diff --git a/Assets/Audio/ThemeShaderBinder.cs b/Assets/Audio/ThemeShaderBinder.cs
index f7d9c0c..f84cd89 100644
--- a/Assets/Audio/ThemeShaderBinder.cs
+++ b/Assets/Audio/ThemeShaderBinder.cs
@@ -53,9 +53,9 @@ public class ThemeShaderBinder : MonoBehaviour
_texture.wrapMode = TextureWrapMode.Clamp;
for (int i = 0; i < textureSize; i++) {
- // Color decomposed = DecomposeHdrColor(_theme.Evaluate((float)i / (float)textureSize));
if (_theme == null) return;
- Color color = _theme.Evaluate((float)i / (float)textureSize);
+ Color color = DecomposeHdrColor(_theme.Evaluate((float)i / (float)textureSize));
+ // Color color = _theme.Evaluate((float)i / (float)textureSize);
_colorCache[i] = color;
}
diff --git a/Assets/Scenes/GFLPC_OrganicMandelbrot/Global Volume Profile.asset b/Assets/Scenes/GFLPC_OrganicMandelbrot/Global Volume Profile.asset
index c39b6f3..e1ded1f 100644
--- a/Assets/Scenes/GFLPC_OrganicMandelbrot/Global Volume Profile.asset
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similarity index 100%
rename from Assets/Scenes/MNML_Orbital.meta
rename to Assets/Scenes/MXML_Orbital.meta
diff --git a/Assets/Scenes/MNML_Orbital.unity b/Assets/Scenes/MXML_Orbital.unity
similarity index 100%
rename from Assets/Scenes/MNML_Orbital.unity
rename to Assets/Scenes/MXML_Orbital.unity
diff --git a/Assets/Scenes/MNML_Orbital.unity.meta b/Assets/Scenes/MXML_Orbital.unity.meta
similarity index 100%
rename from Assets/Scenes/MNML_Orbital.unity.meta
rename to Assets/Scenes/MXML_Orbital.unity.meta
diff --git a/Assets/Scenes/MNML_Orbital/Global Volume Profile.asset b/Assets/Scenes/MXML_Orbital/Global Volume Profile.asset
similarity index 100%
rename from Assets/Scenes/MNML_Orbital/Global Volume Profile.asset
rename to Assets/Scenes/MXML_Orbital/Global Volume Profile.asset
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similarity index 100%
rename from Assets/Scenes/MNML_Orbital/Global Volume Profile.asset.meta
rename to Assets/Scenes/MXML_Orbital/Global Volume Profile.asset.meta
diff --git a/Assets/Scenes/MNML_Orbital/VFXOrbital 1.vfx b/Assets/Scenes/MXML_Orbital/VFXOrbital 1.vfx
similarity index 100%
rename from Assets/Scenes/MNML_Orbital/VFXOrbital 1.vfx
rename to Assets/Scenes/MXML_Orbital/VFXOrbital 1.vfx
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similarity index 100%
rename from Assets/Scenes/MNML_Orbital/VFXOrbital 1.vfx.meta
rename to Assets/Scenes/MXML_Orbital/VFXOrbital 1.vfx.meta
diff --git a/Assets/Scenes/MNML_Orbital/VFXOrbital 2.vfx b/Assets/Scenes/MXML_Orbital/VFXOrbital 2.vfx
similarity index 100%
rename from Assets/Scenes/MNML_Orbital/VFXOrbital 2.vfx
rename to Assets/Scenes/MXML_Orbital/VFXOrbital 2.vfx
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similarity index 100%
rename from Assets/Scenes/MNML_Orbital/VFXOrbital 2.vfx.meta
rename to Assets/Scenes/MXML_Orbital/VFXOrbital 2.vfx.meta
diff --git a/Assets/Scenes/MNML_Orbital/VFXOrbital.vfx b/Assets/Scenes/MXML_Orbital/VFXOrbital.vfx
similarity index 98%
rename from Assets/Scenes/MNML_Orbital/VFXOrbital.vfx
rename to Assets/Scenes/MXML_Orbital/VFXOrbital.vfx
index 8ae3087..820cc56 100644
--- a/Assets/Scenes/MNML_Orbital/VFXOrbital.vfx
+++ b/Assets/Scenes/MXML_Orbital/VFXOrbital.vfx
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diff --git a/Assets/Scenes/_Shader/Bubbles.mat.meta b/Assets/Scenes/_Shader/Bubbles.mat.meta
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diff --git a/Assets/Scenes/_Shader/BubblesFS.shader b/Assets/Scenes/_Shader/BubblesFS.shader
new file mode 100644
index 0000000..7b2e408
--- /dev/null
+++ b/Assets/Scenes/_Shader/BubblesFS.shader
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+Shader "Kaiju/Bubbles"
+{
+ 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.
+
+ 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;
+ // fix aspect ratio
+ uv.x *= _ScreenParams.x / _ScreenParams.y;
+
+ // Background
+ float4 outColour = float4(0.8+0.2*uv.y,0.8+0.2*uv.y,0.8+0.2*uv.y,1);
+
+ // [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
+ 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;
+
+ }
+
+ 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
+}
diff --git a/Assets/Scenes/_Shader/BubblesFS.shader.meta b/Assets/Scenes/_Shader/BubblesFS.shader.meta
new file mode 100644
index 0000000..92eeb41
--- /dev/null
+++ b/Assets/Scenes/_Shader/BubblesFS.shader.meta
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diff --git a/Assets/Scenes/_Shader/Ether.mat b/Assets/Scenes/_Shader/Ether.mat
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index 0000000..aa57d20
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+++ b/Assets/Scenes/_Shader/Ether.mat
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diff --git a/Assets/Scenes/_Shader/Ether.mat.meta b/Assets/Scenes/_Shader/Ether.mat.meta
new file mode 100644
index 0000000..0594e44
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+++ b/Assets/Scenes/_Shader/Ether.mat.meta
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diff --git a/Assets/Scenes/_Shader/Ether.shader b/Assets/Scenes/_Shader/Ether.shader
new file mode 100644
index 0000000..176915e
--- /dev/null
+++ b/Assets/Scenes/_Shader/Ether.shader
@@ -0,0 +1,105 @@
+Shader "FullScreen/Ether"
+{
+ Properties
+ {
+ _SpectrumTexture("SpectrumTexture", 2D) = "white" {}
+ _ThemeTexture("ThemeTexture", 2D) = "white" {}
+ _SpectrumSize("SpectrumSize", float) = 16
+
+ _Zoom("Zoom", range(-2, 2)) = 0.5
+ _Wildness("Wildness", range(1, 10)) = 4.0
+ _ThemeStrength("ThemeStrength", range(1, 10)) = 4.0
+ }
+
+ 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.);
+ }
+
+ 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
+}
diff --git a/Assets/Scenes/_Shader/Ether.shader.meta b/Assets/Scenes/_Shader/Ether.shader.meta
new file mode 100644
index 0000000..2f0a77d
--- /dev/null
+++ b/Assets/Scenes/_Shader/Ether.shader.meta
@@ -0,0 +1,10 @@
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diff --git a/Assets/Scenes/_Shader/EtherOrigish.shader b/Assets/Scenes/_Shader/EtherOrigish.shader
new file mode 100644
index 0000000..8373cdd
--- /dev/null
+++ b/Assets/Scenes/_Shader/EtherOrigish.shader
@@ -0,0 +1,101 @@
+Shader "FullScreen/Ether"
+{
+ Properties
+ {
+ _SpectrumTexture("SpectrumTexture", 2D) = "white" {}
+ _ThemeTexture("ThemeTexture", 2D) = "white" {}
+ _SpectrumSize("SpectrumSize", float) = 16
+ }
+
+ 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;
+
+ // 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 * 0.5;
+ 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;
+ }
+
+ 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);
+ 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.);
+ }
+
+ 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
+}
diff --git a/Assets/Scenes/_Shader/EtherOrigish.shader.meta b/Assets/Scenes/_Shader/EtherOrigish.shader.meta
new file mode 100644
index 0000000..2bdeb32
--- /dev/null
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+ userData:
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diff --git a/Assets/Scenes/_Shader/Pulsar.mat b/Assets/Scenes/_Shader/Pulsar.mat
new file mode 100644
index 0000000..2f4c824
--- /dev/null
+++ b/Assets/Scenes/_Shader/Pulsar.mat
@@ -0,0 +1,272 @@
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diff --git a/Assets/Scenes/_Shader/Pulsar.mat.meta b/Assets/Scenes/_Shader/Pulsar.mat.meta
new file mode 100644
index 0000000..f5ca1eb
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diff --git a/Assets/Scenes/_Shader/PulsarFS.shader b/Assets/Scenes/_Shader/PulsarFS.shader
new file mode 100644
index 0000000..83f400a
--- /dev/null
+++ b/Assets/Scenes/_Shader/PulsarFS.shader
@@ -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
+}
diff --git a/Assets/Scenes/_Shader/PulsarFS.shader.meta b/Assets/Scenes/_Shader/PulsarFS.shader.meta
new file mode 100644
index 0000000..362a87a
--- /dev/null
+++ b/Assets/Scenes/_Shader/PulsarFS.shader.meta
@@ -0,0 +1,10 @@
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diff --git a/Assets/Shaders/TIPS.cs b/Assets/Shaders/TIPS.cs
new file mode 100644
index 0000000..7521979
--- /dev/null
+++ b/Assets/Shaders/TIPS.cs
@@ -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 ConfigureTarget and ConfigureClear.
+ // 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("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();
+ }
+}
\ No newline at end of file
diff --git a/Assets/Shaders/TIPS.cs.meta b/Assets/Shaders/TIPS.cs.meta
new file mode 100644
index 0000000..01ae436
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diff --git a/Assets/Shaders/TIPS.shader b/Assets/Shaders/TIPS.shader
new file mode 100644
index 0000000..3d2fb4f
--- /dev/null
+++ b/Assets/Shaders/TIPS.shader
@@ -0,0 +1,194 @@
+Shader "FullScreen/TIPS"
+{
+ HLSLINCLUDE
+
+ #pragma vertex Vert
+
+ #pragma target 4.5
+ #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
+
+ #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
+}
diff --git a/Assets/Shaders/TIPS.shader.meta b/Assets/Shaders/TIPS.shader.meta
new file mode 100644
index 0000000..87aae77
--- /dev/null
+++ b/Assets/Shaders/TIPS.shader.meta
@@ -0,0 +1,10 @@
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+guid: cb4760d54220b584582c8a12cc4c42ed
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
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+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Textures/stars.jpg b/Assets/Textures/stars.jpg
new file mode 100644
index 0000000..170ab68
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diff --git a/Assets/Textures/stars.jpg.meta b/Assets/Textures/stars.jpg.meta
new file mode 100644
index 0000000..6ea8b50
--- /dev/null
+++ b/Assets/Textures/stars.jpg.meta
@@ -0,0 +1,122 @@
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+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
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+ buildTarget: Server
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+ spritePackingTag:
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diff --git a/Assets/Util.meta b/Assets/Util.meta
new file mode 100644
index 0000000..cbbcca9
--- /dev/null
+++ b/Assets/Util.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: ae8c03b710b65a54f8471ae6fe890cba
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index 0c21e05..4687629 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -5,9 +5,6 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
- - enabled: 1
- path: Assets/Scenes/ZKNFT_Celestial.unity
- guid: d20c5a5638c98a34d8a1b1ff176198d9
- enabled: 1
path: Assets/Scenes/IXS_StrandLike.unity
guid: 2516f1ad662232549a49da8cc82fb431
@@ -44,6 +41,21 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/MNML_Bar.unity
guid: bd3016c4a89f4f14f9223edfc7a8f77c
+ - enabled: 1
+ path: Assets/Scenes/MXML_Wavz.unity
+ guid: fb08ae65d32ab7a4c9eb94ee01bfacab
+ - enabled: 1
+ path: Assets/Scenes/MXML_Orbital.unity
+ guid: 8d713184cd9737a499506410c49b495f
+ - enabled: 1
+ path: Assets/Scenes/ZKNFT_Celestial.unity
+ guid: d20c5a5638c98a34d8a1b1ff176198d9
+ - enabled: 1
+ path: Assets/Scenes/ZKNFT_Drift.unity
+ guid: 19c8037736ae7bd4eb1aef0417e2dfc3
+ - enabled: 1
+ path: Assets/Scenes/ZKNFT_ZeitReise.unity
+ guid: 5bba096a74e656d4c8fc48ae158ac420
- enabled: 0
path: Assets/Scenes/MNML_Grid.unity
guid: 3a8edeec4e9591041ac4afdcbba970fe
@@ -53,12 +65,6 @@ EditorBuildSettings:
- enabled: 0
path: Assets/Scenes/MNML_TubeTerrain.unity
guid: eeea3991ca44bd949a5c3f3d9dd7911d
- - enabled: 1
- path: Assets/Scenes/ZKNFT_Drift.unity
- guid: 19c8037736ae7bd4eb1aef0417e2dfc3
- - enabled: 1
- path: Assets/Scenes/ZKNFT_ZeitReise.unity
- guid: 5bba096a74e656d4c8fc48ae158ac420
- enabled: 0
path: Assets/Scenes/OCN_Meso.unity
guid: eaaba1a6feaf16e4d88a8e631a00be44
@@ -68,9 +74,6 @@ EditorBuildSettings:
- enabled: 0
path: Assets/Scenes/ARK_Spice.unity
guid: a55655a249c14c34e944fac8a9494f35
- - enabled: 1
- path: Assets/Scenes/MXML_Wavz.unity
- guid: fb08ae65d32ab7a4c9eb94ee01bfacab
- enabled: 0
path: Assets/Scenes/NEO_BlockOut.unity
guid: f427782a40ff8364c86284e424a8a44a
diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset
index c235259..017a9f0 100644
--- a/UserSettings/EditorUserSettings.asset
+++ b/UserSettings/EditorUserSettings.asset
@@ -6,34 +6,34 @@ EditorUserSettings:
serializedVersion: 4
m_ConfigSettings:
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value: 020401505000080959570f7344200c44134e4c7e2a2925682c70496ab6e6676d
flags: 0
- RecentlyUsedSceneGuid-2:
+ RecentlyUsedSceneGuid-1:
value: 50500c0301500c58590b557749720f4447161b7e2d2e22332f2b1c6ab5b0323d
flags: 0
- RecentlyUsedSceneGuid-3:
+ RecentlyUsedSceneGuid-2:
value: 5a04555f540c5f0a59575b7343705a44414e407f7a7174697e7d4d31e1b9326a
flags: 0
- RecentlyUsedSceneGuid-4:
+ RecentlyUsedSceneGuid-3:
value: 5500520454045f0a0e0c5e214171094444164c2b787b7f69752f1931bbb63669
flags: 0
- RecentlyUsedSceneGuid-5:
+ RecentlyUsedSceneGuid-4:
value: 5655565252010c0b080c5b7140740f4410164c7a782a23312e2d486be1e63769
flags: 0
+ RecentlyUsedSceneGuid-5:
+ value: 52015104520c505e5b5e097a15270d4410161e727c2b736879714467e3b0323b
+ flags: 0
RecentlyUsedSceneGuid-6:
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flags: 0
RecentlyUsedSceneGuid-7:
- value: 52015104520c505e5b5e097a15270d4410161e727c2b736879714467e3b0323b
+ value: 5b5503575604510f0e0a557543745e444f4e4d7a7a7c77602e7d4431b6b9613e
flags: 0
RecentlyUsedSceneGuid-8:
value: 06000056005459020e580f7b467a5b444f164a797a2d71347d7b4f62b0b76761
flags: 0
RecentlyUsedSceneGuid-9:
- value: 54090452040508595c0d5c7043750e44414e4d2c7b7c25682f704c31bae4353e
+ value: 0506060257575a0d085c097b437659444215497f287870627f2c1e67e4b3376d
flags: 0
RecentlyUsedScenePath-0:
value: 22424703114646680e0b0227036c723e3b3b270b3e3a2729633c133af6f9
diff --git a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
index f1f57fb..d8a18f2 100644
--- a/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
+++ b/UserSettings/Layouts/CurrentMaximizeLayout.dwlt
@@ -48,7 +48,7 @@ MonoBehaviour:
x: 278
y: 73
width: 1664
- height: 693
+ height: 1003
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
@@ -59,7 +59,7 @@ MonoBehaviour:
m_ShowGizmos: 0
m_TargetDisplay: 0
m_ClearColor: {r: 0, g: 0, b: 0, a: 0}
- m_TargetSize: {x: 1664, y: 672}
+ m_TargetSize: {x: 1664, y: 982}
m_TextureFilterMode: 0
m_TextureHideFlags: 61
m_RenderIMGUI: 1
@@ -76,8 +76,8 @@ MonoBehaviour:
vZoomLockedByDefault: 0
m_HBaseRangeMin: -832
m_HBaseRangeMax: 832
- m_VBaseRangeMin: -336
- m_VBaseRangeMax: 336
+ m_VBaseRangeMin: -491
+ m_VBaseRangeMax: 491
m_HAllowExceedBaseRangeMin: 1
m_HAllowExceedBaseRangeMax: 1
m_VAllowExceedBaseRangeMin: 1
@@ -96,9 +96,9 @@ MonoBehaviour:
x: 0
y: 21
width: 1664
- height: 672
+ height: 982
m_Scale: {x: 1, y: 1}
- m_Translation: {x: 832, y: 336}
+ m_Translation: {x: 832, y: 491}
m_MarginLeft: 0
m_MarginRight: 0
m_MarginTop: 0
@@ -106,12 +106,12 @@ MonoBehaviour:
m_LastShownAreaInsideMargins:
serializedVersion: 2
x: -832
- y: -336
+ y: -491
width: 1664
- height: 672
+ height: 982
m_MinimalGUI: 1
m_defaultScale: 1
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+ m_LastWindowPixelSize: {x: 1664, y: 1003}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000000000000000000
@@ -162,7 +162,7 @@ MonoBehaviour:
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y: 0
width: 1944
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+ height: 1024
m_MinSize: {x: 200, y: 100}
m_MaxSize: {x: 16192, y: 8096}
vertical: 0
@@ -185,9 +185,9 @@ MonoBehaviour:
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y: 0
width: 278
- height: 714
- m_MinSize: {x: 200, y: 200}
- m_MaxSize: {x: 4000, y: 4000}
+ height: 1024
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+ m_MaxSize: {x: 4001, y: 4021}
m_ActualView: {fileID: 6}
m_Panes:
- {fileID: 6}
@@ -216,7 +216,7 @@ MonoBehaviour:
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y: 73
width: 277
- height: 693
+ height: 1003
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
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@@ -224,9 +224,9 @@ MonoBehaviour:
m_SceneHierarchy:
m_TreeViewState:
scrollPos: {x: 0, y: 0}
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y: 0
width: 1666
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m_Panes:
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y: 73
width: 1664
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@@ -535,9 +535,9 @@ MonoBehaviour:
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m_AudioPlay: 0
m_Position:
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+ m_Target: {x: -12.653067, y: 3.690195, z: 18.43834}
speed: 2
- m_Value: {x: -27.957207, y: -137.15799, z: 74.35718}
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@@ -584,13 +584,13 @@ MonoBehaviour:
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m_gridOpacity: 0.5
m_Rotation:
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+ m_Target: {x: 0.1221615, y: -0.32974228, z: 0.043075595, w: 0.9351423}
speed: 2
- m_Value: {x: 0.4877676, y: -0.2361043, z: 0.13894069, w: 0.8288745}
+ m_Value: {x: 0.1221615, y: -0.32974228, z: 0.043075595, w: 0.9351423}
m_Size:
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+ m_Target: 32.126232
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+ m_Value: 32.126232
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@@ -625,23 +625,23 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 1
m_Script: {fileID: 12006, guid: 0000000000000000e000000000000000, type: 0}
- m_Name: VFXViewWindow
+ m_Name: ConsoleWindow
m_EditorClassIdentifier:
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x: 0
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+ y: 1024
width: 1944
- height: 593
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+ height: 283
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- {fileID: 11}
- {fileID: 12}
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--- !u!114 &10
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width: 1943
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m_SkipHidden: 0
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m_SelectedIDs: 30830000
m_LastClickedID: 33584
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m_ResourceFile:
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- m_OriginalName: MNML_Orbital
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m_IsWaitingForDelay: 0
m_IsRenaming: 0
- m_OriginalEventType: 0
+ m_OriginalEventType: 11
m_IsRenamingFilename: 1
m_ClientGUIView: {fileID: 9}
m_SearchString:
@@ -752,8 +751,8 @@ MonoBehaviour:
m_Icon: {fileID: 0}
m_ResourceFile:
m_ListAreaState:
- m_SelectedInstanceIDs: 9e63f8ff
- m_LastClickedInstanceID: -498786
+ m_SelectedInstanceIDs: 90a20100
+ m_LastClickedInstanceID: 107152
m_HadKeyboardFocusLastEvent: 0
m_ExpandedInstanceIDs: c6230000
m_RenameOverlay:
@@ -804,9 +803,9 @@ MonoBehaviour:
m_Pos:
serializedVersion: 2
x: 0
- y: 995
+ y: 1097
width: 1943
- height: 364
+ height: 262
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
@@ -832,9 +831,9 @@ MonoBehaviour:
m_Pos:
serializedVersion: 2
x: 0
- y: 787
+ y: 821
width: 1943
- height: 572
+ height: 538
m_ViewDataDictionary: {fileID: 0}
m_OverlayCanvas:
m_LastAppliedPresetName: Default
@@ -859,8 +858,8 @@ MonoBehaviour:
y: 0
width: 616
height: 1307
- m_MinSize: {x: 275, y: 50}
- m_MaxSize: {x: 4000, y: 4000}
+ m_MinSize: {x: 276, y: 71}
+ m_MaxSize: {x: 4001, y: 4021}
m_ActualView: {fileID: 14}
m_Panes:
- {fileID: 14}
@@ -897,7 +896,7 @@ MonoBehaviour:
m_ObjectsLockedBeforeSerialization: []
m_InstanceIDsLockedBeforeSerialization:
m_PreviewResizer:
- m_CachedPref: 271
+ m_CachedPref: 332
m_ControlHash: -371814159
m_PrefName: Preview_InspectorPreview
m_LastInspectedObjectInstanceID: -1
diff --git a/beta-keys.txt b/beta-keys.txt
new file mode 100644
index 0000000..403604e
--- /dev/null
+++ b/beta-keys.txt
@@ -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