feat: multiple ripples for nimble zone shader, boundary post processing glow
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m_PVREnvironmentReferencePointCount: 2048
|
|
||||||
m_LightProbeSampleCountMultiplier: 4
|
|
||||||
m_PVRBounces: 2
|
|
||||||
m_PVRMinBounces: 2
|
|
||||||
m_PVREnvironmentImportanceSampling: 0
|
|
||||||
m_PVRFilteringMode: 2
|
|
||||||
m_PVRDenoiserTypeDirect: 0
|
|
||||||
m_PVRDenoiserTypeIndirect: 0
|
|
||||||
m_PVRDenoiserTypeAO: 0
|
|
||||||
m_PVRFilterTypeDirect: 0
|
|
||||||
m_PVRFilterTypeIndirect: 0
|
|
||||||
m_PVRFilterTypeAO: 0
|
|
||||||
m_PVRFilteringGaussRadiusDirect: 1
|
|
||||||
m_PVRFilteringGaussRadiusIndirect: 5
|
|
||||||
m_PVRFilteringGaussRadiusAO: 2
|
|
||||||
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
|
|
||||||
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
|
||||||
m_PVRFilteringAtrousPositionSigmaAO: 1
|
|
||||||
m_PVRTiledBaking: 0
|
|
||||||
m_NumRaysToShootPerTexel: -1
|
|
||||||
m_RespectSceneVisibilityWhenBakingGI: 0
|
|
||||||
@ -1,9 +0,0 @@
|
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fileFormatVersion: 2
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|
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guid: c967961565254514085dacc83b0c8e0c
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|
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folderAsset: yes
|
|
||||||
timeCreated: 1506985770
|
|
||||||
licenseType: Store
|
|
||||||
DefaultImporter:
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,37 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class JellyClickReceiver : MonoBehaviour {
|
|
||||||
|
|
||||||
RaycastHit hit;
|
|
||||||
Ray clickRay;
|
|
||||||
|
|
||||||
Renderer modelRenderer;
|
|
||||||
float controlTime;
|
|
||||||
|
|
||||||
// Use this for initialization
|
|
||||||
void Start () {
|
|
||||||
modelRenderer = GetComponent<MeshRenderer>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update () {
|
|
||||||
controlTime += Time.deltaTime;
|
|
||||||
|
|
||||||
if (Input.GetMouseButtonDown(0))
|
|
||||||
{
|
|
||||||
clickRay = Camera.main.ScreenPointToRay(Input.mousePosition);
|
|
||||||
|
|
||||||
if (Physics.Raycast(clickRay, out hit))
|
|
||||||
{
|
|
||||||
controlTime = 0;
|
|
||||||
|
|
||||||
modelRenderer.material.SetVector("_ModelOrigin", transform.position);
|
|
||||||
modelRenderer.material.SetVector("_ImpactOrigin", hit.point);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
modelRenderer.material.SetFloat("_ControlTime", controlTime);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: 6c9b16efbc4e4cd408c6d7610e3066ee
|
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timeCreated: 1506985824
|
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licenseType: Store
|
|
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MonoImporter:
|
|
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serializedVersion: 2
|
|
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defaultReferences: []
|
|
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executionOrder: 0
|
|
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icon: {instanceID: 0}
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|
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userData:
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assetBundleName:
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|
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assetBundleVariant:
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|
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@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 12b45238a37895745a829098d8acb415
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|
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folderAsset: yes
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timeCreated: 1493664871
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|
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licenseType: Store
|
|
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DefaultImporter:
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|
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userData:
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|
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assetBundleName:
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|
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assetBundleVariant:
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|
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@ -1,45 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!21 &2100000
|
|
||||||
Material:
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|
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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|
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m_PrefabInstance: {fileID: 0}
|
|
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m_PrefabAsset: {fileID: 0}
|
|
||||||
m_Name: JellyMaterial
|
|
||||||
m_Shader: {fileID: 4800000, guid: f8e2acc75b227a44c8fb810f20e25443, type: 3}
|
|
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m_Parent: {fileID: 0}
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|
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m_ModifiedSerializedProperties: 0
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|
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m_ValidKeywords: []
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|
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m_InvalidKeywords: []
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|
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m_LightmapFlags: 4
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|
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m_EnableInstancingVariants: 0
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|
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m_DoubleSidedGI: 0
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|
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m_CustomRenderQueue: -1
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|
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stringTagMap: {}
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|
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disabledShaderPasses: []
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|
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
|
|
||||||
m_Floats:
|
|
||||||
- _Amplitude: 0.1
|
|
||||||
- _ControlTime: 0
|
|
||||||
- _Frequency: 10
|
|
||||||
- _Glossiness: 0.5
|
|
||||||
- _ImpactSpeed: 0.2
|
|
||||||
- _MaxWaveDistortion: 1
|
|
||||||
- _Metallic: 0
|
|
||||||
- _WaveFalloff: 4
|
|
||||||
- _WaveSpeed: -5
|
|
||||||
m_Colors:
|
|
||||||
- _Color: {r: 0.31985295, g: 0.74264693, b: 0.85294116, a: 1}
|
|
||||||
- _ImpactOrigin: {r: -5, g: 0, b: 0, a: 0}
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- _ModelOrigin: {r: 0, g: 0, b: 0, a: 0}
|
|
||||||
m_BuildTextureStacks: []
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|
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@ -1,114 +0,0 @@
|
|||||||
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
|
|
||||||
|
|
||||||
Shader "Custom/JellyShader" {
|
|
||||||
Properties {
|
|
||||||
_Color ("Color", Color) = (1,1,1,1)
|
|
||||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
|
||||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
|
||||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
|
||||||
|
|
||||||
_ControlTime ("Time", float) = 0
|
|
||||||
_ModelOrigin ("Model Origin", Vector) = (0,0,0,0)
|
|
||||||
_ImpactOrigin ("Impact Origin", Vector) = (-5,0,0,0)
|
|
||||||
|
|
||||||
_Frequency ("Frequency", Range(0, 1000)) = 10
|
|
||||||
_Amplitude ("Amplitude", Range(0, 5)) = 0.1
|
|
||||||
_WaveFalloff ("Wave Falloff", Range(1, 8)) = 4
|
|
||||||
_MaxWaveDistortion ("Max Wave Distortion", Range(0.1, 2.0)) = 1
|
|
||||||
_ImpactSpeed ("Impact Speed", Range(0, 10)) = 0.5
|
|
||||||
_WaveSpeed ("Wave Speed", Range(-10, 10)) = -5
|
|
||||||
}
|
|
||||||
SubShader {
|
|
||||||
Tags {
|
|
||||||
"RenderType"="Opaque"
|
|
||||||
"RenderPipeline"="UniversalPipeline"
|
|
||||||
"UniversalMaterialType" = "SimpleLit"
|
|
||||||
"LightMode"="UniversalForward"
|
|
||||||
}
|
|
||||||
LOD 200
|
|
||||||
|
|
||||||
// Render State Commands
|
|
||||||
// Use same blending / depth states as Standard shader
|
|
||||||
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
|
|
||||||
ZWrite[_ZWrite]
|
|
||||||
Cull[_Cull]
|
|
||||||
AlphaToMask[_AlphaToMask]
|
|
||||||
|
|
||||||
HLSLPROGRAM
|
|
||||||
// Use shader model 3.0 target, to get nicer looking lighting
|
|
||||||
#pragma target 3.0
|
|
||||||
#pragma vertex vert
|
|
||||||
#pragma fragment frag
|
|
||||||
#pragma surface surf Standard fullforwardshadows
|
|
||||||
// -------------------------------------
|
|
||||||
// Includes
|
|
||||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl"
|
|
||||||
|
|
||||||
sampler2D _MainTex;
|
|
||||||
|
|
||||||
struct Input {
|
|
||||||
float2 uv_MainTex;
|
|
||||||
};
|
|
||||||
|
|
||||||
half _Glossiness;
|
|
||||||
half _Metallic;
|
|
||||||
half4 _Color;
|
|
||||||
|
|
||||||
float _ControlTime;
|
|
||||||
float4 _ModelOrigin;
|
|
||||||
float4 _ImpactOrigin;
|
|
||||||
|
|
||||||
half _Frequency; //Base frequency for our waves.
|
|
||||||
half _Amplitude; //Base amplitude for our waves.
|
|
||||||
half _WaveFalloff; //How quickly our distortion should fall off given distance.
|
|
||||||
half _MaxWaveDistortion; //Smaller number here will lead to larger distortion as the vertex approaches origin.
|
|
||||||
half _ImpactSpeed; //How quickly our wave origin moves across the sphere.
|
|
||||||
half _WaveSpeed; //Oscillation speed of an individual wave.
|
|
||||||
|
|
||||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
|
||||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
|
||||||
// #pragma instancing_options assumeuniformscaling
|
|
||||||
UNITY_INSTANCING_BUFFER_START(Props)
|
|
||||||
// put more per-instance properties here
|
|
||||||
UNITY_INSTANCING_BUFFER_END(Props)
|
|
||||||
|
|
||||||
void vert (inout appdata_base v) {
|
|
||||||
float4 world_space_vertex = mul(unity_ObjectToWorld, v.vertex);
|
|
||||||
|
|
||||||
float4 direction = normalize(_ModelOrigin - _ImpactOrigin);
|
|
||||||
float4 origin = _ImpactOrigin + _ControlTime * _ImpactSpeed * direction;
|
|
||||||
|
|
||||||
//Get the distance in world space from our vertex to the wave origin.
|
|
||||||
float dist = distance(world_space_vertex, origin);
|
|
||||||
|
|
||||||
//Adjust our distance to be non-linear.
|
|
||||||
dist = pow(dist, _WaveFalloff);
|
|
||||||
|
|
||||||
//Set the max amount a wave can be distorted based on distance.
|
|
||||||
dist = max(dist, _MaxWaveDistortion);
|
|
||||||
|
|
||||||
//Convert direction and _ImpactOrigin to model space for later trig magic.
|
|
||||||
float4 l_ImpactOrigin = mul(unity_WorldToObject, _ImpactOrigin);
|
|
||||||
float4 l_direction = mul(unity_WorldToObject, direction);
|
|
||||||
|
|
||||||
//Magic
|
|
||||||
float impactAxis = l_ImpactOrigin + dot((v.vertex - l_ImpactOrigin), l_direction);
|
|
||||||
|
|
||||||
v.vertex.xyz += v.normal * sin(impactAxis * _Frequency + _ControlTime * _WaveSpeed) * _Amplitude * (1 / dist);
|
|
||||||
}
|
|
||||||
|
|
||||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
|
||||||
// Albedo comes from a texture tinted by color
|
|
||||||
float4 c = _Color;
|
|
||||||
//half4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
|
||||||
o.Albedo = c.rgb;
|
|
||||||
// Metallic and smoothness come from slider variables
|
|
||||||
o.Metallic = _Metallic;
|
|
||||||
o.Smoothness = _Glossiness;
|
|
||||||
o.Alpha = c.a;
|
|
||||||
}
|
|
||||||
ENDHLSL
|
|
||||||
}
|
|
||||||
FallBack "Diffuse"
|
|
||||||
}
|
|
||||||
@ -1,9 +0,0 @@
|
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fileFormatVersion: 2
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guid: f8e2acc75b227a44c8fb810f20e25443
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timeCreated: 1493664882
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licenseType: Store
|
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ShaderImporter:
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defaultTextures: []
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|
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scenes/BattleField.meta
Normal file
@ -0,0 +1,8 @@
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|
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guid: f4c8f68c4372c194eae1f877b1bd0ec0
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -38,7 +38,7 @@ RenderSettings:
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m_CustomReflection: {fileID: 0}
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m_CustomReflection: {fileID: 0}
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m_Sun: {fileID: 0}
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m_Sun: {fileID: 0}
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m_IndirectSpecularColor: {r: 0.003931217, g: 0.019188203, b: 0.030662213, a: 1}
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m_IndirectSpecularColor: {r: 0.004074199, g: 0.019367827, b: 0.030757796, a: 1}
|
||||||
m_UseRadianceAmbientProbe: 0
|
m_UseRadianceAmbientProbe: 0
|
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--- !u!157 &3
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--- !u!157 &3
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LightmapSettings:
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@ -235,7 +235,7 @@ Transform:
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m_GameObject: {fileID: 3628760}
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 2.8725471, y: 6.1180573, z: -72}
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m_LocalPosition: {x: 0, y: 0, z: -72}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1001 &343400027
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--- !u!1 &513454604 stripped
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m_PrefabAsset: {fileID: 0}
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- component: {fileID: 664696268}
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m_TagString: Untagged
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!114 &664696268
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m_ObjectHideFlags: 0
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m_Father: {fileID: 0}
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clamp:
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tint:
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--- !u!114 &11400000
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assetBundleName:
|
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|
assetBundleVariant:
|
||||||
@ -1,20 +1,51 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using static AffectingForcesManager;
|
using static AffectingForcesManager;
|
||||||
|
|
||||||
public class NimbleZoneDetection : MonoBehaviour
|
public class NimbleZoneDetection : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public AffectingForcesManager forcesManager;
|
||||||
|
|
||||||
|
public GameObject renderedZoneObject;
|
||||||
|
|
||||||
|
|
||||||
|
public enum Gravities
|
||||||
|
{
|
||||||
|
DownGravity, NoGravity, InwardsGravity, OutwardsGravity
|
||||||
|
}
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private static float gravityFactor = 30f;
|
private static float gravityFactor = 30f;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Gravities outsideGravityFunction = Gravities.NoGravity;
|
private Gravities outsideGravityFunction = Gravities.NoGravity;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Zone zone = Zone.NimbleZone;
|
private Zone zone = Zone.NimbleZone;
|
||||||
public AffectingForcesManager forcesManager;
|
|
||||||
|
|
||||||
public enum Gravities
|
// Ripple properties
|
||||||
|
[SerializeField]
|
||||||
|
private float rippleFrequency = 3f;
|
||||||
|
[SerializeField]
|
||||||
|
private float rippleDensity = 30f;
|
||||||
|
[SerializeField]
|
||||||
|
private float rippleAmplitude = 0.2f;
|
||||||
|
[SerializeField]
|
||||||
|
private float rippleBlend = 1f;
|
||||||
|
[SerializeField]
|
||||||
|
private float rippleRadius = 2f;
|
||||||
|
[SerializeField]
|
||||||
|
private float rippleDuration = 2f;
|
||||||
|
private int maxRippleAmount = 5;
|
||||||
|
private int playerCount = 2;
|
||||||
|
private int spawnedCount = 0;
|
||||||
|
private MeshRenderer meshRenderer;
|
||||||
|
private Material material;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
{
|
{
|
||||||
DownGravity, NoGravity, InwardsGravity, OutwardsGravity
|
meshRenderer = renderedZoneObject.GetComponent<MeshRenderer>();
|
||||||
|
material = meshRenderer.material;
|
||||||
|
ResetShaderProperties();
|
||||||
}
|
}
|
||||||
|
|
||||||
private Func<Vector3, Vector3>[] gravityFunctions = { DownGravity, NoGravity, InwardsGravity, OutwardsGravity };
|
private Func<Vector3, Vector3>[] gravityFunctions = { DownGravity, NoGravity, InwardsGravity, OutwardsGravity };
|
||||||
@ -34,6 +65,9 @@ public class NimbleZoneDetection : MonoBehaviour
|
|||||||
private void OnTriggerEnter(Collider collider)
|
private void OnTriggerEnter(Collider collider)
|
||||||
{
|
{
|
||||||
int instanceID = collider.gameObject.GetInstanceID();
|
int instanceID = collider.gameObject.GetInstanceID();
|
||||||
|
if (spawnedCount < playerCount)
|
||||||
|
++spawnedCount;
|
||||||
|
else SpawnRipple(collider, false);
|
||||||
forcesManager.SetGravityForInstance(instanceID, NoGravity);
|
forcesManager.SetGravityForInstance(instanceID, NoGravity);
|
||||||
forcesManager.SetZoneForInstance(instanceID, zone);
|
forcesManager.SetZoneForInstance(instanceID, zone);
|
||||||
}
|
}
|
||||||
@ -41,8 +75,90 @@ public class NimbleZoneDetection : MonoBehaviour
|
|||||||
private void OnTriggerExit(Collider collider)
|
private void OnTriggerExit(Collider collider)
|
||||||
{
|
{
|
||||||
int instanceID = collider.gameObject.GetInstanceID();
|
int instanceID = collider.gameObject.GetInstanceID();
|
||||||
|
SpawnRipple(collider, true);
|
||||||
forcesManager.SetGravityForInstance(instanceID, GetGravityFunction(outsideGravityFunction));
|
forcesManager.SetGravityForInstance(instanceID, GetGravityFunction(outsideGravityFunction));
|
||||||
forcesManager.SetZoneForInstance(instanceID, Zone.OutsideZone);
|
forcesManager.SetZoneForInstance(instanceID, Zone.OutsideZone);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
material.SetFloat("_ShaderTime", Time.timeSinceLevelLoad);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SpawnRipple(Collider collider, bool isOutwardsRipple)
|
||||||
|
{
|
||||||
|
Rigidbody body = collider.attachedRigidbody;
|
||||||
|
GameObject gameObject = collider.gameObject;
|
||||||
|
|
||||||
|
float velocity = body.velocity.magnitude;
|
||||||
|
Vector3 position = (gameObject.transform.position - transform.position).normalized;
|
||||||
|
|
||||||
|
Vector4[] rippleOrigins = material.GetVectorArray("_RippleOrigins");
|
||||||
|
|
||||||
|
float currentTime = Time.timeSinceLevelLoad;
|
||||||
|
var whyGodWhy = material.GetVector("_TIME");
|
||||||
|
Console.WriteLine(whyGodWhy);
|
||||||
|
float[] startedTimes = material.GetFloatArray("_RippleStartTimes");
|
||||||
|
float[] startedRippleDurations = material.GetFloatArray("_RippleDurations");
|
||||||
|
|
||||||
|
float[] rippleAmplitudes = material.GetFloatArray("_RippleAmplitudes");
|
||||||
|
float[] rippleFrequencies = material.GetFloatArray("_RippleFrequencies");
|
||||||
|
float[] rippleDensities = material.GetFloatArray("_RippleDensities");
|
||||||
|
float[] rippleBlends = material.GetFloatArray("_RippleBlends");
|
||||||
|
float[] rippleRadii = material.GetFloatArray("_RippleRadii");
|
||||||
|
|
||||||
|
for (int i = 0; i < startedTimes.Length; ++i)
|
||||||
|
{
|
||||||
|
if (startedTimes[i] + startedRippleDurations[i] < currentTime)
|
||||||
|
{
|
||||||
|
rippleOrigins[i] = new Vector4(position.x, position.y, position.z, 0);
|
||||||
|
material.SetVectorArray("_RippleOrigins", rippleOrigins);
|
||||||
|
startedTimes[i] = currentTime;
|
||||||
|
material.SetFloatArray("_RippleStartTimes", startedTimes);
|
||||||
|
|
||||||
|
rippleAmplitudes[i] = isOutwardsRipple ? rippleAmplitude : -rippleAmplitude;
|
||||||
|
rippleFrequencies[i] = rippleFrequency;
|
||||||
|
rippleDensities[i] = rippleDensity;
|
||||||
|
rippleBlends[i] = rippleBlend;
|
||||||
|
startedRippleDurations[i] = rippleDuration;
|
||||||
|
rippleRadii[i] = rippleRadius;
|
||||||
|
material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
|
||||||
|
material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
|
||||||
|
material.SetFloatArray("_RippleDensities", rippleDensities);
|
||||||
|
material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
|
||||||
|
material.SetFloatArray("_RippleBlends", rippleBlends);
|
||||||
|
material.SetFloatArray("_RippleDurations", startedRippleDurations);
|
||||||
|
material.SetFloatArray("_RippleRadii", rippleRadii);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ResetShaderProperties()
|
||||||
|
{
|
||||||
|
Vector4[] rippleOrigins = new Vector4[maxRippleAmount];
|
||||||
|
float[] startedTimes = new float[maxRippleAmount];
|
||||||
|
float[] rippleAmplitudes = new float[maxRippleAmount];
|
||||||
|
float[] rippleFrequencies = new float[maxRippleAmount];
|
||||||
|
float[] rippleDensities = new float[maxRippleAmount];
|
||||||
|
float[] rippleDurations = new float[maxRippleAmount];
|
||||||
|
float[] rippleRadii = new float[maxRippleAmount];
|
||||||
|
float[] rippleBlends = new float[maxRippleAmount];
|
||||||
|
|
||||||
|
// Initialize Ripple Shader Properties
|
||||||
|
material.SetVectorArray("_RippleOrigins", rippleOrigins);
|
||||||
|
material.SetFloatArray("_RippleStartTimes", startedTimes);
|
||||||
|
material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
|
||||||
|
material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
|
||||||
|
material.SetFloatArray("_RippleDensities", rippleDensities);
|
||||||
|
material.SetFloatArray("_RippleBlends", rippleBlends);
|
||||||
|
material.SetFloatArray("_RippleDurations", rippleDurations);
|
||||||
|
material.SetFloatArray("_RippleRadii", rippleRadii);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
ResetShaderProperties();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,6 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
using Unity.Mathematics;
|
using Unity.Mathematics;
|
||||||
using UnityEditor.ShaderGraph.Internal;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|||||||
@ -50,7 +50,7 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
|||||||
[Space(20)]
|
[Space(20)]
|
||||||
[Toggle(_EMISSION)] _Emission ("Emission", Float) = 0
|
[Toggle(_EMISSION)] _Emission ("Emission", Float) = 0
|
||||||
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
|
[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
|
||||||
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "black" {}
|
[NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {}
|
||||||
|
|
||||||
[Space(20)]
|
[Space(20)]
|
||||||
[Toggle(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Turn Specular Highlights Off", Float) = 0
|
[Toggle(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Turn Specular Highlights Off", Float) = 0
|
||||||
@ -58,19 +58,6 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
|||||||
// These are inverted fom what the URP/Lit shader does which is a bit annoying.
|
// These are inverted fom what the URP/Lit shader does which is a bit annoying.
|
||||||
// They would usually be handled by the Lit ShaderGUI but I'm using Toggle instead,
|
// They would usually be handled by the Lit ShaderGUI but I'm using Toggle instead,
|
||||||
// which assumes the keyword is more of an "on" state.
|
// which assumes the keyword is more of an "on" state.
|
||||||
|
|
||||||
[Space(20)]
|
|
||||||
_ControlTime ("Time", float) = 0
|
|
||||||
_ModelOrigin ("Model Origin", Vector) = (0,0,0,0)
|
|
||||||
_ImpactOrigin ("Impact Origin", Vector) = (-5,0,0,0)
|
|
||||||
|
|
||||||
_Frequency ("Frequency", Range(0, 1000)) = 10
|
|
||||||
_Amplitude ("Amplitude", Range(0, 5)) = 0.1
|
|
||||||
_WaveFalloff ("Wave Falloff", Range(1, 8)) = 4
|
|
||||||
_MaxWaveDistortion ("Max Wave Distortion", Range(0.1, 2.0)) = 1
|
|
||||||
_ImpactSpeed ("Impact Speed", Range(0, 10)) = 0.5
|
|
||||||
_WaveSpeed ("Wave Speed", Range(-10, 10)) = -5
|
|
||||||
|
|
||||||
// Not including Detail maps in this template
|
// Not including Detail maps in this template
|
||||||
}
|
}
|
||||||
SubShader {
|
SubShader {
|
||||||
@ -97,6 +84,30 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
|||||||
half _ClearCoatMask;
|
half _ClearCoatMask;
|
||||||
half _ClearCoatSmoothness;
|
half _ClearCoatSmoothness;
|
||||||
CBUFFER_END
|
CBUFFER_END
|
||||||
|
half _ShaderTime;
|
||||||
|
|
||||||
|
half _SpikeEase(half x){
|
||||||
|
return 1.0 - pow(abs(sin(3.14159265359* (x + 0.5)/2.0)), 0.5);
|
||||||
|
}
|
||||||
|
|
||||||
|
half _TriangleEase(half x){
|
||||||
|
return min(cos(3.14159265359 * x/2.0), 1 - abs(x));
|
||||||
|
}
|
||||||
|
|
||||||
|
half _FadeRipple(half dist, half blend, half radius) {
|
||||||
|
// create a radius
|
||||||
|
return smoothstep(radius, 0, dist);
|
||||||
|
}
|
||||||
|
|
||||||
|
half _ComputeRipple(half3 vert, half3 orig, half blend, half radius, half freq, half dens, half ampl, half start_time, half duration) {
|
||||||
|
// calculate the intensity of the impact
|
||||||
|
half dist = distance(vert, orig);
|
||||||
|
half anim = smoothstep(start_time, start_time + duration, _ShaderTime);
|
||||||
|
half i = sin((freq * anim - dist * dens)) * ampl * _TriangleEase(anim * 2 - 1);
|
||||||
|
return i * _FadeRipple(dist, blend, radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
ENDHLSL
|
ENDHLSL
|
||||||
|
|
||||||
Pass {
|
Pass {
|
||||||
@ -109,6 +120,17 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
|||||||
Blend One OneMinusSrcAlpha
|
Blend One OneMinusSrcAlpha
|
||||||
|
|
||||||
HLSLPROGRAM
|
HLSLPROGRAM
|
||||||
|
// Ripple Properties
|
||||||
|
|
||||||
|
half3 _RippleOrigins[5];
|
||||||
|
half _RippleFrequencies[5];
|
||||||
|
half _RippleDensities[5];
|
||||||
|
half _RippleAmplitudes[5];
|
||||||
|
half _RippleBlends[5];
|
||||||
|
half _RippleRadii[5];
|
||||||
|
half _RippleStartTimes[5];
|
||||||
|
half _RippleDurations[5];
|
||||||
|
|
||||||
#pragma vertex LitPassVertex
|
#pragma vertex LitPassVertex
|
||||||
#pragma fragment LitPassFragment
|
#pragma fragment LitPassFragment
|
||||||
|
|
||||||
@ -158,17 +180,6 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
|||||||
// GPU Instancing (not supported)
|
// GPU Instancing (not supported)
|
||||||
//#pragma multi_compile_instancing
|
//#pragma multi_compile_instancing
|
||||||
|
|
||||||
float _ControlTime;
|
|
||||||
float4 _ModelOrigin;
|
|
||||||
float4 _ImpactOrigin;
|
|
||||||
|
|
||||||
half _Frequency; //Base frequency for our waves.
|
|
||||||
half _Amplitude; //Base amplitude for our waves.
|
|
||||||
half _WaveFalloff; //How quickly our distortion should fall off given distance.
|
|
||||||
half _MaxWaveDistortion; //Smaller number here will lead to larger distortion as the vertex approaches origin.
|
|
||||||
half _ImpactSpeed; //How quickly our wave origin moves across the sphere.
|
|
||||||
half _WaveSpeed; //Oscillation speed of an individual wave.
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
// Structs
|
// Structs
|
||||||
// ---------------------------------------------------------------------------
|
// ---------------------------------------------------------------------------
|
||||||
@ -229,29 +240,20 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
|||||||
//UNITY_SETUP_INSTANCE_ID(IN);
|
//UNITY_SETUP_INSTANCE_ID(IN);
|
||||||
//UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
|
//UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
|
||||||
//UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
//UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||||
|
half ripple_displacement = 0.0;
|
||||||
|
|
||||||
float4 world_space_vertex = mul(unity_ObjectToWorld, IN.positionOS);
|
[unroll(5)]
|
||||||
|
for(int i = 0; i < 5; i++)
|
||||||
float4 direction = normalize(_ModelOrigin - _ImpactOrigin);
|
ripple_displacement += _ComputeRipple(IN.positionOS.xyz,
|
||||||
float4 origin = _ImpactOrigin + _ControlTime * _ImpactSpeed * direction;
|
_RippleOrigins[i],
|
||||||
|
_RippleBlends[i],
|
||||||
//Get the distance in world space from our vertex to the wave origin.
|
_RippleRadii[i],
|
||||||
float dist = distance(world_space_vertex, origin);
|
_RippleFrequencies[i],
|
||||||
|
_RippleDensities[i],
|
||||||
//Adjust our distance to be non-linear.
|
_RippleAmplitudes[i],
|
||||||
dist = pow(dist, _WaveFalloff);
|
_RippleStartTimes[i],
|
||||||
|
_RippleDurations[i]);
|
||||||
//Set the max amount a wave can be distorted based on distance.
|
IN.positionOS.xyz += IN.normalOS * ripple_displacement;
|
||||||
dist = max(dist, _MaxWaveDistortion);
|
|
||||||
|
|
||||||
//Convert direction and _ImpactOrigin to model space for later trig magic.
|
|
||||||
float4 l_ImpactOrigin = mul(unity_WorldToObject, _ImpactOrigin);
|
|
||||||
float4 l_direction = mul(unity_WorldToObject, direction);
|
|
||||||
|
|
||||||
//Magic
|
|
||||||
float impactAxis = l_ImpactOrigin + dot((IN.positionOS - l_ImpactOrigin), l_direction);
|
|
||||||
|
|
||||||
IN.positionOS.xyz += IN.normalOS * sin(impactAxis * _Frequency + _ControlTime * _WaveSpeed) * _Amplitude * (1 / dist);
|
|
||||||
|
|
||||||
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);
|
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);
|
||||||
#ifdef _NORMALMAP
|
#ifdef _NORMALMAP
|
||||||
@ -263,8 +265,6 @@ Shader "CustomShaders/GlossyPBRRipples" {
|
|||||||
OUT.positionCS = positionInputs.positionCS;
|
OUT.positionCS = positionInputs.positionCS;
|
||||||
OUT.positionWS = positionInputs.positionWS;
|
OUT.positionWS = positionInputs.positionWS;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
half3 viewDirWS = GetWorldSpaceViewDir(positionInputs.positionWS);
|
half3 viewDirWS = GetWorldSpaceViewDir(positionInputs.positionWS);
|
||||||
half3 vertexLight = VertexLighting(positionInputs.positionWS, normalInputs.normalWS);
|
half3 vertexLight = VertexLighting(positionInputs.positionWS, normalInputs.normalWS);
|
||||||
half fogFactor = ComputeFogFactor(positionInputs.positionCS.z);
|
half fogFactor = ComputeFogFactor(positionInputs.positionCS.z);
|
||||||
|
|||||||
@ -134,9 +134,7 @@ PlayerSettings:
|
|||||||
vulkanEnableCommandBufferRecycling: 1
|
vulkanEnableCommandBufferRecycling: 1
|
||||||
loadStoreDebugModeEnabled: 0
|
loadStoreDebugModeEnabled: 0
|
||||||
bundleVersion: 0.1
|
bundleVersion: 0.1
|
||||||
preloadedAssets:
|
preloadedAssets: []
|
||||||
- {fileID: 7907058041053682329, guid: 4b98f800e99c70140ac675a637d71d3a, type: 2}
|
|
||||||
- {fileID: 11400000, guid: 7d6dd64b5f2213d4f8cc395ae58ffb43, type: 2}
|
|
||||||
metroInputSource: 0
|
metroInputSource: 0
|
||||||
wsaTransparentSwapchain: 0
|
wsaTransparentSwapchain: 0
|
||||||
m_HolographicPauseOnTrackingLoss: 1
|
m_HolographicPauseOnTrackingLoss: 1
|
||||||
|
|||||||
@ -267,7 +267,7 @@ QualitySettings:
|
|||||||
globalTextureMipmapLimit: 1
|
globalTextureMipmapLimit: 1
|
||||||
textureMipmapLimitSettings: []
|
textureMipmapLimitSettings: []
|
||||||
anisotropicTextures: 2
|
anisotropicTextures: 2
|
||||||
antiAliasing: 0
|
antiAliasing: 2
|
||||||
softParticles: 1
|
softParticles: 1
|
||||||
softVegetation: 1
|
softVegetation: 1
|
||||||
realtimeReflectionProbes: 1
|
realtimeReflectionProbes: 1
|
||||||
|
|||||||