m_System.main.startLifetime.constant; + m_OriginalStartSize = m_System.main.startSize.constant; + m_OriginalStartColor = m_System.main.startColor.color; + } + + + // Update is called once per frame + private void Update() + { + ParticleSystem.MainModule mainModule = m_System.main; + // update the particle system based on the jets throttle + mainModule.startLifetime = Mathf.Lerp(0.0f, m_OriginalLifetime, m_Jet.Throttle); + mainModule.startSize = Mathf.Lerp(m_OriginalStartSize*.3f, m_OriginalStartSize, m_Jet.Throttle); + mainModule.startColor = Color.Lerp(minColour, m_OriginalStartColor, m_Jet.Throttle); + } + + + private AeroplaneController FindAeroplaneParent() + { + // get reference to the object transform + var t = transform; + + // traverse the object hierarchy upwards to find the AeroplaneController + // (since this is placed on a child object) + while (t != null) + { + var aero = t.GetComponent(); + if (aero == null) + { + // try next parent + t = t.parent; + } + else + { + return aero; + } + } + + // controller not found! + throw new Exception(" AeroplaneContoller not found in object hierarchy"); + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta new file mode 100644 index 00000000..aef45e6e --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1b878b2bd27dca747855179c7ca76010 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs new file mode 100644 index 00000000..93470567 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs @@ -0,0 +1,55 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Vehicles.Aeroplane +{ + public class LandingGear : MonoBehaviour + { + + private enum GearState + { + Raised = -1, + Lowered = 1 + } + + // The landing gear can be raised and lowered at differing altitudes. + // The gear is only lowered when descending, and only raised when climbing. + + // this script detects the raise/lower condition and sets a parameter on + // the animator to actually play the animation to raise or lower the gear. + + public float raiseAtAltitude = 40; + public float lowerAtAltitude = 40; + + private GearState m_State = GearState.Lowered; + private Animator m_Animator; + private Rigidbody m_Rigidbody; + private AeroplaneController m_Plane; + + // Use this for initialization + private void Start() + { + m_Plane = GetComponent(); + m_Animator = GetComponent(); + m_Rigidbody = GetComponent(); + } + + + // Update is called once per frame + private void Update() + { + if (m_State == GearState.Lowered && m_Plane.Altitude > raiseAtAltitude && m_Rigidbody.velocity.y > 0) + { + m_State = 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ready-made Car prefabs, which are used in the Car sample scenes. These prefabs demonstrate how you can use the Car scripts we've included, including some AI-controlled variants which are able to drive directly towards a specified target, or follow a waypoint-based route. + +The scripts included have been designed to be modular in nature, so that the extra features of a particular car can be set up (such as brake lights, engine sound, and skid trails). + +The simplest way to get started setting up your own car is to use our "CarPrefabEmpty", and to follow these steps: + +1) Start with a suitable scene. There ought to be enough flat ground to drive around on. + +2) Place the "CarPrefabEmpty" in the scene. + +3) Place your 3d model into the scene, as a child of the "CarPrefabEmpty" GameObject. Notice that your car model should be at the same level as the "WheelHub" objects that were already present. + +4) Make sure your car's position in the inspector is set to 0,0,0. This will ensure your car's position is aligned with the Empty Prefab's position. + +5) Expand the hierarchy of your car model in the hierarchy so that the wheel models of your car are visible. + +6) Select each "WheelHub" in turn, and drag the corresponding wheel model from your car into the "Wheel Model" slot of the Wheel component on the WheelHub GameObject. Then click the "Align to assigned wheel model". If your car has four wheels, you'll need to do this step four times, once for each wheel. + +7) Hit play, and try driving your car! + +You'll probably want to add a camera rig so that the camera follows the car as it drives off. See the Camera Rig guidelines for instructions on how to do that. + +The Car script exposes a number of properties which determine the power, maximum speed, and handling of the car, however ultimately the script is designed to provide a fun arcade game-like feel rather than attempting to be a realistic simulation of car handling. 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the car is braking, disable it otherwise. + m_Renderer.enabled = car.BrakeInput > 0f; + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs.meta new file mode 100644 index 00000000..7b614c8f --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fffafd711dc1dbc478a49705cfe1ce3d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs new file mode 100644 index 00000000..52823c82 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs @@ -0,0 +1,222 @@ +using System; +using UnityEngine; +using Random = UnityEngine.Random; + +#pragma warning disable 649 +namespace UnityStandardAssets.Vehicles.Car +{ + [RequireComponent(typeof (CarController))] + public class CarAIControl : MonoBehaviour + { + public enum BrakeCondition + { + NeverBrake, // the car simply accelerates at full throttle all the time. + TargetDirectionDifference, // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners. + TargetDistance, // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to + // head for a stationary target and come to rest when it arrives there. + } + + // This script provides input to the car controller in the same way that the user control script does. + // As such, it is really 'driving' the car, with no special physics or animation tricks to make the car behave properly. + + // "wandering" is used to give the cars a more human, less robotic feel. They can waver slightly + // in speed and direction while driving towards their target. + + [SerializeField] [Range(0, 1)] private float m_CautiousSpeedFactor = 0.05f; // percentage of max speed to use when being maximally cautious + [SerializeField] [Range(0, 180)] private float m_CautiousMaxAngle = 50f; // angle of approaching corner to treat as warranting maximum caution + [SerializeField] private float m_CautiousMaxDistance = 100f; // distance at which distance-based cautiousness begins + [SerializeField] private float m_CautiousAngularVelocityFactor = 30f; // how cautious the AI should be when considering its own current angular velocity (i.e. easing off acceleration if spinning!) + [SerializeField] private float m_SteerSensitivity = 0.05f; // how sensitively the AI uses steering input to turn to the desired direction + [SerializeField] private float m_AccelSensitivity = 0.04f; // How sensitively the AI uses the accelerator to reach the current desired speed + [SerializeField] private float m_BrakeSensitivity = 1f; // How sensitively the AI uses the brake to reach the current desired speed + [SerializeField] private float m_LateralWanderDistance = 3f; // how far the car will wander laterally towards its target + [SerializeField] private float m_LateralWanderSpeed = 0.1f; // how fast the lateral wandering will fluctuate + [SerializeField] [Range(0, 1)] private float m_AccelWanderAmount = 0.1f; // how much the cars acceleration will wander + [SerializeField] private float m_AccelWanderSpeed = 0.1f; // how fast the cars acceleration wandering will fluctuate + [SerializeField] private BrakeCondition m_BrakeCondition = BrakeCondition.TargetDistance; // what should the AI consider when accelerating/braking? + [SerializeField] private bool m_Driving; // whether the AI is currently actively driving or stopped. + [SerializeField] private Transform m_Target; // 'target' the target object to aim for. + [SerializeField] private bool m_StopWhenTargetReached; // should we stop driving when we reach the target? + [SerializeField] private float m_ReachTargetThreshold = 2; // proximity to target to consider we 'reached' it, and stop driving. + + private float m_RandomPerlin; // A random value for the car to base its wander on (so that AI cars don't all wander in the same pattern) + private CarController m_CarController; // Reference to actual car controller we are controlling + private float m_AvoidOtherCarTime; // time until which to avoid the car we recently collided with + private float m_AvoidOtherCarSlowdown; // how much to slow down due to colliding with another car, whilst avoiding + private float m_AvoidPathOffset; // direction (-1 or 1) in which to offset path to avoid other car, whilst avoiding + private Rigidbody m_Rigidbody; + + + private void Awake() + { + // get the car controller reference + m_CarController = GetComponent(); + + // give the random perlin a random value + m_RandomPerlin = Random.value*100; + + m_Rigidbody = GetComponent(); + } + + + private void FixedUpdate() + { + if (m_Target == null || !m_Driving) + { + // Car should not be moving, + // use handbrake to stop + m_CarController.Move(0, 0, -1f, 1f); + } + else + { + Vector3 fwd = transform.forward; + if (m_Rigidbody.velocity.magnitude > m_CarController.MaxSpeed*0.1f) + { + fwd = m_Rigidbody.velocity; + } + + float desiredSpeed = m_CarController.MaxSpeed; + + // now it's time to decide if we should be slowing down... + switch (m_BrakeCondition) + { + case BrakeCondition.TargetDirectionDifference: + { + // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners. + + // check out the angle of our target compared to the current direction of the car + float approachingCornerAngle = Vector3.Angle(m_Target.forward, fwd); + + // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle + float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor; + + // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount + float cautiousnessRequired = Mathf.InverseLerp(0, m_CautiousMaxAngle, + Mathf.Max(spinningAngle, + approachingCornerAngle)); + desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor, + cautiousnessRequired); + break; + } + + case BrakeCondition.TargetDistance: + { + // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to + // head for a stationary target and come to rest when it arrives there. + + // check out the distance to target + Vector3 delta = m_Target.position - transform.position; + float distanceCautiousFactor = Mathf.InverseLerp(m_CautiousMaxDistance, 0, delta.magnitude); + + // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle + float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor; + + // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount + float cautiousnessRequired = Mathf.Max( + Mathf.InverseLerp(0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor); + desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor, + cautiousnessRequired); + break; + } + + case BrakeCondition.NeverBrake: + break; + } + + // Evasive action due to collision with other cars: + + // our target position starts off as the 'real' target position + Vector3 offsetTargetPos = m_Target.position; + + // if are we currently taking evasive action to prevent being stuck against another car: + if (Time.time < m_AvoidOtherCarTime) + { + // slow down if necessary (if we were behind the other car when collision occured) + desiredSpeed *= m_AvoidOtherCarSlowdown; + + // and veer towards the side of our path-to-target that is away from the other car + offsetTargetPos += m_Target.right*m_AvoidPathOffset; + } + else + { + // no need for evasive action, we can just wander across the path-to-target in a random way, + // which can help prevent AI from seeming too uniform and robotic in their driving + offsetTargetPos += m_Target.right* + (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)* + m_LateralWanderDistance; + } + + // use different sensitivity depending on whether accelerating or braking: + float accelBrakeSensitivity = (desiredSpeed < m_CarController.CurrentSpeed) + ? m_BrakeSensitivity + : m_AccelSensitivity; + + // decide the actual amount of accel/brake input to achieve desired speed. + float accel = Mathf.Clamp((desiredSpeed - m_CarController.CurrentSpeed)*accelBrakeSensitivity, -1, 1); + + // add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving + // i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race + accel *= (1 - m_AccelWanderAmount) + + (Mathf.PerlinNoise(Time.time*m_AccelWanderSpeed, m_RandomPerlin)*m_AccelWanderAmount); + + // calculate the local-relative position of the target, to steer towards + Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos); + + // work out the local angle towards the target + float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg; + + // get the amount of steering needed to aim the car towards the target + float steer = Mathf.Clamp(targetAngle*m_SteerSensitivity, -1, 1)*Mathf.Sign(m_CarController.CurrentSpeed); + + // feed input to the car controller. + m_CarController.Move(steer, accel, accel, 0f); + + // if appropriate, stop driving when we're close enough to the target. + if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold) + { + m_Driving = false; + } + } + } + + + private void OnCollisionStay(Collision col) + { + // detect collision against other cars, so that we can take evasive action + if (col.rigidbody != null) + { + var otherAI = col.rigidbody.GetComponent(); + if (otherAI != null) + { + // we'll take evasive action for 1 second + m_AvoidOtherCarTime = Time.time + 1; + + // but who's in front?... + if (Vector3.Angle(transform.forward, otherAI.transform.position - transform.position) < 90) + { + // the other ai is in front, so it is only good manners that we ought to brake... + m_AvoidOtherCarSlowdown = 0.5f; + } + else + { + // we're in front! ain't slowing down for anybody... + m_AvoidOtherCarSlowdown = 1; + } + + // both cars should take evasive action by driving along an offset from the path centre, + // away from the other car + var otherCarLocalDelta = transform.InverseTransformPoint(otherAI.transform.position); + float otherCarAngle = Mathf.Atan2(otherCarLocalDelta.x, otherCarLocalDelta.z); + m_AvoidPathOffset = m_LateralWanderDistance*-Mathf.Sign(otherCarAngle); + } + } + } + + + public void SetTarget(Transform target) + { + m_Target = target; + m_Driving = true; + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs.meta new file mode 100644 index 00000000..c2c68aeb --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d963df58504b69045b8d0d746ba6f777 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs new file mode 100644 index 00000000..550149c7 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs @@ -0,0 +1,184 @@ +using System; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.Vehicles.Car +{ + [RequireComponent(typeof (CarController))] + public class CarAudio : MonoBehaviour + { + // This script reads some of the car's current properties and plays sounds accordingly. + // The engine sound can be a simple single clip which is looped and pitched, or it + // can be a crossfaded blend of four clips which represent the timbre of the engine + // at different RPM and Throttle state. + + // the engine clips should all be a steady pitch, not rising or falling. + + // when using four channel engine crossfading, the four clips should be: + // lowAccelClip : The engine at low revs, with throttle open (i.e. begining acceleration at very low speed) + // highAccelClip : Thenengine at high revs, with throttle open (i.e. accelerating, but almost at max speed) + // lowDecelClip : The engine at low revs, with throttle at minimum (i.e. idling or engine-braking at very low speed) + // highDecelClip : Thenengine at high revs, with throttle at minimum (i.e. engine-braking at very high speed) + + // For proper crossfading, the clips pitches should all match, with an octave offset between low and high. + + + public enum EngineAudioOptions // Options for the engine audio + { + Simple, // Simple style audio + FourChannel // four Channel audio + } + + public EngineAudioOptions engineSoundStyle = EngineAudioOptions.FourChannel;// Set the default audio options to be four channel + public AudioClip lowAccelClip; // Audio clip for low acceleration + public AudioClip lowDecelClip; // Audio clip for low deceleration + public AudioClip highAccelClip; // Audio clip for high acceleration + public AudioClip highDecelClip; // Audio clip for high deceleration + public float pitchMultiplier = 1f; // Used for altering the pitch of audio clips + public float lowPitchMin = 1f; // The lowest possible pitch for the low sounds + public float lowPitchMax = 6f; // The highest possible pitch for the low sounds + public float highPitchMultiplier = 0.25f; // Used for altering the pitch of high sounds + public float maxRolloffDistance = 500; // The maximum distance where rollof starts to take place + public float dopplerLevel = 1; // The mount of doppler effect used in the audio + public bool useDoppler = true; // Toggle for using doppler + + private AudioSource m_LowAccel; // Source for the low acceleration sounds + private AudioSource m_LowDecel; // Source for the low deceleration sounds + private AudioSource m_HighAccel; // Source for the high acceleration sounds + private AudioSource m_HighDecel; // Source for the high deceleration sounds + private bool m_StartedSound; // flag for knowing if we have started sounds + private CarController m_CarController; // Reference to car we are controlling + + + private void StartSound() + { + // get the carcontroller ( this will not be null as we have require component) + m_CarController = GetComponent(); + + // setup the simple audio source + m_HighAccel = SetUpEngineAudioSource(highAccelClip); + + // if we have four channel audio setup the four audio sources + if (engineSoundStyle == EngineAudioOptions.FourChannel) + { + m_LowAccel = SetUpEngineAudioSource(lowAccelClip); + m_LowDecel = SetUpEngineAudioSource(lowDecelClip); + m_HighDecel = SetUpEngineAudioSource(highDecelClip); + } + + // flag that we have started the sounds playing + m_StartedSound = true; + } + + + private void StopSound() + { + //Destroy all audio sources on this object: + foreach (var source in GetComponents()) + { + Destroy(source); + } + + m_StartedSound = false; + } + + + // Update is called once per frame + private void Update() + { + // get the distance to main camera + float camDist = (Camera.main.transform.position - transform.position).sqrMagnitude; + + // stop sound if the object is beyond the maximum roll off distance + if (m_StartedSound && camDist > maxRolloffDistance*maxRolloffDistance) + { + StopSound(); + } + + // start the sound if not playing and it is nearer than the maximum distance + if (!m_StartedSound && camDist < maxRolloffDistance*maxRolloffDistance) + { + StartSound(); + } + + if (m_StartedSound) + { + // The pitch is interpolated between the min and max values, according to the car's revs. + float pitch = ULerp(lowPitchMin, lowPitchMax, m_CarController.Revs); + + // clamp to minimum pitch (note, not clamped to max for high revs while burning out) + pitch = Mathf.Min(lowPitchMax, pitch); + + if (engineSoundStyle == EngineAudioOptions.Simple) + { + // for 1 channel engine sound, it's oh so simple: + m_HighAccel.pitch = pitch*pitchMultiplier*highPitchMultiplier; + m_HighAccel.dopplerLevel = useDoppler ? dopplerLevel : 0; + m_HighAccel.volume = 1; + } + else + { + // for 4 channel engine sound, it's a little more complex: + + // adjust the pitches based on the multipliers + m_LowAccel.pitch = pitch*pitchMultiplier; + m_LowDecel.pitch = pitch*pitchMultiplier; + m_HighAccel.pitch = pitch*highPitchMultiplier*pitchMultiplier; + m_HighDecel.pitch = pitch*highPitchMultiplier*pitchMultiplier; + + // get values for fading the sounds based on the acceleration + float accFade = Mathf.Abs(m_CarController.AccelInput); + float decFade = 1 - accFade; + + // get the high fade value based on the cars revs + float highFade = Mathf.InverseLerp(0.2f, 0.8f, m_CarController.Revs); + float lowFade = 1 - highFade; + + // adjust the values to be more realistic + highFade = 1 - ((1 - highFade)*(1 - highFade)); + lowFade = 1 - ((1 - lowFade)*(1 - lowFade)); + accFade = 1 - ((1 - accFade)*(1 - accFade)); + decFade = 1 - ((1 - decFade)*(1 - decFade)); + + // adjust the source volumes based on the fade values + m_LowAccel.volume = lowFade*accFade; + m_LowDecel.volume = lowFade*decFade; + m_HighAccel.volume = highFade*accFade; + m_HighDecel.volume = highFade*decFade; + + // adjust the doppler levels + m_HighAccel.dopplerLevel = useDoppler ? dopplerLevel : 0; + m_LowAccel.dopplerLevel = useDoppler ? dopplerLevel : 0; + m_HighDecel.dopplerLevel = useDoppler ? dopplerLevel : 0; + m_LowDecel.dopplerLevel = useDoppler ? dopplerLevel : 0; + } + } + } + + + // sets up and adds new audio source to the gane object + private AudioSource SetUpEngineAudioSource(AudioClip clip) + { + // create the new audio source component on the game object and set up its properties + AudioSource source = gameObject.AddComponent(); + source.clip = clip; + source.volume = 0; + source.loop = true; + + // start the clip from a random point + source.time = Random.Range(0f, clip.length); + source.Play(); + source.minDistance = 5; + source.maxDistance = maxRolloffDistance; + source.dopplerLevel = 0; + return source; + } + + + // unclamped versions of Lerp and Inverse Lerp, to allow value to exceed the from-to range + private static float ULerp(float from, float to, float value) + { + return (1.0f - value)*from + value*to; + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta new file mode 100644 index 00000000..c5848763 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 20fa55eb64c5cea4aa3c71ae19c434bf +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs new file mode 100644 index 00000000..defaa2be --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs @@ -0,0 +1,368 @@ +using System; +using UnityEngine; + +#pragma warning disable 649 +namespace UnityStandardAssets.Vehicles.Car +{ + internal enum CarDriveType + { + FrontWheelDrive, + RearWheelDrive, + FourWheelDrive + } + + internal enum SpeedType + { + MPH, + KPH + } + + public class CarController : MonoBehaviour + { + [SerializeField] private CarDriveType m_CarDriveType = CarDriveType.FourWheelDrive; + [SerializeField] private WheelCollider[] m_WheelColliders = new WheelCollider[4]; + [SerializeField] private GameObject[] m_WheelMeshes = new GameObject[4]; + [SerializeField] private WheelEffects[] m_WheelEffects = new WheelEffects[4]; + [SerializeField] private Vector3 m_CentreOfMassOffset; + [SerializeField] private float m_MaximumSteerAngle; + [Range(0, 1)] [SerializeField] private float m_SteerHelper; // 0 is raw physics , 1 the car will grip in the direction it is facing + [Range(0, 1)] [SerializeField] private float m_TractionControl; // 0 is no traction control, 1 is full interference + [SerializeField] private float m_FullTorqueOverAllWheels; + [SerializeField] private float m_ReverseTorque; + [SerializeField] private float m_MaxHandbrakeTorque; + [SerializeField] private float m_Downforce = 100f; + [SerializeField] private SpeedType m_SpeedType; + [SerializeField] private float m_Topspeed = 200; + [SerializeField] private static int NoOfGears = 5; + [SerializeField] private float m_RevRangeBoundary = 1f; + [SerializeField] private float m_SlipLimit; + [SerializeField] private float m_BrakeTorque; + + private Quaternion[] m_WheelMeshLocalRotations; + private Vector3 m_Prevpos, m_Pos; + private float m_SteerAngle; + private int m_GearNum; + private float m_GearFactor; + private float m_OldRotation; + private float m_CurrentTorque; + private Rigidbody m_Rigidbody; + private const float k_ReversingThreshold = 0.01f; + + public bool Skidding { get; private set; } + public float BrakeInput { get; private set; } + public float CurrentSteerAngle{ get { return m_SteerAngle; }} + public float CurrentSpeed{ get { return m_Rigidbody.velocity.magnitude*2.23693629f; }} + public float MaxSpeed{get { return m_Topspeed; }} + public float Revs { get; private set; } + public float AccelInput { get; private set; } + + // Use this for initialization + private void Start() + { + m_WheelMeshLocalRotations = new Quaternion[4]; + for (int i = 0; i < 4; i++) + { + m_WheelMeshLocalRotations[i] = m_WheelMeshes[i].transform.localRotation; + } + m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset; + + m_MaxHandbrakeTorque = float.MaxValue; + + m_Rigidbody = GetComponent(); + m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControl*m_FullTorqueOverAllWheels); + } + + + private void GearChanging() + { + float f = Mathf.Abs(CurrentSpeed/MaxSpeed); + float upgearlimit = (1/(float) NoOfGears)*(m_GearNum + 1); + float downgearlimit = (1/(float) NoOfGears)*m_GearNum; + + if (m_GearNum > 0 && f < downgearlimit) + { + m_GearNum--; + } + + if (f > upgearlimit && (m_GearNum < (NoOfGears - 1))) + { + m_GearNum++; + } + } + + + // simple function to add a curved bias towards 1 for a value in the 0-1 range + private static float CurveFactor(float factor) + { + return 1 - (1 - factor)*(1 - factor); + } + + + // unclamped version of Lerp, to allow value to exceed the from-to range + private static float ULerp(float from, float to, float value) + { + return (1.0f - value)*from + value*to; + } + + + private void CalculateGearFactor() + { + float f = (1/(float) NoOfGears); + // gear factor is a normalised representation of the current speed within the current gear's range of speeds. + // We smooth towards the 'target' gear factor, so that revs don't instantly snap up or down when changing gear. + var targetGearFactor = Mathf.InverseLerp(f*m_GearNum, f*(m_GearNum + 1), Mathf.Abs(CurrentSpeed/MaxSpeed)); + m_GearFactor = Mathf.Lerp(m_GearFactor, targetGearFactor, Time.deltaTime*5f); + } + + + private void CalculateRevs() + { + // calculate engine revs (for display / sound) + // (this is done in retrospect - revs are not used in force/power calculations) + CalculateGearFactor(); + var gearNumFactor = m_GearNum/(float) NoOfGears; + var revsRangeMin = ULerp(0f, m_RevRangeBoundary, CurveFactor(gearNumFactor)); + var revsRangeMax = ULerp(m_RevRangeBoundary, 1f, gearNumFactor); + Revs = ULerp(revsRangeMin, revsRangeMax, m_GearFactor); + } + + + public void Move(float steering, float accel, float footbrake, float handbrake) + { + for (int i = 0; i < 4; i++) + { + Quaternion quat; + Vector3 position; + m_WheelColliders[i].GetWorldPose(out position, out quat); + m_WheelMeshes[i].transform.position = position; + m_WheelMeshes[i].transform.rotation = quat; + } + + //clamp input values + steering = Mathf.Clamp(steering, -1, 1); + AccelInput = accel = Mathf.Clamp(accel, 0, 1); + BrakeInput = footbrake = -1*Mathf.Clamp(footbrake, -1, 0); + handbrake = Mathf.Clamp(handbrake, 0, 1); + + //Set the steer on the front wheels. + //Assuming that wheels 0 and 1 are the front wheels. + m_SteerAngle = steering*m_MaximumSteerAngle; + m_WheelColliders[0].steerAngle = m_SteerAngle; + m_WheelColliders[1].steerAngle = m_SteerAngle; + + SteerHelper(); + ApplyDrive(accel, footbrake); + CapSpeed(); + + //Set the handbrake. + //Assuming that wheels 2 and 3 are the rear wheels. + if (handbrake > 0f) + { + var hbTorque = handbrake*m_MaxHandbrakeTorque; + m_WheelColliders[2].brakeTorque = hbTorque; + m_WheelColliders[3].brakeTorque = hbTorque; + } + + + CalculateRevs(); + GearChanging(); + + AddDownForce(); + CheckForWheelSpin(); + TractionControl(); + } + + + private void CapSpeed() + { + float speed = m_Rigidbody.velocity.magnitude; + switch (m_SpeedType) + { + case SpeedType.MPH: + + speed *= 2.23693629f; + if (speed > m_Topspeed) + m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized; + break; + + case SpeedType.KPH: + speed *= 3.6f; + if (speed > m_Topspeed) + m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized; + break; + } + } + + + private void ApplyDrive(float accel, float footbrake) + { + + float thrustTorque; + switch (m_CarDriveType) + { + case CarDriveType.FourWheelDrive: + thrustTorque = accel * (m_CurrentTorque / 4f); + for (int i = 0; i < 4; i++) + { + m_WheelColliders[i].motorTorque = thrustTorque; + } + break; + + case CarDriveType.FrontWheelDrive: + thrustTorque = accel * (m_CurrentTorque / 2f); + m_WheelColliders[0].motorTorque = m_WheelColliders[1].motorTorque = thrustTorque; + break; + + case CarDriveType.RearWheelDrive: + thrustTorque = accel * (m_CurrentTorque / 2f); + m_WheelColliders[2].motorTorque = m_WheelColliders[3].motorTorque = thrustTorque; + break; + + } + + for (int i = 0; i < 4; i++) + { + if (CurrentSpeed > 5 && Vector3.Angle(transform.forward, m_Rigidbody.velocity) < 50f) + { + m_WheelColliders[i].brakeTorque = m_BrakeTorque*footbrake; + } + else if (footbrake > 0) + { + m_WheelColliders[i].brakeTorque = 0f; + m_WheelColliders[i].motorTorque = -m_ReverseTorque*footbrake; + } + } + } + + + private void SteerHelper() + { + for (int i = 0; i < 4; i++) + { + WheelHit wheelhit; + m_WheelColliders[i].GetGroundHit(out wheelhit); + if (wheelhit.normal == Vector3.zero) + return; // wheels arent on the ground so dont realign the rigidbody velocity + } + + // this if is needed to avoid gimbal lock problems that will make the car suddenly shift direction + if (Mathf.Abs(m_OldRotation - transform.eulerAngles.y) < 10f) + { + var turnadjust = (transform.eulerAngles.y - m_OldRotation) * m_SteerHelper; + Quaternion velRotation = Quaternion.AngleAxis(turnadjust, Vector3.up); + m_Rigidbody.velocity = velRotation * m_Rigidbody.velocity; + } + m_OldRotation = transform.eulerAngles.y; + } + + + // this is used to add more grip in relation to speed + private void AddDownForce() + { + m_WheelColliders[0].attachedRigidbody.AddForce(-transform.up*m_Downforce* + m_WheelColliders[0].attachedRigidbody.velocity.magnitude); + } + + + // checks if the wheels are spinning and is so does three things + // 1) emits particles + // 2) plays tiure skidding sounds + // 3) leaves skidmarks on the ground + // these effects are controlled through the WheelEffects class + private void CheckForWheelSpin() + { + // loop through all wheels + for (int i = 0; i < 4; i++) + { + WheelHit wheelHit; + m_WheelColliders[i].GetGroundHit(out wheelHit); + + // is the tire slipping above the given threshhold + if (Mathf.Abs(wheelHit.forwardSlip) >= m_SlipLimit || Mathf.Abs(wheelHit.sidewaysSlip) >= m_SlipLimit) + { + m_WheelEffects[i].EmitTyreSmoke(); + + // avoiding all four tires screeching at the same time + // if they do it can lead to some strange audio artefacts + if (!AnySkidSoundPlaying()) + { + m_WheelEffects[i].PlayAudio(); + } + continue; + } + + // if it wasnt slipping stop all the audio + if (m_WheelEffects[i].PlayingAudio) + { + m_WheelEffects[i].StopAudio(); + } + // end the trail generation + m_WheelEffects[i].EndSkidTrail(); + } + } + + // crude traction control that reduces the power to wheel if the car is wheel spinning too much + private void TractionControl() + { + WheelHit wheelHit; + switch (m_CarDriveType) + { + case CarDriveType.FourWheelDrive: + // loop through all wheels + for (int i = 0; i < 4; i++) + { + m_WheelColliders[i].GetGroundHit(out wheelHit); + + AdjustTorque(wheelHit.forwardSlip); + } + break; + + case CarDriveType.RearWheelDrive: + m_WheelColliders[2].GetGroundHit(out wheelHit); + AdjustTorque(wheelHit.forwardSlip); + + m_WheelColliders[3].GetGroundHit(out wheelHit); + AdjustTorque(wheelHit.forwardSlip); + break; + + case CarDriveType.FrontWheelDrive: + m_WheelColliders[0].GetGroundHit(out wheelHit); + AdjustTorque(wheelHit.forwardSlip); + + m_WheelColliders[1].GetGroundHit(out wheelHit); + AdjustTorque(wheelHit.forwardSlip); + break; + } + } + + + private void AdjustTorque(float forwardSlip) + { + if (forwardSlip >= m_SlipLimit && m_CurrentTorque >= 0) + { + m_CurrentTorque -= 10 * m_TractionControl; + } + else + { + m_CurrentTorque += 10 * m_TractionControl; + if (m_CurrentTorque > m_FullTorqueOverAllWheels) + { + m_CurrentTorque = m_FullTorqueOverAllWheels; + } + } + } + + + private bool AnySkidSoundPlaying() + { + for (int i = 0; i < 4; i++) + { + if (m_WheelEffects[i].PlayingAudio) + { + return true; + } + } + return false; + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta new file mode 100644 index 00000000..7f5da0b3 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3ea65b38d485c374caa584a03f1de571 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs new file mode 100644 index 00000000..1769c530 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs @@ -0,0 +1,45 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Vehicles.Car +{ + public class CarSelfRighting : MonoBehaviour + { + // Automatically put the car the right way up, if it has come to rest upside-down. + [SerializeField] private float m_WaitTime = 3f; // time to wait before self righting + [SerializeField] private float m_VelocityThreshold = 1f; // the velocity below which the car is considered stationary for self-righting + + private float m_LastOkTime; // the last time that the car was in an OK state + private Rigidbody m_Rigidbody; + + + private void Start() + { + m_Rigidbody = GetComponent(); + } + + + private void Update() + { + // is the car is the right way up + if (transform.up.y > 0f || m_Rigidbody.velocity.magnitude > m_VelocityThreshold) + { + m_LastOkTime = Time.time; + } + + if (Time.time > m_LastOkTime + m_WaitTime) + { + RightCar(); + } + } + + + // put the car back the right way up: + private void RightCar() + { + // set the correct orientation for the car, and lift it off the ground a little + transform.position += Vector3.up; + transform.rotation = Quaternion.LookRotation(transform.forward); + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta new file mode 100644 index 00000000..bb1395f4 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9db865986f75ee44eba89ace4646af65 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs new file mode 100644 index 00000000..09d010de --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Vehicles.Car +{ + [RequireComponent(typeof (CarController))] + public class CarUserControl : MonoBehaviour + { + private CarController m_Car; // the car controller we want to use + + + private void Awake() + { + // get the car controller + m_Car = GetComponent(); + } + + + private void FixedUpdate() + { + // pass the input to the car! + float h = CrossPlatformInputManager.GetAxis("Horizontal"); + float v = CrossPlatformInputManager.GetAxis("Vertical"); +#if !MOBILE_INPUT + float handbrake = CrossPlatformInputManager.GetAxis("Jump"); + m_Car.Move(h, v, v, handbrake); +#else + m_Car.Move(h, v, v, 0f); +#endif + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta new file mode 100644 index 00000000..57a13fea --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 96468c245ae8e0d4f8f1c7a7b8b0542e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs new file mode 100644 index 00000000..895d49f6 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Vehicles.Car +{ + // this script is specific to the supplied Sample Assets car, which has mudguards over the front wheels + // which have to turn with the wheels when steering is applied. + + public class Mudguard : MonoBehaviour + { + public CarController carController; // car controller to get the steering angle + + private Quaternion m_OriginalRotation; + + + private void Start() + { + m_OriginalRotation = transform.localRotation; + } + + + private void Update() + { + transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, carController.CurrentSteerAngle, 0); + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta new file mode 100644 index 00000000..e1e9ce09 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 459cec5b068041e44a60a6e3b6abb0eb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs new file mode 100644 index 00000000..3f3b1d11 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs @@ -0,0 +1,26 @@ +using System; +using System.Collections; +using UnityEngine; + +#pragma warning disable 649 +namespace UnityStandardAssets.Vehicles.Car +{ + public class SkidTrail : MonoBehaviour + { + [SerializeField] private float m_PersistTime; + + + private IEnumerator Start() + { + while (true) + { + yield return null; + + if (transform.parent.parent == null) + { + Destroy(gameObject, m_PersistTime); + } + } + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta new file mode 100644 index 00000000..561efadf --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9ce3a3a1349a5774b94761844e652a65 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs new file mode 100644 index 00000000..fc63f5db --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs @@ -0,0 +1,29 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Vehicles.Car +{ + // this script is specific to the car supplied in the the assets + // it controls the suspension hub to make it move with the wheel are it goes over bumps + public class Suspension : MonoBehaviour + { + public GameObject wheel; // The wheel that the script needs to referencing to get the postion for the suspension + + + private Vector3 m_TargetOriginalPosition; + private Vector3 m_Origin; + + + private void Start() + { + m_TargetOriginalPosition = wheel.transform.localPosition; + m_Origin = transform.localPosition; + } + + + private void Update() + { + transform.localPosition = m_Origin + (wheel.transform.localPosition - m_TargetOriginalPosition); + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta new file mode 100644 index 00000000..e01b402d --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9ec1e45165d1f2544bff59f5a80db8ab +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs new file mode 100644 index 00000000..a601fbe1 --- /dev/null +++ b/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs @@ -0,0 +1,94 @@ +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Vehicles.Car +{ + [RequireComponent(typeof (AudioSource))] + public class WheelEffects : MonoBehaviour + { + public Transform SkidTrailPrefab; + public static Transform skidTrailsDetachedParent; + public ParticleSystem skidParticles; + public bool skidding { get; private set; } + public bool PlayingAudio { get; private set; } + + + private AudioSource m_AudioSource; + private Transform m_SkidTrail; + private WheelCollider m_WheelCollider; + + + private void Start() + { + skidParticles = transform.root.GetComponentInChildren(); + + if (skidParticles == null) + { + Debug.LogWarning(" no particle system found on car to generate smoke particles", gameObject); + } + else + { + skidParticles.Stop(); + } + + m_WheelCollider = GetComponent(); + m_AudioSource = GetComponent(); + PlayingAudio = false; + + if (skidTrailsDetachedParent == null) + { + skidTrailsDetachedParent = new GameObject("Skid Trails - Detached").transform; + } + } + + + public void EmitTyreSmoke() + { + skidParticles.transform.position = transform.position - transform.up*m_WheelCollider.radius; + skidParticles.Emit(1); + if (!skidding) + { + StartCoroutine(StartSkidTrail()); + } + } + + + public void PlayAudio() + { + m_AudioSource.Play(); + PlayingAudio = true; + } + + + public void StopAudio() + { + m_AudioSource.Stop(); + PlayingAudio = false; + } + + + public IEnumerator StartSkidTrail() + { + skidding = true; + m_SkidTrail = Instantiate(SkidTrailPrefab); + while (m_SkidTrail == null) + { + yield return null; + } + m_SkidTrail.parent = transform; + m_SkidTrail.localPosition = -Vector3.up*m_WheelCollider.radius; + } + + + public void EndSkidTrail() + { + if (!skidding) + { + return; + } + skidding = false; + m_SkidTrail.parent = skidTrailsDetachedParent; + Destroy(m_SkidTrail.gameObject, 10); + } + } +} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs.meta new file mode 100644 index 00000000..82e2ec3c --- /dev/null +++ b/Assets/Standard 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{ +Properties { + _Color ("Main Color", Color) = (1,1,1,1) + _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5) + _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} + _Cube ("Reflection Cubemap", Cube) = "_Skybox" { } +} +SubShader { + LOD 300 + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + +CGPROGRAM +#pragma surface surf Lambert alpha + +sampler2D _MainTex; +samplerCUBE _Cube; + +fixed4 _Color; +fixed4 _ReflectColor; + +struct Input { + float2 uv_MainTex; + float3 worldRefl; +}; + +void surf (Input IN, inout SurfaceOutput o) { + fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); + fixed4 c = tex * _Color; + o.Albedo = c.rgb; + + fixed4 reflcol = texCUBE (_Cube, IN.worldRefl); + reflcol *= tex.a; + o.Emission = reflcol.rgb * _ReflectColor.rgb; + o.Alpha = c.a; +} +ENDCG +} + +FallBack "Reflective/VertexLit" +} diff --git a/Assets/Standard Assets/Vehicles/Car/Shaders/DiffuseReflectiveShader.shader.meta b/Assets/Standard 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GetComponent(); // first audio source + GameObject g = GameObject.Find("GameManager"); + if (g != null) + { + gameManager = g.GetComponent(); curPitch = gameManager.pitch; source.time = gameManager.offsetSong; + if (gameManager.yaHuboEarthquake) + { + Invoke("DecreasePitch", timeoutBola); + } } } - + // Update is called once per frame - void Update () { - + void Update() + { + } - public void BolaDestruida() { - CancelInvoke (); - if (audioMixer != null) { + public void BolaDestruida() + { + CancelInvoke(); + if (audioMixer != null) + { curPitch = 1f; - audioMixer.SetFloat ("pitch", curPitch); + audioMixer.SetFloat("pitch", curPitch); } - if (gameManager.yaHuboEarthquake) { - Invoke ("DecreasePitch", timeoutBola); + if (gameManager.yaHuboEarthquake) + { + Invoke("DecreasePitch", timeoutBola); } } - void DecreasePitch() { - Debug.Log ("Bajando pitch: " + curPitch); + void DecreasePitch() + { + Debug.Log("Bajando pitch: " + curPitch); if (curPitch >= minPitch) curPitch -= deltaPitch; - if (audioMixer != null) { - audioMixer.SetFloat ("pitch", curPitch); + if (audioMixer != null) + { + audioMixer.SetFloat("pitch", curPitch); } - Invoke ("DecreasePitch", timeoutBola); + Invoke("DecreasePitch", timeoutBola); } void OnEnable() @@ -58,7 +71,13 @@ void OnEnable() void OnDisable() { - gameManager.offsetSong = source.time; - BallController.OnBolaDestruida -= BolaDestruida; + GameObject g = GameObject.Find("GameManager"); + if (g != null) + { + gameManager = g.GetComponent(); + gameManager.offsetSong = source.time; + BallController.OnBolaDestruida -= BolaDestruida; + } + } } diff --git a/Assets/pfiguero/miShader.shader b/Assets/pfiguero/miShader.shader index 7afc7898..9cf8fda0 100644 --- a/Assets/pfiguero/miShader.shader +++ b/Assets/pfiguero/miShader.shader @@ -1,4 +1,6 @@ -Shader "Unlit/miShader" +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Unlit/miShader" { Properties { @@ -45,7 +47,7 @@ v2f vert (appdata v) { v2f o; - 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