ether shader modified to work with spectrum
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41 files changed
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@@ -53,9 +53,9 @@ public class ThemeShaderBinder : MonoBehaviour
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_texture.wrapMode = TextureWrapMode.Clamp;
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_texture.wrapMode = TextureWrapMode.Clamp;
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for (int i = 0; i < textureSize; i++) {
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for (int i = 0; i < textureSize; i++) {
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// Color decomposed = DecomposeHdrColor(_theme.Evaluate((float)i / (float)textureSize));
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if (_theme == null) return;
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if (_theme == null) return;
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Color color = _theme.Evaluate((float)i / (float)textureSize);
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Color color = DecomposeHdrColor(_theme.Evaluate((float)i / (float)textureSize));
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// Color color = _theme.Evaluate((float)i / (float)textureSize);
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_colorCache[i] = color;
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_colorCache[i] = color;
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}
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}
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@@ -1,51 +1,5 @@
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scatter:
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m_Name: Global Volume Profile
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File renamed without changes.
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+205
-133
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m_OutputSlots: []
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m_Label:
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m_Label:
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@@ -1273,7 +1274,7 @@ MonoBehaviour:
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zWriteMode: 0
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zWriteMode: 0
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zTestMode: 0
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zTestMode: 0
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colorMapping: 0
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Shader "Kaiju/Bubbles"
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{
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HLSLINCLUDE
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#pragma vertex Vert
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
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// The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader:
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// struct PositionInputs
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// {
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|
// float3 positionWS; // World space position (could be camera-relative)
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|
// float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
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// uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
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// float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
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// };
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// float4 SampleCustomColor(float2 uv);
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// float4 LoadCustomColor(uint2 pixelCoords);
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// float LoadCustomDepth(uint2 pixelCoords);
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// float SampleCustomDepth(float2 uv);
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|
float4 FullScreenPass(Varyings varyings) : SV_Target
|
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|
{
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|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
|
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|
float depth = LoadCameraDepth(varyings.positionCS.xy);
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|
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
|
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|
float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
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|
float4 color = float4(0.0, 0.0, 0.0, 0.0);
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|
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|
if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING)
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|
color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1);
|
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|
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||||||
|
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|
// get uv
|
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|
float2 uv = posInput.positionNDC;
|
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|
// fix aspect ratio
|
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|
uv.x *= _ScreenParams.x / _ScreenParams.y;
|
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|
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||||||
|
// Background
|
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|
float4 outColour = float4(0.8+0.2*uv.y,0.8+0.2*uv.y,0.8+0.2*uv.y,1);
|
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|
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||||||
|
// [unroll(100)]
|
||||||
|
for( int i=0; i<40; i++ ) {
|
||||||
|
// bubble seeds
|
||||||
|
float pha = sin(float(i)*546.13+1.0)*0.5 + 0.5;
|
||||||
|
float siz = pow( sin(float(i)*651.74+5.0)*0.5 + 0.5, 4.0 );
|
||||||
|
float pox = sin(float(i)*321.55+4.1) * 1 / 1;
|
||||||
|
|
||||||
|
// buble size, position and color
|
||||||
|
float rad = 0.1 + 0.5*siz;
|
||||||
|
float2 pos = float2( pox, -1.0-rad + (2.0+2.0*rad)*fmod(pha+0.1*_Time.y*(0.2+0.8*siz),1.0));
|
||||||
|
float dis = length( uv - pos );
|
||||||
|
float3 col = lerp( float3(0.94,0.3,0.0), float3(0.1,0.4,0.8), 0.5+0.5*sin(float(i)*1.2+1.9));
|
||||||
|
col+= 8.0*smoothstep( rad*0.95, rad, dis );
|
||||||
|
|
||||||
|
// render
|
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|
float f = length(uv-pos)/rad;
|
||||||
|
f = sqrt(clamp(1.0-f*f,0.0,1.0));
|
||||||
|
outColour -= float4(col.zyx *(1.0-smoothstep( rad*0.95, rad, dis )) * f, 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Vignetting
|
||||||
|
outColour *= sqrt(1.5-0.5*length(uv));
|
||||||
|
|
||||||
|
return outColour;
|
||||||
|
|
||||||
|
}
|
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|
|
||||||
|
ENDHLSL
|
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|
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Name "Custom Pass 0"
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ZWrite Off
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ZTest Always
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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HLSLPROGRAM
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#pragma fragment FullScreenPass
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ENDHLSL
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@@ -0,0 +1,105 @@
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|
Shader "FullScreen/Ether"
|
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|
{
|
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|
Properties
|
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|
{
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|
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
|
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|
_ThemeTexture("ThemeTexture", 2D) = "white" {}
|
||||||
|
_SpectrumSize("SpectrumSize", float) = 16
|
||||||
|
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|
_Zoom("Zoom", range(-2, 2)) = 0.5
|
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|
_Wildness("Wildness", range(1, 10)) = 4.0
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|
_ThemeStrength("ThemeStrength", range(1, 10)) = 4.0
|
||||||
|
}
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||||||
|
|
||||||
|
HLSLINCLUDE
|
||||||
|
|
||||||
|
// HDRP stuff
|
||||||
|
#pragma vertex Vert
|
||||||
|
#pragma target 4.5
|
||||||
|
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
||||||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
|
||||||
|
|
||||||
|
// here we go...
|
||||||
|
sampler2D _SpectrumTexture;
|
||||||
|
sampler2D _ThemeTexture;
|
||||||
|
float _Zoom;
|
||||||
|
float _Wildness;
|
||||||
|
float _ThemeStrength;
|
||||||
|
|
||||||
|
// matrix fn
|
||||||
|
float2x2 m(float a) {
|
||||||
|
float c=cos(a), s=sin(a);
|
||||||
|
float2x2 mat = { c, -s, s, c };
|
||||||
|
return mat;
|
||||||
|
}
|
||||||
|
|
||||||
|
float map(float3 p, float4 spectrum) {
|
||||||
|
float t = _Time.y * 0.2;
|
||||||
|
p.xz = mul(m(t), p.xz);
|
||||||
|
p.xy = mul(m(t), p.xy);
|
||||||
|
float3 q = p*_Wildness;
|
||||||
|
return length(p +
|
||||||
|
float3(sin(t), sin(t), sin(t)))
|
||||||
|
*log(length(p)+_Zoom) + sin(q.x+sin(q.z+sin(q.y))) * spectrum.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 FullScreenPass(Varyings varyings) : SV_Target {
|
||||||
|
float depth = LoadCameraDepth(varyings.positionCS.xy);
|
||||||
|
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
|
||||||
|
|
||||||
|
// musique
|
||||||
|
float sub = tex2D(_SpectrumTexture, 0.0);
|
||||||
|
float bass = tex2D(_SpectrumTexture, 0.25);
|
||||||
|
float mids = tex2D(_SpectrumTexture, 0.50);
|
||||||
|
float highs = tex2D(_SpectrumTexture, 0.75);
|
||||||
|
float4 spectrum = float4(sub, bass, mids, highs);
|
||||||
|
|
||||||
|
// screen
|
||||||
|
float2 p = posInput.positionNDC - .5;
|
||||||
|
p.x *= _ScreenParams.x / _ScreenParams.y;
|
||||||
|
|
||||||
|
float t = _Time.y;
|
||||||
|
|
||||||
|
// float3 colour = float3(0.0, 0.0, 0.0);
|
||||||
|
float3 colour = float3(0.0, 0.0, 0.0);
|
||||||
|
float damage = smoothstep(1.5, 3.5, highs);
|
||||||
|
float iterations = 10.0;
|
||||||
|
// float iterations = lerp(10.0, 50.0, highs);
|
||||||
|
float str = 4.5; // lerp(4.9, 5.0, highs);
|
||||||
|
float size = 1.0; //lerp(0.5, 2.0, mids);
|
||||||
|
|
||||||
|
float3 theme = tex2D(_ThemeTexture, length(p)) * _ThemeStrength;
|
||||||
|
|
||||||
|
for(int i=0; i<=iterations; i++) {
|
||||||
|
float3 n = float3(0.,0.,str) + normalize(float3(p, -size))*damage;
|
||||||
|
float rz = map(n, spectrum);
|
||||||
|
float f = clamp((rz - map(n+.1, spectrum)), 0., 1.);
|
||||||
|
float3 l = float3(0.01, 0.01, 0.01) * f + theme * f;
|
||||||
|
colour = colour*l + smoothstep(2.5, .0, rz)*.7*l;
|
||||||
|
damage += min(rz, 1.);
|
||||||
|
}
|
||||||
|
|
||||||
|
return float4(colour, 1.);
|
||||||
|
}
|
||||||
|
|
||||||
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Name "Custom Pass 0"
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ZWrite Off
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ZTest Always
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// Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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HLSLPROGRAM
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#pragma fragment FullScreenPass
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ENDHLSL
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}
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}
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Shader "FullScreen/Ether"
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{
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Properties
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{
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_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
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HLSLINCLUDE
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|
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|
// HDRP stuff
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|
#pragma vertex Vert
|
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|
#pragma target 4.5
|
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|
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
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|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
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|
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|
// here we go...
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sampler2D _SpectrumTexture;
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|
sampler2D _ThemeTexture;
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|
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// matrix fn
|
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|
float2x2 m(float a) {
|
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|
float c=cos(a), s=sin(a);
|
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|
float2x2 mat = { c, -s, s, c };
|
||||||
|
return mat;
|
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|
}
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|
|
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|
float map(float3 p, float4 spectrum) {
|
||||||
|
float t = _Time.y * 0.5;
|
||||||
|
float magic = spectrum.y * 0.05;
|
||||||
|
float zing = spectrum.x * 0.05;
|
||||||
|
float zip = spectrum.z * 0.05;
|
||||||
|
float wow = 4.5; //lerp(4.0, 5.0, spectrum.w);
|
||||||
|
|
||||||
|
p.xz = mul(m(zing + t), p.xz);
|
||||||
|
p.xy = mul(m(magic + t), p.xy);
|
||||||
|
float3 q = p*wow + t;
|
||||||
|
return length(p +
|
||||||
|
// float3(sin(t - magic), sin(t + magic), sin(t - magic)))
|
||||||
|
float3(magic, zing, zip))
|
||||||
|
*log(length(p)+zip) + sin(q.x+sin(q.z+sin(q.y)))*0.5;
|
||||||
|
}
|
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|
|
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|
float4 FullScreenPass(Varyings varyings) : SV_Target {
|
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|
float depth = LoadCameraDepth(varyings.positionCS.xy);
|
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|
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
|
||||||
|
|
||||||
|
// musique
|
||||||
|
float sub = tex2D(_SpectrumTexture, 0.0);
|
||||||
|
float bass = tex2D(_SpectrumTexture, 0.25);
|
||||||
|
float mids = tex2D(_SpectrumTexture, 0.50);
|
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|
float highs = tex2D(_SpectrumTexture, 0.75);
|
||||||
|
float4 spectrum = float4(sub, bass, mids, highs);
|
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|
|
||||||
|
// screen
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|
float2 p = posInput.positionNDC - .5;
|
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|
p.x *= _ScreenParams.x / _ScreenParams.y;
|
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|
|
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|
float t = _Time.y;
|
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|
|
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|
float3 colour = float3(0.0, 0.0, 0.0);
|
||||||
|
float d = smoothstep(1.5, 3.5, sub);
|
||||||
|
float iterations = 10.0;
|
||||||
|
// float iterations = lerp(10.0, 50.0, highs);
|
||||||
|
float str = 4.5; // lerp(4.9, 5.0, highs);
|
||||||
|
float size = 1.0; //lerp(0.5, 2.0, mids);
|
||||||
|
|
||||||
|
for(int i=0; i<=iterations; i++) {
|
||||||
|
float3 n = float3(0.,0.,str) + normalize(float3(p, -size))*d;
|
||||||
|
float rz = map(n, spectrum);
|
||||||
|
float f = clamp((rz - map(n+.1, spectrum))*0.5, -.1, 1.);
|
||||||
|
float3 l = float3(0.1,0.3,.4) + float3(5., 2.5, 3.)*f;
|
||||||
|
colour = colour*l + smoothstep(2.5, .0, rz)*.7*l;
|
||||||
|
d += min(rz, 1.);
|
||||||
|
}
|
||||||
|
|
||||||
|
return float4(colour, 1.);
|
||||||
|
}
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|
|
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|
ENDHLSL
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|
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Name "Custom Pass 0"
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ZWrite Off
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|
ZTest Always
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|
// Blend SrcAlpha OneMinusSrcAlpha
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|
Cull Off
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|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma fragment FullScreenPass
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|
ENDHLSL
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}
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}
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|
- _TransparentSortPriority: 0
|
||||||
|
- _TransparentWritingMotionVec: 0
|
||||||
|
- _TransparentZWrite: 0
|
||||||
|
- _UVBase: 0
|
||||||
|
- _UVDetail: 0
|
||||||
|
- _UVEmissive: 0
|
||||||
|
- _UseEmissiveIntensity: 0
|
||||||
|
- _UseShadowThreshold: 0
|
||||||
|
- _ZTestDepthEqualForOpaque: 3
|
||||||
|
- _ZTestGBuffer: 4
|
||||||
|
- _ZTestTransparent: 4
|
||||||
|
- _ZWrite: 1
|
||||||
|
m_Colors:
|
||||||
|
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
|
||||||
|
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0}
|
||||||
|
- _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
|
||||||
|
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
|
||||||
|
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
|
||||||
|
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
|
||||||
|
- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}
|
||||||
|
m_BuildTextureStacks: []
|
||||||
|
--- !u!114 &7427120379286931205
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 11
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|
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
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|
m_Name:
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||||||
|
m_EditorClassIdentifier:
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||||||
|
version: 12
|
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|
hdPluginSubTargetMaterialVersions:
|
||||||
|
m_Keys: []
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|
m_Values:
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@@ -0,0 +1,8 @@
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|
fileFormatVersion: 2
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guid: ce21ac6719e47134caff55bb77ca6e91
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|
NativeFormatImporter:
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externalObjects: {}
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|
mainObjectFileID: 2100000
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|
userData:
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|
assetBundleName:
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|
assetBundleVariant:
|
||||||
@@ -0,0 +1,148 @@
|
|||||||
|
|
||||||
|
Shader "Kaiju/Bubbles"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
|
||||||
|
_ThemeTexture("ThemeTexture", 2D) = "white" {}
|
||||||
|
_SpectrumSize("SpectrumSize", float) = 16
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
HLSLINCLUDE
|
||||||
|
|
||||||
|
#pragma vertex Vert
|
||||||
|
|
||||||
|
#pragma target 4.5
|
||||||
|
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
||||||
|
|
||||||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
|
||||||
|
|
||||||
|
// The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader:
|
||||||
|
// struct PositionInputs
|
||||||
|
// {
|
||||||
|
// float3 positionWS; // World space position (could be camera-relative)
|
||||||
|
// float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
|
||||||
|
// uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels)
|
||||||
|
// uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
|
||||||
|
// float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
|
||||||
|
// float linearDepth; // View space Z coordinate : [Near, Far]
|
||||||
|
// };
|
||||||
|
|
||||||
|
// To sample custom buffers, you have access to these functions:
|
||||||
|
// But be careful, on most platforms you can't sample to the bound color buffer. It means that you
|
||||||
|
// can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer).
|
||||||
|
// float4 SampleCustomColor(float2 uv);
|
||||||
|
// float4 LoadCustomColor(uint2 pixelCoords);
|
||||||
|
// float LoadCustomDepth(uint2 pixelCoords);
|
||||||
|
// float SampleCustomDepth(float2 uv);
|
||||||
|
|
||||||
|
// There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl,
|
||||||
|
// you can check them out in the source code of the core SRP package.
|
||||||
|
|
||||||
|
sampler2D _SpectrumTexture;
|
||||||
|
sampler2D _ThemeTexture;
|
||||||
|
|
||||||
|
float3 pulsar(in float3 p, in float2 uv, float4 spectrum) {
|
||||||
|
float accum = 0.2;
|
||||||
|
float prev = 0;
|
||||||
|
float tw = 1.0;
|
||||||
|
|
||||||
|
float str = lerp(24.0, 26.0, spectrum.x);
|
||||||
|
|
||||||
|
for (int i = 0; i < 18; ++i) {
|
||||||
|
float mag = dot(p, p);
|
||||||
|
// p = abs(p) / mag + float3(-.5, -.42 - cos(_Time.y*0.2)*0.02, -1.75 + sin(_Time.y*0.2)*0.003);
|
||||||
|
|
||||||
|
float gangsta = -0.41;
|
||||||
|
float tripp = -1.75;
|
||||||
|
float yee = 0.004;
|
||||||
|
float yuh = 0.02;
|
||||||
|
|
||||||
|
// float gangsta = lerp(-0.42, -0.42, spectrum.z);
|
||||||
|
// float yee = lerp(0.005, 0.006, spectrum.y);
|
||||||
|
// float yuh = lerp(0.1, 0.1, spectrum.x);
|
||||||
|
|
||||||
|
p = abs(p) / mag + float3(-.5, gangsta - cos(_Time.y*0.2)* yuh, tripp + sin(_Time.y*0.2)* yee);
|
||||||
|
|
||||||
|
float w = exp(-float(i) / str);
|
||||||
|
accum += w * exp(-str * pow(abs(mag - prev), 2.2));
|
||||||
|
tw += w;
|
||||||
|
prev = mag;
|
||||||
|
}
|
||||||
|
|
||||||
|
float t = clamp(5.0 * accum / tw - 0.9, 0.0, 1.0);
|
||||||
|
return float3(1.3*t*t*t*(1.0 - length(uv)*0.2) , 1.2*t*t, 1.0*t);
|
||||||
|
}
|
||||||
|
|
||||||
|
const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
|
||||||
|
float gold_noise(in float2 xy, in float seed) {
|
||||||
|
return frac(tan(distance(xy*PHI, xy)*seed)*xy.x);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 FullScreenPass(Varyings varyings) : SV_Target {
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
|
||||||
|
float depth = LoadCameraDepth(varyings.positionCS.xy);
|
||||||
|
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
|
||||||
|
float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
|
||||||
|
float4 color = float4(0.0, 0.0, 0.0, 0.0);
|
||||||
|
|
||||||
|
// Load the camera color buffer at the mip 0 if we're not at the before rendering injection point
|
||||||
|
if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING)
|
||||||
|
color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1);
|
||||||
|
|
||||||
|
|
||||||
|
// get uv
|
||||||
|
float2 uv = posInput.positionNDC - 0.5;
|
||||||
|
// fix aspect ratio
|
||||||
|
// uv.x *= _ScreenParams.x / _ScreenParams.y;
|
||||||
|
|
||||||
|
float4 output = float4(0.0, 0.0, 0.0, 0.0);
|
||||||
|
float3 p = float3(uv * (_ScreenParams.xy / _ScreenParams.x) / 0.2, 0.0);
|
||||||
|
float seed = 1239959818;
|
||||||
|
|
||||||
|
// cool modulation
|
||||||
|
float time = _Time.y;
|
||||||
|
float sub = tex2D(_SpectrumTexture, 0.0);
|
||||||
|
float bass = tex2D(_SpectrumTexture, 0.25);
|
||||||
|
float mids = tex2D(_SpectrumTexture, 0.50);
|
||||||
|
float highs = tex2D(_SpectrumTexture, 0.75);
|
||||||
|
|
||||||
|
float4 spectrum = float4(sub, bass, mids, highs) * 2;
|
||||||
|
float dir = ceil(sin(_Time.y));
|
||||||
|
|
||||||
|
// output = float4(
|
||||||
|
// pulsar(p * lerp(0.97, 0.99, spectrum.y), uv, spectrum).r,
|
||||||
|
// pulsar(p * lerp(0.97, 0.99, spectrum.y), uv, spectrum).gb,
|
||||||
|
// 1.0
|
||||||
|
// );
|
||||||
|
|
||||||
|
output = float4(
|
||||||
|
pulsar(p, uv, spectrum),
|
||||||
|
1.0
|
||||||
|
);
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDHLSL
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags{ "RenderPipeline" = "HDRenderPipeline" }
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Custom Pass 0"
|
||||||
|
|
||||||
|
ZWrite Off
|
||||||
|
ZTest Always
|
||||||
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma fragment FullScreenPass
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Fallback Off
|
||||||
|
}
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c68eae65ade06614693a412d081f2594
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
preprocessorOverride: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,133 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering.HighDefinition;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Experimental.Rendering;
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
using UnityEditor.Rendering.HighDefinition;
|
||||||
|
using UnityEditor;
|
||||||
|
|
||||||
|
[CustomPassDrawerAttribute(typeof(TIPS))]
|
||||||
|
class TIPSEditor : CustomPassDrawer
|
||||||
|
{
|
||||||
|
private class Styles
|
||||||
|
{
|
||||||
|
public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
|
||||||
|
|
||||||
|
public static GUIContent mesh = new GUIContent("Mesh", "Mesh used for the scanner effect.");
|
||||||
|
public static GUIContent size = new GUIContent("Size", "Size of the effect.");
|
||||||
|
public static GUIContent rotationSpeed = new GUIContent("Speed", "Speed of rotation.");
|
||||||
|
public static GUIContent edgeThreshold = new GUIContent("Edge Threshold", "Edge detect effect threshold.");
|
||||||
|
public static GUIContent edgeRadius = new GUIContent("Edge Radius", "Radius of the edge detect effect.");
|
||||||
|
public static GUIContent glowColor = new GUIContent("Color", "Color of the effect");
|
||||||
|
}
|
||||||
|
|
||||||
|
SerializedProperty mesh;
|
||||||
|
SerializedProperty size;
|
||||||
|
SerializedProperty rotationSpeed;
|
||||||
|
SerializedProperty edgeDetectThreshold;
|
||||||
|
SerializedProperty edgeRadius;
|
||||||
|
SerializedProperty glowColor;
|
||||||
|
|
||||||
|
protected override void Initialize(SerializedProperty customPass)
|
||||||
|
{
|
||||||
|
mesh = customPass.FindPropertyRelative("mesh");
|
||||||
|
size = customPass.FindPropertyRelative("size");
|
||||||
|
rotationSpeed = customPass.FindPropertyRelative("rotationSpeed");
|
||||||
|
edgeDetectThreshold = customPass.FindPropertyRelative("edgeDetectThreshold");
|
||||||
|
edgeRadius = customPass.FindPropertyRelative("edgeRadius");
|
||||||
|
glowColor = customPass.FindPropertyRelative("glowColor");
|
||||||
|
}
|
||||||
|
|
||||||
|
// We only need the name to be displayed, the rest is controlled by the TIPS effect
|
||||||
|
protected override PassUIFlag commonPassUIFlags => PassUIFlag.Name;
|
||||||
|
|
||||||
|
protected override void DoPassGUI(SerializedProperty customPass, Rect rect)
|
||||||
|
{
|
||||||
|
mesh.objectReferenceValue = EditorGUI.ObjectField(rect, Styles.mesh, mesh.objectReferenceValue, typeof(Mesh), false);
|
||||||
|
rect.y += Styles.defaultLineSpace;
|
||||||
|
|
||||||
|
size.floatValue = EditorGUI.Slider(rect, Styles.size, size.floatValue, 0.2f, TIPS.kMaxDistance);
|
||||||
|
rect.y += Styles.defaultLineSpace;
|
||||||
|
rotationSpeed.floatValue = EditorGUI.Slider(rect, Styles.rotationSpeed, rotationSpeed.floatValue, 0f, 30f);
|
||||||
|
rect.y += Styles.defaultLineSpace;
|
||||||
|
edgeDetectThreshold.floatValue = EditorGUI.Slider(rect, Styles.edgeThreshold, edgeDetectThreshold.floatValue, 0.1f, 5f);
|
||||||
|
rect.y += Styles.defaultLineSpace;
|
||||||
|
edgeRadius.intValue = EditorGUI.IntSlider(rect, Styles.edgeRadius, edgeRadius.intValue, 1, 6);
|
||||||
|
rect.y += Styles.defaultLineSpace;
|
||||||
|
glowColor.colorValue = EditorGUI.ColorField(rect, Styles.glowColor, glowColor.colorValue, true, false, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override float GetPassHeight(SerializedProperty customPass) => Styles.defaultLineSpace * 6;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
class TIPS : CustomPass
|
||||||
|
{
|
||||||
|
public Mesh mesh = null;
|
||||||
|
public float size = 5;
|
||||||
|
public float rotationSpeed = 5;
|
||||||
|
public float edgeDetectThreshold = 1;
|
||||||
|
public int edgeRadius = 2;
|
||||||
|
public Color glowColor = Color.white;
|
||||||
|
|
||||||
|
public const float kMaxDistance = 1000;
|
||||||
|
|
||||||
|
public Material tipsMeshMaterial;
|
||||||
|
|
||||||
|
Material fullscreenMaterial;
|
||||||
|
RTHandle tipsBuffer; // additional render target for compositing the custom and camera color buffers
|
||||||
|
|
||||||
|
int compositingPass;
|
||||||
|
int blurPass;
|
||||||
|
|
||||||
|
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
|
||||||
|
// When empty this render pass will render to the active camera render target.
|
||||||
|
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
|
||||||
|
// The render pipeline will ensure target setup and clearing happens in an performance manner.
|
||||||
|
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
|
||||||
|
{
|
||||||
|
tipsMeshMaterial = Resources.Load<Material>("Shader Graphs_TIPS_Effect");
|
||||||
|
fullscreenMaterial = CoreUtils.CreateEngineMaterial("FullScreen/TIPS");
|
||||||
|
tipsBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, useDynamicScale: true, name: "TIPS Buffer");
|
||||||
|
|
||||||
|
compositingPass = fullscreenMaterial.FindPass("Compositing");
|
||||||
|
blurPass = fullscreenMaterial.FindPass("Blur");
|
||||||
|
targetColorBuffer = TargetBuffer.Custom;
|
||||||
|
targetDepthBuffer = TargetBuffer.Custom;
|
||||||
|
clearFlags = ClearFlag.All;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Execute(CustomPassContext ctx)
|
||||||
|
{
|
||||||
|
if (fullscreenMaterial == null)
|
||||||
|
return ;
|
||||||
|
|
||||||
|
if (mesh != null && tipsMeshMaterial != null)
|
||||||
|
{
|
||||||
|
Transform cameraTransform = ctx.hdCamera.camera.transform;
|
||||||
|
Matrix4x4 trs = Matrix4x4.TRS(cameraTransform.position, Quaternion.Euler(0f, Time.realtimeSinceStartup * rotationSpeed, Time.realtimeSinceStartup * rotationSpeed * 0.5f), Vector3.one * size);
|
||||||
|
tipsMeshMaterial.SetFloat("_Intensity", (0.2f / size) * kMaxDistance);
|
||||||
|
ctx.cmd.DrawMesh(mesh, trs, tipsMeshMaterial, 0, tipsMeshMaterial.FindPass("ForwardOnly"));
|
||||||
|
}
|
||||||
|
|
||||||
|
ctx.propertyBlock.SetFloat("_EdgeDetectThreshold", edgeDetectThreshold);
|
||||||
|
ctx.propertyBlock.SetColor("_GlowColor", glowColor);
|
||||||
|
ctx.propertyBlock.SetFloat("_EdgeRadius", (float)edgeRadius);
|
||||||
|
ctx.propertyBlock.SetFloat("_BypassMeshDepth", (mesh != null) ? 0 : size);
|
||||||
|
CoreUtils.SetRenderTarget(ctx.cmd, tipsBuffer, ClearFlag.Color);
|
||||||
|
CoreUtils.DrawFullScreen(ctx.cmd, fullscreenMaterial, shaderPassId: compositingPass, properties: ctx.propertyBlock);
|
||||||
|
|
||||||
|
ctx.propertyBlock.SetTexture("_TIPSBuffer", tipsBuffer);
|
||||||
|
CoreUtils.SetRenderTarget(ctx.cmd, ctx.cameraColorBuffer);
|
||||||
|
CoreUtils.DrawFullScreen(ctx.cmd, fullscreenMaterial, shaderPassId: blurPass, properties: ctx.propertyBlock);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Cleanup()
|
||||||
|
{
|
||||||
|
CoreUtils.Destroy(fullscreenMaterial);
|
||||||
|
tipsBuffer.Release();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f0ebb66443d21f744bd46bb07576d93a
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@@ -0,0 +1,194 @@
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Shader "FullScreen/TIPS"
|
||||||
|
{
|
||||||
|
HLSLINCLUDE
|
||||||
|
|
||||||
|
#pragma vertex Vert
|
||||||
|
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||||||
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#pragma target 4.5
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||||||
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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||||||
|
|
||||||
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
|
||||||
|
|
||||||
|
// The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader:
|
||||||
|
// struct PositionInputs
|
||||||
|
// {
|
||||||
|
// float3 positionWS; // World space position (could be camera-relative)
|
||||||
|
// float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
|
||||||
|
// uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels)
|
||||||
|
// uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
|
||||||
|
// float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
|
||||||
|
// float linearDepth; // View space Z coordinate : [Near, Far]
|
||||||
|
// };
|
||||||
|
|
||||||
|
// To sample custom buffers, you have access to these functions:
|
||||||
|
// But be careful, on most platforms you can't sample to the bound color buffer. It means that you
|
||||||
|
// can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer).
|
||||||
|
// float4 SampleCustomColor(float2 uv);
|
||||||
|
// float4 LoadCustomColor(uint2 pixelCoords);
|
||||||
|
// float LoadCustomDepth(uint2 pixelCoords);
|
||||||
|
// float SampleCustomDepth(float2 uv);
|
||||||
|
|
||||||
|
// There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl,
|
||||||
|
// you can check them out in the source code of the core SRP package.
|
||||||
|
|
||||||
|
TEXTURE2D_X(_TIPSBuffer);
|
||||||
|
float _EdgeDetectThreshold;
|
||||||
|
float3 _GlowColor;
|
||||||
|
float _EdgeRadius;
|
||||||
|
float _BypassMeshDepth;
|
||||||
|
|
||||||
|
float SampleClampedDepth(float2 uv) { return SampleCameraDepth(clamp(uv, _ScreenSize.zw, 1 - _ScreenSize.zw)).r; }
|
||||||
|
|
||||||
|
float EdgeDetect(float2 uv, float depthThreshold, float normalThreshold)
|
||||||
|
{
|
||||||
|
normalThreshold *= _EdgeDetectThreshold;
|
||||||
|
depthThreshold *= _EdgeDetectThreshold;
|
||||||
|
float halfScaleFloor = floor(_EdgeRadius * 0.5);
|
||||||
|
float halfScaleCeil = ceil(_EdgeRadius * 0.5);
|
||||||
|
|
||||||
|
// Compute uv position to fetch depth informations
|
||||||
|
float2 bottomLeftUV = uv - float2(_ScreenSize.zw.x, _ScreenSize.zw.y) * halfScaleFloor;
|
||||||
|
float2 topRightUV = uv + float2(_ScreenSize.zw.x, _ScreenSize.zw.y) * halfScaleCeil;
|
||||||
|
float2 bottomRightUV = uv + float2(_ScreenSize.zw.x * halfScaleCeil, -_ScreenSize.zw.y * halfScaleFloor);
|
||||||
|
float2 topLeftUV = uv + float2(-_ScreenSize.zw.x * halfScaleFloor, _ScreenSize.zw.y * halfScaleCeil);
|
||||||
|
|
||||||
|
// Depth from camera buffer
|
||||||
|
float depth0 = SampleClampedDepth(bottomLeftUV);
|
||||||
|
float depth1 = SampleClampedDepth(topRightUV);
|
||||||
|
float depth2 = SampleClampedDepth(bottomRightUV);
|
||||||
|
float depth3 = SampleClampedDepth(topLeftUV);
|
||||||
|
|
||||||
|
float depthDerivative0 = depth1 - depth0;
|
||||||
|
float depthDerivative1 = depth3 - depth2;
|
||||||
|
|
||||||
|
float edgeDepth = sqrt(pow(depthDerivative0, 2) + pow(depthDerivative1, 2)) * 100;
|
||||||
|
|
||||||
|
float newDepthThreshold = depthThreshold * depth0;
|
||||||
|
edgeDepth = edgeDepth > newDepthThreshold ? 1 : 0;
|
||||||
|
|
||||||
|
// Normals extracted from the camera normal buffer
|
||||||
|
NormalData normalData0, normalData1, normalData2, normalData3;
|
||||||
|
DecodeFromNormalBuffer(_ScreenSize.xy * bottomLeftUV, normalData0);
|
||||||
|
DecodeFromNormalBuffer(_ScreenSize.xy * topRightUV, normalData1);
|
||||||
|
DecodeFromNormalBuffer(_ScreenSize.xy * bottomRightUV, normalData2);
|
||||||
|
DecodeFromNormalBuffer(_ScreenSize.xy * topLeftUV, normalData3);
|
||||||
|
|
||||||
|
float3 normalFiniteDifference0 = normalData1.normalWS - normalData0.normalWS;
|
||||||
|
float3 normalFiniteDifference1 = normalData3.normalWS - normalData2.normalWS;
|
||||||
|
|
||||||
|
float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1));
|
||||||
|
edgeNormal = edgeNormal > normalThreshold ? 1 : 0;
|
||||||
|
|
||||||
|
// Combined
|
||||||
|
return max(edgeDepth, edgeNormal);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 Compositing(Varyings varyings) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
|
||||||
|
|
||||||
|
float depth = LoadCameraDepth(varyings.positionCS.xy);
|
||||||
|
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
|
||||||
|
float4 color = float4(0.0, 0.0, 0.0, 0.0);
|
||||||
|
|
||||||
|
// Load the camera color buffer at the mip 0 if we're not at the before rendering injection point
|
||||||
|
if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING)
|
||||||
|
color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1);
|
||||||
|
|
||||||
|
// Do some normal and depth based edge detection on the camera buffers.
|
||||||
|
float3 edgeDetectColor = EdgeDetect(posInput.positionNDC.xy, 2, 1) * _GlowColor;
|
||||||
|
// Remove the edge detect effect between the sky and objects when the object is inside the sphere
|
||||||
|
edgeDetectColor *= depth != UNITY_RAW_FAR_CLIP_VALUE;
|
||||||
|
|
||||||
|
// Load depth and color information from the custom buffer
|
||||||
|
float meshDepthPos = LoadCustomDepth(posInput.positionSS.xy);
|
||||||
|
float4 meshColor = LoadCustomColor(posInput.positionSS.xy);
|
||||||
|
|
||||||
|
// Change the color of the icosahedron mesh
|
||||||
|
meshColor = float4(_GlowColor, 1) * meshColor;
|
||||||
|
|
||||||
|
// Transform the raw depth into eye space depth
|
||||||
|
float sceneDepth = LinearEyeDepth(depth, _ZBufferParams);
|
||||||
|
float meshDepth = LinearEyeDepth(meshDepthPos, _ZBufferParams);
|
||||||
|
|
||||||
|
if (_BypassMeshDepth != 0)
|
||||||
|
meshDepth = _BypassMeshDepth;
|
||||||
|
|
||||||
|
// Add the intersection with mesh and scene depth to the edge detect result
|
||||||
|
edgeDetectColor = lerp(edgeDetectColor, _GlowColor, saturate(2 - abs(meshDepth - sceneDepth) * 200 * rcp(_EdgeRadius)));
|
||||||
|
|
||||||
|
// Blend the mesh color and edge detect color using the mesh alpha transparency
|
||||||
|
float3 edgeMeshColor = lerp(edgeDetectColor, meshColor.xyz, (meshDepth < sceneDepth) ? meshColor.a : 0);
|
||||||
|
|
||||||
|
// Avoid edge detection effect to leak inside the isocahedron mesh
|
||||||
|
float3 finalColor = saturate(meshDepth - sceneDepth) > 0 ? color.xyz : edgeMeshColor;
|
||||||
|
|
||||||
|
return float4(finalColor, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Try to remove fireflies
|
||||||
|
float4 Blur(Varyings varyings) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
|
||||||
|
|
||||||
|
float depth = LoadCameraDepth(varyings.positionCS.xy);
|
||||||
|
float meshDepth = LoadCustomDepth(varyings.positionCS.xy);
|
||||||
|
PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
|
||||||
|
|
||||||
|
// It didn't worked :p
|
||||||
|
return float4(LOAD_TEXTURE2D_X_LOD(_TIPSBuffer, posInput.positionSS.xy, 0).rgb, 1);
|
||||||
|
|
||||||
|
float3 color = LOAD_TEXTURE2D_X_LOD(_TIPSBuffer, posInput.positionSS.xy, 0).rgb;
|
||||||
|
|
||||||
|
// don't blur non outlined image
|
||||||
|
if (LinearEyeDepth(depth, _ZBufferParams) < LinearEyeDepth(meshDepth, _ZBufferParams) + 0.1)
|
||||||
|
return float4(color.r, 0, 0, 1);
|
||||||
|
|
||||||
|
float3 t;
|
||||||
|
for (float x = -1; x <= 1; x++)
|
||||||
|
for (float y = -1; y <= 1; y++)
|
||||||
|
{
|
||||||
|
t += LOAD_TEXTURE2D_X_LOD(_TIPSBuffer, posInput.positionSS.xy + float2(x, y), 0).rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Luminance(t) < Luminance(_GlowColor) * 3)
|
||||||
|
color = 0;
|
||||||
|
|
||||||
|
return float4(color, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDHLSL
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Compositing"
|
||||||
|
|
||||||
|
ZWrite Off
|
||||||
|
ZTest Always
|
||||||
|
Blend Off
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma fragment Compositing
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Blur"
|
||||||
|
|
||||||
|
ZWrite Off
|
||||||
|
ZTest Always
|
||||||
|
Blend Off
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma fragment Blur
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Fallback Off
|
||||||
|
}
|
||||||
@@ -0,0 +1,10 @@
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|
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path: Assets/Scenes/ZKNFT_Celestial.unity
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path: Assets/Scenes/IXS_StrandLike.unity
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path: Assets/Scenes/MXML_Orbital.unity
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path: Assets/Scenes/ZKNFT_Celestial.unity
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path: Assets/Scenes/ZKNFT_Drift.unity
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@@ -683,8 +683,7 @@ MonoBehaviour:
|
|||||||
m_ShowAllHits: 0
|
m_ShowAllHits: 0
|
||||||
m_SkipHidden: 0
|
m_SkipHidden: 0
|
||||||
m_SearchArea: 1
|
m_SearchArea: 1
|
||||||
m_Folders:
|
m_Folders: []
|
||||||
- Assets/Scenes/MNML_Orbital
|
|
||||||
m_Globs: []
|
m_Globs: []
|
||||||
m_OriginalText:
|
m_OriginalText:
|
||||||
m_ViewMode: 0
|
m_ViewMode: 0
|
||||||
@@ -699,7 +698,7 @@ MonoBehaviour:
|
|||||||
scrollPos: {x: 0, y: 0}
|
scrollPos: {x: 0, y: 0}
|
||||||
m_SelectedIDs: 30830000
|
m_SelectedIDs: 30830000
|
||||||
m_LastClickedID: 33584
|
m_LastClickedID: 33584
|
||||||
m_ExpandedIDs: ffffffff000000001463000016630000186300001a6300001c6300001e63000020630000226300002463000026630000286300002a6300002c6300002e630000306300009a690000f2c1000032d80000
|
m_ExpandedIDs: ffffffff000000001463000016630000186300001a6300001c6300001e63000020630000226300002463000026630000286300002a6300002c6300002e630000306300009a690000f2c1000032d80000d0720100
|
||||||
m_RenameOverlay:
|
m_RenameOverlay:
|
||||||
m_UserAcceptedRename: 0
|
m_UserAcceptedRename: 0
|
||||||
m_Name:
|
m_Name:
|
||||||
@@ -724,24 +723,24 @@ MonoBehaviour:
|
|||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
m_ResourceFile:
|
m_ResourceFile:
|
||||||
m_AssetTreeState:
|
m_AssetTreeState:
|
||||||
scrollPos: {x: 0, y: 60}
|
scrollPos: {x: 0, y: 68}
|
||||||
m_SelectedIDs: 9e63f8ff
|
m_SelectedIDs: 90a20100
|
||||||
m_LastClickedID: 0
|
m_LastClickedID: 0
|
||||||
m_ExpandedIDs: ffffffff000000001463000016630000186300001a6300001c6300001e63000020630000226300002463000026630000286300002a6300002c6300002e630000306300009a690000f2c1000032d80000
|
m_ExpandedIDs: ffffffff000000001463000016630000186300001a6300001c6300001e63000020630000226300002463000026630000286300002a6300002c6300002e63000030630000346300009a690000f2c1000032d80000d0720100
|
||||||
m_RenameOverlay:
|
m_RenameOverlay:
|
||||||
m_UserAcceptedRename: 0
|
m_UserAcceptedRename: 0
|
||||||
m_Name: MNML_Orbital
|
m_Name:
|
||||||
m_OriginalName: MNML_Orbital
|
m_OriginalName:
|
||||||
m_EditFieldRect:
|
m_EditFieldRect:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 0
|
y: 0
|
||||||
width: 0
|
width: 0
|
||||||
height: 0
|
height: 0
|
||||||
m_UserData: 55124
|
m_UserData: 0
|
||||||
m_IsWaitingForDelay: 0
|
m_IsWaitingForDelay: 0
|
||||||
m_IsRenaming: 0
|
m_IsRenaming: 0
|
||||||
m_OriginalEventType: 0
|
m_OriginalEventType: 11
|
||||||
m_IsRenamingFilename: 1
|
m_IsRenamingFilename: 1
|
||||||
m_ClientGUIView: {fileID: 9}
|
m_ClientGUIView: {fileID: 9}
|
||||||
m_SearchString:
|
m_SearchString:
|
||||||
@@ -752,8 +751,8 @@ MonoBehaviour:
|
|||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
m_ResourceFile:
|
m_ResourceFile:
|
||||||
m_ListAreaState:
|
m_ListAreaState:
|
||||||
m_SelectedInstanceIDs: 9e63f8ff
|
m_SelectedInstanceIDs: 90a20100
|
||||||
m_LastClickedInstanceID: -498786
|
m_LastClickedInstanceID: 107152
|
||||||
m_HadKeyboardFocusLastEvent: 0
|
m_HadKeyboardFocusLastEvent: 0
|
||||||
m_ExpandedInstanceIDs: c6230000
|
m_ExpandedInstanceIDs: c6230000
|
||||||
m_RenameOverlay:
|
m_RenameOverlay:
|
||||||
@@ -804,9 +803,9 @@ MonoBehaviour:
|
|||||||
m_Pos:
|
m_Pos:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 995
|
y: 1097
|
||||||
width: 1943
|
width: 1943
|
||||||
height: 364
|
height: 262
|
||||||
m_ViewDataDictionary: {fileID: 0}
|
m_ViewDataDictionary: {fileID: 0}
|
||||||
m_OverlayCanvas:
|
m_OverlayCanvas:
|
||||||
m_LastAppliedPresetName: Default
|
m_LastAppliedPresetName: Default
|
||||||
@@ -832,9 +831,9 @@ MonoBehaviour:
|
|||||||
m_Pos:
|
m_Pos:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
x: 0
|
x: 0
|
||||||
y: 787
|
y: 821
|
||||||
width: 1943
|
width: 1943
|
||||||
height: 572
|
height: 538
|
||||||
m_ViewDataDictionary: {fileID: 0}
|
m_ViewDataDictionary: {fileID: 0}
|
||||||
m_OverlayCanvas:
|
m_OverlayCanvas:
|
||||||
m_LastAppliedPresetName: Default
|
m_LastAppliedPresetName: Default
|
||||||
@@ -859,8 +858,8 @@ MonoBehaviour:
|
|||||||
y: 0
|
y: 0
|
||||||
width: 616
|
width: 616
|
||||||
height: 1307
|
height: 1307
|
||||||
m_MinSize: {x: 275, y: 50}
|
m_MinSize: {x: 276, y: 71}
|
||||||
m_MaxSize: {x: 4000, y: 4000}
|
m_MaxSize: {x: 4001, y: 4021}
|
||||||
m_ActualView: {fileID: 14}
|
m_ActualView: {fileID: 14}
|
||||||
m_Panes:
|
m_Panes:
|
||||||
- {fileID: 14}
|
- {fileID: 14}
|
||||||
@@ -897,7 +896,7 @@ MonoBehaviour:
|
|||||||
m_ObjectsLockedBeforeSerialization: []
|
m_ObjectsLockedBeforeSerialization: []
|
||||||
m_InstanceIDsLockedBeforeSerialization:
|
m_InstanceIDsLockedBeforeSerialization:
|
||||||
m_PreviewResizer:
|
m_PreviewResizer:
|
||||||
m_CachedPref: 271
|
m_CachedPref: 332
|
||||||
m_ControlHash: -371814159
|
m_ControlHash: -371814159
|
||||||
m_PrefName: Preview_InspectorPreview
|
m_PrefName: Preview_InspectorPreview
|
||||||
m_LastInspectedObjectInstanceID: -1
|
m_LastInspectedObjectInstanceID: -1
|
||||||
|
|||||||
@@ -0,0 +1,20 @@
|
|||||||
|
britt - EE8CQ-I0X33-JRCZJ
|
||||||
|
ntr - KQYNZ-2Z2NG-KPI3L
|
||||||
|
mashy - 0DQVD-FZVXT-HJEL6
|
||||||
|
liam - NPGG6-G65ZM-TLV73
|
||||||
|
BQ3FD-R30RJ-DDNFQ
|
||||||
|
XC76T-5NF8X-3VCND
|
||||||
|
NPMEM-IIPBV-88AIT
|
||||||
|
MIMP9-V2YTX-ZJIKZ
|
||||||
|
NZM0A-0BX7V-IFL2K
|
||||||
|
MQ7HQ-W3CAA-2TCQE
|
||||||
|
YDFG8-V9XPY-BTLYY
|
||||||
|
QZCVH-R3T65-ZYR0E
|
||||||
|
2V8PY-E0ZAF-92WCK
|
||||||
|
ICH86-PKXKD-QE2K7
|
||||||
|
XRYBJ-LKXTJ-XK2JM
|
||||||
|
YBNKC-AM4XG-B2R3L
|
||||||
|
NCAQK-6FLVQ-IZQGC
|
||||||
|
2F50V-6QHRL-ZJF0Z
|
||||||
|
D7XYL-HGBAG-MVFQF
|
||||||
|
4LNMB-8XV6D-FDRLP
|
||||||
Reference in new issue
Block a user