Repository: Brackeys/Portal-In-Unity Branch: master Commit: d5f3deb8d500 Files: 1629 Total size: 7.5 MB Directory structure: gitextract_cw8w_bce/ ├── .gitignore ├── Portal/ │ ├── .vs/ │ │ └── Portal/ │ │ └── v15/ │ │ └── sqlite3/ │ │ └── storage.ide │ ├── Assets/ │ │ ├── CameraMat_A.mat │ │ ├── CameraMat_A.mat.meta │ │ ├── CameraMat_B.mat │ │ ├── CameraMat_B.mat.meta │ │ ├── Environment/ │ │ │ ├── Black.mat │ │ │ ├── Black.mat.meta │ │ │ ├── Green.mat │ │ │ ├── Green.mat.meta │ │ │ ├── Orange.mat │ │ │ └── Orange.mat.meta │ │ ├── Environment.meta │ │ ├── Portal.unity │ │ ├── Portal.unity.meta │ │ ├── PortalCamera.cs │ │ ├── PortalCamera.cs.meta │ │ ├── PortalTeleporter.cs │ │ ├── PortalTeleporter.cs.meta │ │ ├── PortalTextureSetup.cs │ │ ├── PortalTextureSetup.cs.meta │ │ ├── PostProcessing/ │ │ │ ├── CC.asset │ │ │ ├── CC.asset.meta │ │ │ ├── Editor/ │ │ │ │ ├── Attributes/ │ │ │ │ │ ├── PostProcessingModelEditorAttribute.cs │ │ │ │ │ └── PostProcessingModelEditorAttribute.cs.meta │ │ │ │ ├── Attributes.meta │ │ │ │ ├── Models/ │ │ │ │ │ ├── AmbientOcclusionModelEditor.cs │ │ │ │ │ ├── AmbientOcclusionModelEditor.cs.meta │ │ │ │ │ ├── AntialiasingModelEditor.cs │ │ │ │ │ ├── AntialiasingModelEditor.cs.meta │ │ │ │ │ ├── BloomModelEditor.cs │ │ │ │ │ ├── BloomModelEditor.cs.meta │ │ │ │ │ ├── BuiltinDebugViewsEditor.cs │ │ │ │ │ ├── BuiltinDebugViewsEditor.cs.meta │ │ │ │ │ ├── ChromaticAberrationEditor.cs │ │ │ │ │ ├── ChromaticAberrationEditor.cs.meta │ │ │ │ │ ├── ColorGradingModelEditor.cs │ │ │ │ │ ├── ColorGradingModelEditor.cs.meta │ │ │ │ │ ├── DefaultPostFxModelEditor.cs │ │ │ │ │ ├── DefaultPostFxModelEditor.cs.meta │ │ │ │ │ ├── DepthOfFieldModelEditor.cs │ │ │ │ │ ├── DepthOfFieldModelEditor.cs.meta │ │ │ │ │ ├── DitheringModelEditor.cs │ │ │ │ │ ├── DitheringModelEditor.cs.meta │ │ │ │ │ ├── EyeAdaptationModelEditor.cs │ │ │ │ │ ├── EyeAdaptationModelEditor.cs.meta │ │ │ │ │ ├── FogModelEditor.cs │ │ │ │ │ ├── FogModelEditor.cs.meta │ │ │ │ │ ├── GrainModelEditor.cs │ │ │ │ │ ├── GrainModelEditor.cs.meta │ │ │ │ │ ├── MotionBlurModelEditor.cs │ │ │ │ │ ├── MotionBlurModelEditor.cs.meta │ │ │ │ │ ├── ScreenSpaceReflectionModelEditor.cs │ │ │ │ │ ├── ScreenSpaceReflectionModelEditor.cs.meta │ │ │ │ │ ├── UserLutModelEditor.cs │ │ │ │ │ ├── UserLutModelEditor.cs.meta │ │ │ │ │ ├── VignetteModelEditor.cs │ │ │ │ │ └── VignetteModelEditor.cs.meta │ │ │ │ ├── Models.meta │ │ │ │ ├── Monitors/ │ │ │ │ │ ├── HistogramMonitor.cs │ │ │ │ │ ├── HistogramMonitor.cs.meta │ │ │ │ │ ├── ParadeMonitor.cs │ │ │ │ │ ├── ParadeMonitor.cs.meta │ │ │ │ │ ├── VectorscopeMonitor.cs │ │ │ │ │ ├── VectorscopeMonitor.cs.meta │ │ │ │ │ ├── WaveformMonitor.cs │ │ │ │ │ └── WaveformMonitor.cs.meta │ │ │ │ ├── Monitors.meta │ │ │ │ ├── PostProcessingBehaviourEditor.cs │ │ │ │ ├── PostProcessingBehaviourEditor.cs.meta │ │ │ │ ├── PostProcessingFactory.cs │ │ │ │ ├── PostProcessingFactory.cs.meta │ │ │ │ ├── PostProcessingInspector.cs │ │ │ │ ├── PostProcessingInspector.cs.meta │ │ │ │ ├── PostProcessingModelEditor.cs │ │ │ │ ├── PostProcessingModelEditor.cs.meta │ │ │ │ ├── PostProcessingMonitor.cs │ │ │ │ ├── PostProcessingMonitor.cs.meta │ │ │ │ ├── PropertyDrawers/ │ │ │ │ │ ├── GetSetDrawer.cs │ │ │ │ │ ├── GetSetDrawer.cs.meta │ │ │ │ │ ├── MinDrawer.cs │ │ │ │ │ ├── MinDrawer.cs.meta │ │ │ │ │ ├── TrackballGroupDrawer.cs │ │ │ │ │ └── TrackballGroupDrawer.cs.meta │ │ │ │ ├── PropertyDrawers.meta │ │ │ │ ├── Utils/ │ │ │ │ │ ├── CurveEditor.cs │ │ │ │ │ ├── CurveEditor.cs.meta │ │ │ │ │ ├── EditorGUIHelper.cs │ │ │ │ │ ├── EditorGUIHelper.cs.meta │ │ │ │ │ ├── EditorResources.cs │ │ │ │ │ ├── EditorResources.cs.meta │ │ │ │ │ ├── FxStyles.cs │ │ │ │ │ ├── FxStyles.cs.meta │ │ │ │ │ ├── ReflectionUtils.cs │ │ │ │ │ └── ReflectionUtils.cs.meta │ │ │ │ └── Utils.meta │ │ │ ├── Editor Resources/ │ │ │ │ ├── Monitors/ │ │ │ │ │ ├── HistogramCompute.compute │ │ │ │ │ ├── HistogramCompute.compute.meta │ │ │ │ │ ├── HistogramRender.shader │ │ │ │ │ ├── HistogramRender.shader.meta │ │ │ │ │ ├── ParadeRender.shader │ │ │ │ │ ├── ParadeRender.shader.meta │ │ │ │ │ ├── VectorscopeCompute.compute │ │ │ │ │ ├── VectorscopeCompute.compute.meta │ │ │ │ │ ├── VectorscopeRender.shader │ │ │ │ │ ├── VectorscopeRender.shader.meta │ │ │ │ │ ├── WaveformCompute.compute │ │ │ │ │ ├── WaveformCompute.compute.meta │ │ │ │ │ ├── WaveformRender.shader │ │ │ │ │ └── WaveformRender.shader.meta │ │ │ │ ├── Monitors.meta │ │ │ │ ├── UI/ │ │ │ │ │ ├── CurveBackground.shader │ │ │ │ │ ├── CurveBackground.shader.meta │ │ │ │ │ ├── MotionBlendingIcon.png.meta │ │ │ │ │ ├── Trackball.shader │ │ │ │ │ └── Trackball.shader.meta │ │ │ │ └── UI.meta │ │ │ ├── Editor Resources.meta │ │ │ ├── Editor.meta │ │ │ ├── Resources/ │ │ │ │ ├── Bluenoise64/ │ │ │ │ │ ├── COPYING.txt │ │ │ │ │ ├── COPYING.txt.meta │ │ │ │ │ ├── LDR_LLL1_0.png.meta │ │ │ │ │ ├── LDR_LLL1_1.png.meta │ │ │ │ │ ├── LDR_LLL1_10.png.meta │ │ │ │ │ ├── LDR_LLL1_11.png.meta │ │ │ │ │ ├── LDR_LLL1_12.png.meta │ │ │ │ │ ├── LDR_LLL1_13.png.meta │ │ │ │ │ ├── LDR_LLL1_14.png.meta │ │ │ │ │ ├── LDR_LLL1_15.png.meta │ │ │ │ │ ├── LDR_LLL1_16.png.meta │ │ │ │ │ ├── LDR_LLL1_17.png.meta │ │ │ │ │ ├── LDR_LLL1_18.png.meta │ │ │ │ │ ├── LDR_LLL1_19.png.meta │ │ │ │ │ ├── LDR_LLL1_2.png.meta │ │ │ │ │ ├── LDR_LLL1_20.png.meta │ │ │ │ │ ├── LDR_LLL1_21.png.meta │ │ │ │ │ ├── LDR_LLL1_22.png.meta │ │ │ │ │ ├── LDR_LLL1_23.png.meta │ │ │ │ │ ├── LDR_LLL1_24.png.meta │ │ │ │ │ ├── LDR_LLL1_25.png.meta │ │ │ │ │ ├── LDR_LLL1_26.png.meta │ │ │ │ │ ├── LDR_LLL1_27.png.meta │ │ │ │ │ ├── LDR_LLL1_28.png.meta │ │ │ │ │ ├── LDR_LLL1_29.png.meta │ │ │ │ │ ├── LDR_LLL1_3.png.meta │ │ │ │ │ ├── LDR_LLL1_30.png.meta │ │ │ │ │ ├── LDR_LLL1_31.png.meta │ │ │ │ │ ├── LDR_LLL1_32.png.meta │ │ │ │ │ ├── LDR_LLL1_33.png.meta │ │ │ │ │ ├── LDR_LLL1_34.png.meta │ │ │ │ │ ├── LDR_LLL1_35.png.meta │ │ │ │ │ ├── LDR_LLL1_36.png.meta │ │ │ │ │ ├── LDR_LLL1_37.png.meta │ │ │ │ │ ├── LDR_LLL1_38.png.meta │ │ │ │ │ ├── LDR_LLL1_39.png.meta │ │ │ │ │ ├── LDR_LLL1_4.png.meta │ │ │ │ │ ├── LDR_LLL1_40.png.meta │ │ │ │ │ ├── LDR_LLL1_41.png.meta │ │ │ │ │ ├── LDR_LLL1_42.png.meta │ │ │ │ │ ├── LDR_LLL1_43.png.meta │ │ │ │ │ ├── LDR_LLL1_44.png.meta │ │ │ │ │ ├── LDR_LLL1_45.png.meta │ │ │ │ │ ├── LDR_LLL1_46.png.meta │ │ │ │ │ ├── LDR_LLL1_47.png.meta │ │ │ │ │ ├── LDR_LLL1_48.png.meta │ │ │ │ │ ├── LDR_LLL1_49.png.meta │ │ │ │ │ ├── LDR_LLL1_5.png.meta │ │ │ │ │ ├── LDR_LLL1_50.png.meta │ │ │ │ │ ├── LDR_LLL1_51.png.meta │ │ │ │ │ ├── LDR_LLL1_52.png.meta │ │ │ │ │ ├── LDR_LLL1_53.png.meta │ │ │ │ │ ├── LDR_LLL1_54.png.meta │ │ │ │ │ ├── LDR_LLL1_55.png.meta │ │ │ │ │ ├── LDR_LLL1_56.png.meta │ │ │ │ │ ├── LDR_LLL1_57.png.meta │ │ │ │ │ ├── LDR_LLL1_58.png.meta │ │ │ │ │ ├── LDR_LLL1_59.png.meta │ │ │ │ │ ├── LDR_LLL1_6.png.meta │ │ │ │ │ ├── LDR_LLL1_60.png.meta │ │ │ │ │ ├── LDR_LLL1_61.png.meta │ │ │ │ │ ├── LDR_LLL1_62.png.meta │ │ │ │ │ ├── LDR_LLL1_63.png.meta │ │ │ │ │ ├── LDR_LLL1_7.png.meta │ │ │ │ │ ├── LDR_LLL1_8.png.meta │ │ │ │ │ ├── LDR_LLL1_9.png.meta │ │ │ │ │ ├── LICENSE.txt │ │ │ │ │ └── LICENSE.txt.meta │ │ │ │ ├── Bluenoise64.meta │ │ │ │ ├── Shaders/ │ │ │ │ │ ├── ACES.cginc │ │ │ │ │ ├── ACES.cginc.meta │ │ │ │ │ ├── AmbientOcclusion.cginc │ │ │ │ │ ├── AmbientOcclusion.cginc.meta │ │ │ │ │ ├── AmbientOcclusion.shader │ │ │ │ │ ├── AmbientOcclusion.shader.meta │ │ │ │ │ ├── Blit.shader │ │ │ │ │ ├── Blit.shader.meta │ │ │ │ │ ├── Bloom.cginc │ │ │ │ │ ├── Bloom.cginc.meta │ │ │ │ │ ├── Bloom.shader │ │ │ │ │ ├── Bloom.shader.meta │ │ │ │ │ ├── BuiltinDebugViews.shader │ │ │ │ │ ├── BuiltinDebugViews.shader.meta │ │ │ │ │ ├── ColorGrading.cginc │ │ │ │ │ ├── ColorGrading.cginc.meta │ │ │ │ │ ├── Common.cginc │ │ │ │ │ ├── Common.cginc.meta │ │ │ │ │ ├── DepthOfField.cginc │ │ │ │ │ ├── DepthOfField.cginc.meta │ │ │ │ │ ├── DepthOfField.shader │ │ │ │ │ ├── DepthOfField.shader.meta │ │ │ │ │ ├── DiskKernels.cginc │ │ │ │ │ ├── DiskKernels.cginc.meta │ │ │ │ │ ├── EyeAdaptation.cginc │ │ │ │ │ ├── EyeAdaptation.cginc.meta │ │ │ │ │ ├── EyeAdaptation.shader │ │ │ │ │ ├── EyeAdaptation.shader.meta │ │ │ │ │ ├── EyeHistogram.compute │ │ │ │ │ ├── EyeHistogram.compute.meta │ │ │ │ │ ├── FXAA.shader │ │ │ │ │ ├── FXAA.shader.meta │ │ │ │ │ ├── FXAA3.cginc │ │ │ │ │ ├── FXAA3.cginc.meta │ │ │ │ │ ├── Fog.shader │ │ │ │ │ ├── Fog.shader.meta │ │ │ │ │ ├── GrainGen.shader │ │ │ │ │ ├── GrainGen.shader.meta │ │ │ │ │ ├── LutGen.shader │ │ │ │ │ ├── LutGen.shader.meta │ │ │ │ │ ├── MotionBlur.cginc │ │ │ │ │ ├── MotionBlur.cginc.meta │ │ │ │ │ ├── MotionBlur.shader │ │ │ │ │ ├── MotionBlur.shader.meta │ │ │ │ │ ├── ScreenSpaceRaytrace.cginc │ │ │ │ │ ├── ScreenSpaceRaytrace.cginc.meta │ │ │ │ │ ├── ScreenSpaceReflection.shader │ │ │ │ │ ├── ScreenSpaceReflection.shader.meta │ │ │ │ │ ├── TAA.cginc │ │ │ │ │ ├── TAA.cginc.meta │ │ │ │ │ ├── TAA.shader │ │ │ │ │ ├── TAA.shader.meta │ │ │ │ │ ├── Tonemapping.cginc │ │ │ │ │ ├── Tonemapping.cginc.meta │ │ │ │ │ ├── Uber.shader │ │ │ │ │ ├── Uber.shader.meta │ │ │ │ │ ├── UberSecondPass.cginc │ │ │ │ │ └── UberSecondPass.cginc.meta │ │ │ │ └── Shaders.meta │ │ │ ├── Resources.meta │ │ │ ├── Runtime/ │ │ │ │ ├── Attributes/ │ │ │ │ │ ├── GetSetAttribute.cs │ │ │ │ │ ├── GetSetAttribute.cs.meta │ │ │ │ │ ├── MinAttribute.cs │ │ │ │ │ ├── MinAttribute.cs.meta │ │ │ │ │ ├── TrackballAttribute.cs │ │ │ │ │ ├── TrackballAttribute.cs.meta │ │ │ │ │ ├── TrackballGroupAttribute.cs │ │ │ │ │ └── TrackballGroupAttribute.cs.meta │ │ │ │ ├── Attributes.meta │ │ │ │ ├── Components/ │ │ │ │ │ ├── AmbientOcclusionComponent.cs │ │ │ │ │ ├── AmbientOcclusionComponent.cs.meta │ │ │ │ │ ├── BloomComponent.cs │ │ │ │ │ ├── BloomComponent.cs.meta │ │ │ │ │ ├── BuiltinDebugViewsComponent.cs │ │ │ │ │ ├── BuiltinDebugViewsComponent.cs.meta │ │ │ │ │ ├── ChromaticAberrationComponent.cs │ │ │ │ │ ├── ChromaticAberrationComponent.cs.meta │ │ │ │ │ ├── ColorGradingComponent.cs │ │ │ │ │ ├── ColorGradingComponent.cs.meta │ │ │ │ │ ├── DepthOfFieldComponent.cs │ │ │ │ │ ├── DepthOfFieldComponent.cs.meta │ │ │ │ │ ├── DitheringComponent.cs │ │ │ │ │ ├── DitheringComponent.cs.meta │ │ │ │ │ ├── EyeAdaptationComponent.cs │ │ │ │ │ ├── EyeAdaptationComponent.cs.meta │ │ │ │ │ ├── FogComponent.cs │ │ │ │ │ ├── FogComponent.cs.meta │ │ │ │ │ ├── FxaaComponent.cs │ │ │ │ │ ├── FxaaComponent.cs.meta │ │ │ │ │ ├── GrainComponent.cs │ │ │ │ │ ├── GrainComponent.cs.meta │ │ │ │ │ ├── MotionBlurComponent.cs │ │ │ │ │ ├── MotionBlurComponent.cs.meta │ │ │ │ │ ├── ScreenSpaceReflectionComponent.cs │ │ │ │ │ ├── ScreenSpaceReflectionComponent.cs.meta │ │ │ │ │ ├── TaaComponent.cs │ │ │ │ │ ├── TaaComponent.cs.meta │ │ │ │ │ ├── UserLutComponent.cs │ │ │ │ │ ├── UserLutComponent.cs.meta │ │ │ │ │ ├── VignetteComponent.cs │ │ │ │ │ └── VignetteComponent.cs.meta │ │ │ │ ├── Components.meta │ │ │ │ ├── Models/ │ │ │ │ │ ├── AmbientOcclusionModel.cs │ │ │ │ │ ├── AmbientOcclusionModel.cs.meta │ │ │ │ │ ├── AntialiasingModel.cs │ │ │ │ │ ├── AntialiasingModel.cs.meta │ │ │ │ │ ├── BloomModel.cs │ │ │ │ │ ├── BloomModel.cs.meta │ │ │ │ │ ├── BuiltinDebugViewsModel.cs │ │ │ │ │ ├── BuiltinDebugViewsModel.cs.meta │ │ │ │ │ ├── ChromaticAberrationModel.cs │ │ │ │ │ ├── ChromaticAberrationModel.cs.meta │ │ │ │ │ ├── ColorGradingModel.cs │ │ │ │ │ ├── ColorGradingModel.cs.meta │ │ │ │ │ ├── DepthOfFieldModel.cs │ │ │ │ │ ├── DepthOfFieldModel.cs.meta │ │ │ │ │ ├── DitheringModel.cs │ │ │ │ │ ├── DitheringModel.cs.meta │ │ │ │ │ ├── EyeAdaptationModel.cs │ │ │ │ │ ├── EyeAdaptationModel.cs.meta │ │ │ │ │ ├── FogModel.cs │ │ │ │ │ ├── FogModel.cs.meta │ │ │ │ │ ├── GrainModel.cs │ │ │ │ │ ├── GrainModel.cs.meta │ │ │ │ │ ├── MotionBlurModel.cs │ │ │ │ │ ├── MotionBlurModel.cs.meta │ │ │ │ │ ├── ScreenSpaceReflectionModel.cs │ │ │ │ │ ├── ScreenSpaceReflectionModel.cs.meta │ │ │ │ │ ├── UserLutModel.cs │ │ │ │ │ ├── UserLutModel.cs.meta │ │ │ │ │ ├── VignetteModel.cs │ │ │ │ │ └── VignetteModel.cs.meta │ │ │ │ ├── Models.meta │ │ │ │ ├── PostProcessingBehaviour.cs │ │ │ │ ├── PostProcessingBehaviour.cs.meta │ │ │ │ ├── PostProcessingComponent.cs │ │ │ │ ├── PostProcessingComponent.cs.meta │ │ │ │ ├── PostProcessingContext.cs │ │ │ │ ├── PostProcessingContext.cs.meta │ │ │ │ ├── PostProcessingModel.cs │ │ │ │ ├── PostProcessingModel.cs.meta │ │ │ │ ├── PostProcessingProfile.cs │ │ │ │ ├── PostProcessingProfile.cs.meta │ │ │ │ ├── Utils/ │ │ │ │ │ ├── ColorGradingCurve.cs │ │ │ │ │ ├── ColorGradingCurve.cs.meta │ │ │ │ │ ├── GraphicsUtils.cs │ │ │ │ │ ├── GraphicsUtils.cs.meta │ │ │ │ │ ├── MaterialFactory.cs │ │ │ │ │ ├── MaterialFactory.cs.meta │ │ │ │ │ ├── RenderTextureFactory.cs │ │ │ │ │ └── RenderTextureFactory.cs.meta │ │ │ │ └── Utils.meta │ │ │ ├── Runtime.meta │ │ │ ├── Textures/ │ │ │ │ ├── LUTs/ │ │ │ │ │ ├── NeutralLUT_16.png.meta │ │ │ │ │ └── NeutralLUT_32.png.meta │ │ │ │ ├── LUTs.meta │ │ │ │ ├── Spectral LUTs/ │ │ │ │ │ ├── SpectralLut_BlueRed.tga │ │ │ │ │ ├── SpectralLut_BlueRed.tga.meta │ │ │ │ │ ├── SpectralLut_GreenPurple.tga │ │ │ │ │ ├── SpectralLut_GreenPurple.tga.meta │ │ │ │ │ ├── SpectralLut_PurpleGreen.tga │ │ │ │ │ ├── SpectralLut_PurpleGreen.tga.meta │ │ │ │ │ ├── SpectralLut_RedBlue.tga │ │ │ │ │ └── SpectralLut_RedBlue.tga.meta │ │ │ │ └── Spectral LUTs.meta │ │ │ ├── Textures.meta │ │ │ ├── Utilities/ │ │ │ │ ├── CustomMotionTexture/ │ │ │ │ │ ├── CustomMotionVectorDebugProfile.asset │ │ │ │ │ ├── CustomMotionVectorDebugProfile.asset.meta │ │ │ │ │ ├── ExampleScene.unity │ │ │ │ │ ├── ExampleScene.unity.meta │ │ │ │ │ ├── ExampleWheelController.cs │ │ │ │ │ ├── ExampleWheelController.cs.meta │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── DebugMotionVectors.mat │ │ │ │ │ │ ├── DebugMotionVectors.mat.meta │ │ │ │ │ │ ├── DebugQuad.mat │ │ │ │ │ │ ├── DebugQuad.mat.meta │ │ │ │ │ │ ├── UVChecker.mat │ │ │ │ │ │ ├── UVChecker.mat.meta │ │ │ │ │ │ ├── WheelMotionVectors.mat │ │ │ │ │ │ └── WheelMotionVectors.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── WheelMovecs.FBX │ │ │ │ │ │ └── WheelMovecs.FBX.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Shaders/ │ │ │ │ │ │ ├── CustomMotionVectorTexture.shader │ │ │ │ │ │ └── CustomMotionVectorTexture.shader.meta │ │ │ │ │ ├── Shaders.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── DebugMotionVectors.png.meta │ │ │ │ │ │ ├── UVChecker.png.meta │ │ │ │ │ │ └── WheelMotionVectors.png.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── CustomMotionTexture.meta │ │ │ └── Utilities.meta │ │ ├── PostProcessing.meta │ │ ├── ScreenCutoutShader.shader │ │ ├── ScreenCutoutShader.shader.meta │ │ ├── Standard Assets/ │ │ │ ├── 2D/ │ │ │ │ ├── Animations/ │ │ │ │ │ ├── RobotBoyCrouch.anim │ │ │ │ │ ├── RobotBoyCrouch.anim.meta │ │ │ │ │ ├── RobotBoyCrouchingWalk.anim │ │ │ │ │ ├── RobotBoyCrouchingWalk.anim.meta │ │ │ │ │ ├── RobotBoyFalling.anim │ │ │ │ │ ├── RobotBoyFalling.anim.meta │ │ │ │ │ ├── RobotBoyIdle.anim │ │ │ │ │ ├── RobotBoyIdle.anim.meta │ │ │ │ │ ├── RobotBoyJump01.anim │ │ │ │ │ ├── RobotBoyJump01.anim.meta │ │ │ │ │ ├── RobotBoyJump02.anim │ │ │ │ │ ├── RobotBoyJump02.anim.meta │ │ │ │ │ ├── RobotBoyJump03.anim │ │ │ │ │ ├── RobotBoyJump03.anim.meta │ │ │ │ │ ├── RobotBoyJump04.anim │ │ │ │ │ ├── RobotBoyJump04.anim.meta │ │ │ │ │ ├── RobotBoyJump05.anim │ │ │ │ │ ├── RobotBoyJump05.anim.meta │ │ │ │ │ ├── RobotBoyJump06.anim │ │ │ │ │ ├── RobotBoyJump06.anim.meta │ │ │ │ │ ├── RobotBoyJump07.anim │ │ │ │ │ ├── RobotBoyJump07.anim.meta │ │ │ │ │ ├── RobotBoyJump08.anim │ │ │ │ │ ├── RobotBoyJump08.anim.meta │ │ │ │ │ ├── RobotBoyJump09.anim │ │ │ │ │ ├── RobotBoyJump09.anim.meta │ │ │ │ │ ├── RobotBoyJump10.anim │ │ │ │ │ ├── RobotBoyJump10.anim.meta │ │ │ │ │ ├── RobotBoyJump11.anim │ │ │ │ │ ├── RobotBoyJump11.anim.meta │ │ │ │ │ ├── RobotBoyRun.anim │ │ │ │ │ ├── RobotBoyRun.anim.meta │ │ │ │ │ ├── RobotBoyWalk.anim │ │ │ │ │ └── RobotBoyWalk.anim.meta │ │ │ │ ├── Animations.meta │ │ │ │ ├── Animator/ │ │ │ │ │ ├── 2dCharacterAnimator.controller │ │ │ │ │ └── 2dCharacterAnimator.controller.meta │ │ │ │ ├── Animator.meta │ │ │ │ ├── Materials/ │ │ │ │ │ ├── SpriteLit.mat │ │ │ │ │ └── SpriteLit.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── PhysicsMaterials/ │ │ │ │ │ ├── BouncyBox.physicsMaterial2D │ │ │ │ │ ├── BouncyBox.physicsMaterial2D.meta │ │ │ │ │ ├── Slippery.physicsMaterial2D │ │ │ │ │ ├── Slippery.physicsMaterial2D.meta │ │ │ │ │ ├── Sticky.physicsMaterial2D │ │ │ │ │ └── Sticky.physicsMaterial2D.meta │ │ │ │ ├── PhysicsMaterials.meta │ │ │ │ ├── Prefabs/ │ │ │ │ │ ├── CharacterRobotBoy.prefab │ │ │ │ │ ├── CharacterRobotBoy.prefab.meta │ │ │ │ │ ├── CollisionSlider.prefab │ │ │ │ │ ├── CollisionSlider.prefab.meta │ │ │ │ │ ├── CratePink.prefab │ │ │ │ │ ├── CratePink.prefab.meta │ │ │ │ │ ├── ExtentsLeft.prefab │ │ │ │ │ ├── ExtentsLeft.prefab.meta │ │ │ │ │ ├── ExtentsRight.prefab │ │ │ │ │ ├── ExtentsRight.prefab.meta │ │ │ │ │ ├── Killzone.prefab │ │ │ │ │ ├── Killzone.prefab.meta │ │ │ │ │ ├── Platform04x01.prefab │ │ │ │ │ ├── Platform04x01.prefab.meta │ │ │ │ │ ├── Platform08x01.prefab │ │ │ │ │ ├── Platform08x01.prefab.meta │ │ │ │ │ ├── Platform12x01.prefab │ │ │ │ │ ├── Platform12x01.prefab.meta │ │ │ │ │ ├── Platform16x01.prefab │ │ │ │ │ ├── Platform16x01.prefab.meta │ │ │ │ │ ├── Platform36x01.prefab │ │ │ │ │ ├── Platform36x01.prefab.meta │ │ │ │ │ ├── PlatformRamp.prefab │ │ │ │ │ └── PlatformRamp.prefab.meta │ │ │ │ ├── Prefabs.meta │ │ │ │ ├── Scripts/ │ │ │ │ │ ├── Camera2DFollow.cs │ │ │ │ │ ├── Camera2DFollow.cs.meta │ │ │ │ │ ├── CameraFollow.cs │ │ │ │ │ ├── CameraFollow.cs.meta │ │ │ │ │ ├── Platformer2DUserControl.cs │ │ │ │ │ ├── Platformer2DUserControl.cs.meta │ │ │ │ │ ├── PlatformerCharacter2D.cs │ │ │ │ │ ├── PlatformerCharacter2D.cs.meta │ │ │ │ │ ├── Restarter.cs │ │ │ │ │ └── Restarter.cs.meta │ │ │ │ ├── Scripts.meta │ │ │ │ ├── Sprites/ │ │ │ │ │ ├── BackgroundGreyGridSprite.png.meta │ │ │ │ │ ├── BackgroundNavyGridSprite.png.meta │ │ │ │ │ ├── CratePinkGridSprite.png.meta │ │ │ │ │ ├── PlatformWhiteSprite.png.meta │ │ │ │ │ ├── RobotBoyCrouchSprite.png.meta │ │ │ │ │ ├── RobotBoyDeathSprite.png.meta │ │ │ │ │ ├── RobotBoyIdleSprite.png.meta │ │ │ │ │ ├── RobotBoyJumpSprite.png.meta │ │ │ │ │ ├── RobotBoyRollSprite.png.meta │ │ │ │ │ ├── RobotBoyRunSprite.png.meta │ │ │ │ │ └── RobotBoyWalkSprite.png.meta │ │ │ │ └── Sprites.meta │ │ │ ├── 2D.meta │ │ │ ├── Cameras/ │ │ │ │ ├── CameraGuidelines.txt │ │ │ │ ├── CameraGuidelines.txt.meta │ │ │ │ ├── Prefabs/ │ │ │ │ │ ├── CctvCamera.prefab │ │ │ │ │ ├── CctvCamera.prefab.meta │ │ │ │ │ ├── FreeLookCameraRig.prefab │ │ │ │ │ ├── FreeLookCameraRig.prefab.meta │ │ │ │ │ ├── HandheldCamera.prefab │ │ │ │ │ ├── HandheldCamera.prefab.meta │ │ │ │ │ ├── MultipurposeCameraRig.prefab │ │ │ │ │ └── MultipurposeCameraRig.prefab.meta │ │ │ │ ├── Prefabs.meta │ │ │ │ ├── Scripts/ │ │ │ │ │ ├── AbstractTargetFollower.cs │ │ │ │ │ ├── AbstractTargetFollower.cs.meta │ │ │ │ │ ├── AutoCam.cs │ │ │ │ │ ├── AutoCam.cs.meta │ │ │ │ │ ├── FreeLookCam.cs │ │ │ │ │ ├── FreeLookCam.cs.meta │ │ │ │ │ ├── HandHeldCam.cs │ │ │ │ │ ├── HandHeldCam.cs.meta │ │ │ │ │ ├── LookatTarget.cs │ │ │ │ │ ├── LookatTarget.cs.meta │ │ │ │ │ ├── PivotBasedCameraRig.cs │ │ │ │ │ ├── PivotBasedCameraRig.cs.meta │ │ │ │ │ ├── ProtectCameraFromWallClip.cs │ │ │ │ │ ├── ProtectCameraFromWallClip.cs.meta │ │ │ │ │ ├── TargetFieldOfView.cs │ │ │ │ │ └── TargetFieldOfView.cs.meta │ │ │ │ └── Scripts.meta │ │ │ ├── Cameras.meta │ │ │ ├── Characters/ │ │ │ │ ├── FirstPersonCharacter/ │ │ │ │ │ ├── Audio/ │ │ │ │ │ │ ├── Footstep01.wav.meta │ │ │ │ │ │ ├── Footstep02.wav.meta │ │ │ │ │ │ ├── Footstep03.wav.meta │ │ │ │ │ │ ├── Footstep04.wav.meta │ │ │ │ │ │ ├── Jump.wav.meta │ │ │ │ │ │ └── Land.wav.meta │ │ │ │ │ ├── Audio.meta │ │ │ │ │ ├── FirstPersonCharacterGuidelines.txt │ │ │ │ │ ├── FirstPersonCharacterGuidelines.txt.meta │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ ├── FPSController.prefab │ │ │ │ │ │ ├── FPSController.prefab.meta │ │ │ │ │ │ ├── RigidBodyFPSController.prefab │ │ │ │ │ │ └── RigidBodyFPSController.prefab.meta │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ ├── Scripts/ │ │ │ │ │ │ ├── FirstPersonController.cs │ │ │ │ │ │ ├── FirstPersonController.cs.meta │ │ │ │ │ │ ├── HeadBob.cs │ │ │ │ │ │ ├── HeadBob.cs.meta │ │ │ │ │ │ ├── MouseLook.cs │ │ │ │ │ │ ├── MouseLook.cs.meta │ │ │ │ │ │ ├── RigidbodyFirstPersonController.cs │ │ │ │ │ │ └── RigidbodyFirstPersonController.cs.meta │ │ │ │ │ └── Scripts.meta │ │ │ │ ├── FirstPersonCharacter.meta │ │ │ │ ├── RollerBall/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── RollerBallGrey.mat │ │ │ │ │ │ ├── RollerBallGrey.mat.meta │ │ │ │ │ │ ├── RollerBallWhite.mat │ │ │ │ │ │ └── RollerBallWhite.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── RollerBall.fbx │ │ │ │ │ │ └── RollerBall.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ ├── RollerBall.prefab │ │ │ │ │ │ └── RollerBall.prefab.meta │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ ├── RollerBallGuidelines.txt │ │ │ │ │ ├── RollerBallGuidelines.txt.meta │ │ │ │ │ ├── Scripts/ │ │ │ │ │ │ ├── Ball.cs │ │ │ │ │ │ ├── Ball.cs.meta │ │ │ │ │ │ ├── BallUserControl.cs │ │ │ │ │ │ └── BallUserControl.cs.meta │ │ │ │ │ ├── Scripts.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── RollerBallAlbedo.png.meta │ │ │ │ │ │ └── RollerBallSpecularGloss.png.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── RollerBall.meta │ │ │ │ ├── ThirdPersonCharacter/ │ │ │ │ │ ├── Animation/ │ │ │ │ │ │ ├── HumanoidCrouch.fbx │ │ │ │ │ │ ├── HumanoidCrouch.fbx.meta │ │ │ │ │ │ ├── HumanoidIdle.fbx │ │ │ │ │ │ ├── HumanoidIdle.fbx.meta │ │ │ │ │ │ ├── HumanoidIdleJumpUp.fbx │ │ │ │ │ │ ├── HumanoidIdleJumpUp.fbx.meta │ │ │ │ │ │ ├── HumanoidJumpAndFall.fbx │ │ │ │ │ │ ├── HumanoidJumpAndFall.fbx.meta │ │ │ │ │ │ ├── HumanoidMidAir.fbx │ │ │ │ │ │ ├── HumanoidMidAir.fbx.meta │ │ │ │ │ │ ├── HumanoidRun.fbx │ │ │ │ │ │ ├── HumanoidRun.fbx.meta │ │ │ │ │ │ ├── HumanoidRunTurn.fbx │ │ │ │ │ │ ├── HumanoidRunTurn.fbx.meta │ │ │ │ │ │ ├── HumanoidRunTurnSharp.fbx │ │ │ │ │ │ ├── HumanoidRunTurnSharp.fbx.meta │ │ │ │ │ │ ├── HumanoidStandTurn.fbx │ │ │ │ │ │ ├── HumanoidStandTurn.fbx.meta │ │ │ │ │ │ ├── HumanoidWalk.fbx │ │ │ │ │ │ ├── HumanoidWalk.fbx.meta │ │ │ │ │ │ ├── HumanoidWalkTurn.fbx │ │ │ │ │ │ ├── HumanoidWalkTurn.fbx.meta │ │ │ │ │ │ ├── HumanoidWalkTurnSharp.fbx │ │ │ │ │ │ └── HumanoidWalkTurnSharp.fbx.meta │ │ │ │ │ ├── Animation.meta │ │ │ │ │ ├── Animator/ │ │ │ │ │ │ ├── ThirdPersonAnimatorController.controller │ │ │ │ │ │ └── ThirdPersonAnimatorController.controller.meta │ │ │ │ │ ├── Animator.meta │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── EthanGrey.mat │ │ │ │ │ │ ├── EthanGrey.mat.meta │ │ │ │ │ │ ├── EthanWhite.mat │ │ │ │ │ │ └── EthanWhite.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── Ethan.fbx │ │ │ │ │ │ └── Ethan.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ ├── AIThirdPersonController.prefab │ │ │ │ │ │ ├── AIThirdPersonController.prefab.meta │ │ │ │ │ │ ├── ThirdPersonController.prefab │ │ │ │ │ │ └── ThirdPersonController.prefab.meta │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ ├── Scripts/ │ │ │ │ │ │ ├── AICharacterControl.cs │ │ │ │ │ │ ├── AICharacterControl.cs.meta │ │ │ │ │ │ ├── ThirdPersonCharacter.cs │ │ │ │ │ │ ├── ThirdPersonCharacter.cs.meta │ │ │ │ │ │ ├── ThirdPersonUserControl.cs │ │ │ │ │ │ └── ThirdPersonUserControl.cs.meta │ │ │ │ │ ├── Scripts.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── EthanNormals.png.meta │ │ │ │ │ │ └── EthanOcclusion.png.meta │ │ │ │ │ ├── Textures.meta │ │ │ │ │ ├── ThirdPersonCharacterGuidelines.txt │ │ │ │ │ └── ThirdPersonCharacterGuidelines.txt.meta │ │ │ │ └── ThirdPersonCharacter.meta │ │ │ ├── Characters.meta │ │ │ ├── CrossPlatformInput/ │ │ │ │ ├── CrossPlatformInputGuidelines.txt │ │ │ │ ├── CrossPlatformInputGuidelines.txt.meta │ │ │ │ ├── Prefabs/ │ │ │ │ │ ├── CarTiltControls.prefab │ │ │ │ │ ├── CarTiltControls.prefab.meta │ │ │ │ │ ├── DualTouchControls.prefab │ │ │ │ │ ├── DualTouchControls.prefab.meta │ │ │ │ │ ├── MobileAircraftControls.prefab │ │ │ │ │ ├── MobileAircraftControls.prefab.meta │ │ │ │ │ ├── MobileSingleStickControl.prefab │ │ │ │ │ ├── MobileSingleStickControl.prefab.meta │ │ │ │ │ ├── MobileTiltControlRig.prefab │ │ │ │ │ └── MobileTiltControlRig.prefab.meta │ │ │ │ ├── Prefabs.meta │ │ │ │ ├── Scripts/ │ │ │ │ │ ├── AxisTouchButton.cs │ │ │ │ │ ├── AxisTouchButton.cs.meta │ │ │ │ │ ├── ButtonHandler.cs │ │ │ │ │ ├── ButtonHandler.cs.meta │ │ │ │ │ ├── CrossPlatformInputManager.cs │ │ │ │ │ ├── CrossPlatformInputManager.cs.meta │ │ │ │ │ ├── InputAxisScrollbar.cs │ │ │ │ │ ├── InputAxisScrollbar.cs.meta │ │ │ │ │ ├── Joystick.cs │ │ │ │ │ ├── Joystick.cs.meta │ │ │ │ │ ├── MobileControlRig.cs │ │ │ │ │ ├── MobileControlRig.cs.meta │ │ │ │ │ ├── PlatformSpecific/ │ │ │ │ │ │ ├── MobileInput.cs │ │ │ │ │ │ ├── MobileInput.cs.meta │ │ │ │ │ │ ├── StandaloneInput.cs │ │ │ │ │ │ └── StandaloneInput.cs.meta │ │ │ │ │ ├── PlatformSpecific.meta │ │ │ │ │ ├── TiltInput.cs │ │ │ │ │ ├── TiltInput.cs.meta │ │ │ │ │ ├── TouchPad.cs │ │ │ │ │ ├── TouchPad.cs.meta │ │ │ │ │ ├── VirtualInput.cs │ │ │ │ │ └── VirtualInput.cs.meta │ │ │ │ ├── Scripts.meta │ │ │ │ ├── Sprites/ │ │ │ │ │ ├── ButtonAcceleratorOverSprite.png.meta │ │ │ │ │ ├── ButtonAcceleratorUpSprite.png.meta │ │ │ │ │ ├── ButtonArrowOverSprite.png.meta │ │ │ │ │ ├── ButtonArrowUpSprite.png.meta │ │ │ │ │ ├── ButtonBrakeOverSprite.png.meta │ │ │ │ │ ├── ButtonBrakeUpSprite.png.meta │ │ │ │ │ ├── ButtonCameraCycleUpSprite.png.meta │ │ │ │ │ ├── ButtonResetSprite.png.meta │ │ │ │ │ ├── ButtonSpacebarSprite.png.meta │ │ │ │ │ ├── ButtonThumbstickOverSprite.png.meta │ │ │ │ │ ├── ButtonThumbstickUpSprite.png.meta │ │ │ │ │ ├── ButtonTimescaleFullUpSprite.png.meta │ │ │ │ │ ├── ButtonTimescaleSlowUpSprite.png.meta │ │ │ │ │ ├── SliderBackgroundSprite.png.meta │ │ │ │ │ ├── SliderHandleSprite.png.meta │ │ │ │ │ └── TouchpadSprite.png.meta │ │ │ │ └── Sprites.meta │ │ │ ├── CrossPlatformInput.meta │ │ │ ├── Editor/ │ │ │ │ ├── CrossPlatformInput/ │ │ │ │ │ ├── CrossPlatformInputInitialize.cs │ │ │ │ │ └── CrossPlatformInputInitialize.cs.meta │ │ │ │ ├── CrossPlatformInput.meta │ │ │ │ ├── Water/ │ │ │ │ │ ├── Water4/ │ │ │ │ │ │ ├── GerstnerDisplaceEditor.cs │ │ │ │ │ │ ├── GerstnerDisplaceEditor.cs.meta │ │ │ │ │ │ ├── PlanarReflectionEditor.cs │ │ │ │ │ │ ├── PlanarReflectionEditor.cs.meta │ │ │ │ │ │ ├── SpecularLightingEditor.cs │ │ │ │ │ │ ├── SpecularLightingEditor.cs.meta │ │ │ │ │ │ ├── WaterBaseEditor.cs │ │ │ │ │ │ ├── WaterBaseEditor.cs.meta │ │ │ │ │ │ ├── WaterEditorUtility.cs │ │ │ │ │ │ └── WaterEditorUtility.cs.meta │ │ │ │ │ └── Water4.meta │ │ │ │ └── Water.meta │ │ │ ├── Editor.meta │ │ │ ├── Effects/ │ │ │ │ ├── GlassRefraction/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── GlassRefractive.mat │ │ │ │ │ │ └── GlassRefractive.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Shaders/ │ │ │ │ │ │ ├── GlassStainedBumpDistort.shader │ │ │ │ │ │ └── GlassStainedBumpDistort.shader.meta │ │ │ │ │ ├── Shaders.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── GlassStainedAlbedo.tif │ │ │ │ │ │ ├── GlassStainedAlbedo.tif.meta │ │ │ │ │ │ ├── GlassStainedNormals.tif │ │ │ │ │ │ └── GlassStainedNormals.tif.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── GlassRefraction.meta │ │ │ │ ├── ImageEffects/ │ │ │ │ │ ├── Readme.txt │ │ │ │ │ └── Readme.txt.meta │ │ │ │ ├── ImageEffects.meta │ │ │ │ ├── LightCookies/ │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── FlashlightCookie.tif │ │ │ │ │ │ ├── FlashlightCookie.tif.meta │ │ │ │ │ │ ├── FlashlightIrregularCookie.tif │ │ │ │ │ │ ├── FlashlightIrregularCookie.tif.meta │ │ │ │ │ │ ├── LightHardCookie.psd │ │ │ │ │ │ ├── LightHardCookie.psd.meta │ │ │ │ │ │ ├── LightSoftCookie.tif │ │ │ │ │ │ ├── LightSoftCookie.tif.meta │ │ │ │ │ │ ├── LightSquareCookie.psd │ │ │ │ │ │ └── LightSquareCookie.psd.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── LightCookies.meta │ │ │ │ ├── LightFlares/ │ │ │ │ │ ├── Flares/ │ │ │ │ │ │ ├── 50mmZoom.flare │ │ │ │ │ │ ├── 50mmZoom.flare.meta │ │ │ │ │ │ ├── FlareSmall.flare │ │ │ │ │ │ ├── FlareSmall.flare.meta │ │ │ │ │ │ ├── Sun.flare │ │ │ │ │ │ └── Sun.flare.meta │ │ │ │ │ ├── Flares.meta │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── Flare50mm.mat │ │ │ │ │ │ └── Flare50mm.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── Flare50mm.psd │ │ │ │ │ │ ├── Flare50mm.psd.meta │ │ │ │ │ │ ├── FlareStar.psd │ │ │ │ │ │ └── FlareStar.psd.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── LightFlares.meta │ │ │ │ ├── Projectors/ │ │ │ │ │ ├── Guidelines.txt │ │ │ │ │ ├── Guidelines.txt.meta │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── GridProjector.mat │ │ │ │ │ │ ├── GridProjector.mat.meta │ │ │ │ │ │ ├── LightProjector.mat │ │ │ │ │ │ ├── LightProjector.mat.meta │ │ │ │ │ │ ├── ShadowProjector.mat │ │ │ │ │ │ └── ShadowProjector.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ ├── BlobLightProjector.prefab │ │ │ │ │ │ ├── BlobLightProjector.prefab.meta │ │ │ │ │ │ ├── BlobShadowProjector.prefab │ │ │ │ │ │ ├── BlobShadowProjector.prefab.meta │ │ │ │ │ │ ├── GridProjector.prefab │ │ │ │ │ │ └── GridProjector.prefab.meta │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ ├── Shaders/ │ │ │ │ │ │ ├── ProjectorLight.shader │ │ │ │ │ │ ├── ProjectorLight.shader.meta │ │ │ │ │ │ ├── ProjectorMultiply.shader │ │ │ │ │ │ └── ProjectorMultiply.shader.meta │ │ │ │ │ ├── Shaders.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── Falloff.psd │ │ │ │ │ │ ├── Falloff.psd.meta │ │ │ │ │ │ ├── Grid.psd │ │ │ │ │ │ ├── Grid.psd.meta │ │ │ │ │ │ ├── Light.psd │ │ │ │ │ │ ├── Light.psd.meta │ │ │ │ │ │ ├── Shadow.psd │ │ │ │ │ │ └── Shadow.psd.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── Projectors.meta │ │ │ │ ├── TessellationShaders/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── TesselatedBumpSpecular.mat │ │ │ │ │ │ ├── TesselatedBumpSpecular.mat.meta │ │ │ │ │ │ ├── TesselatedBumpSpecularDisplacement.mat │ │ │ │ │ │ ├── TesselatedBumpSpecularDisplacement.mat.meta │ │ │ │ │ │ ├── TesselatedBumpSpecularSmooth.mat │ │ │ │ │ │ └── TesselatedBumpSpecularSmooth.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── LowPolySphere.fbx │ │ │ │ │ │ └── LowPolySphere.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Scenes/ │ │ │ │ │ │ ├── TessellationSample.unity │ │ │ │ │ │ └── TessellationSample.unity.meta │ │ │ │ │ ├── Scenes.meta │ │ │ │ │ ├── Shaders/ │ │ │ │ │ │ ├── BumpedSpecularDisplacement.shader │ │ │ │ │ │ ├── BumpedSpecularDisplacement.shader.meta │ │ │ │ │ │ ├── BumpedSpecularSmooth.shader │ │ │ │ │ │ └── BumpedSpecularSmooth.shader.meta │ │ │ │ │ ├── Shaders.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── CliffHeight.png.meta │ │ │ │ │ │ └── CliffNormals.png.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── TessellationShaders.meta │ │ │ │ ├── ToonShading/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── ToonBasic.mat │ │ │ │ │ │ ├── ToonBasic.mat.meta │ │ │ │ │ │ ├── ToonBasicOutline.mat │ │ │ │ │ │ ├── ToonBasicOutline.mat.meta │ │ │ │ │ │ ├── ToonLit.mat │ │ │ │ │ │ ├── ToonLit.mat.meta │ │ │ │ │ │ ├── ToonLitOutline.mat │ │ │ │ │ │ └── ToonLitOutline.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Shaders/ │ │ │ │ │ │ ├── ToonBasic.shader │ │ │ │ │ │ ├── ToonBasic.shader.meta │ │ │ │ │ │ ├── ToonBasicOutline.shader │ │ │ │ │ │ ├── ToonBasicOutline.shader.meta │ │ │ │ │ │ ├── ToonLit.shader │ │ │ │ │ │ ├── ToonLit.shader.meta │ │ │ │ │ │ ├── ToonLitOutline.shader │ │ │ │ │ │ └── ToonLitOutline.shader.meta │ │ │ │ │ ├── Shaders.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── ToonLit.psd │ │ │ │ │ │ ├── ToonLit.psd.meta │ │ │ │ │ │ └── UtilToonGradient.png.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── ToonShading.meta │ │ │ ├── Effects.meta │ │ │ ├── Environment/ │ │ │ │ ├── SpeedTree/ │ │ │ │ │ ├── Broadleaf/ │ │ │ │ │ │ ├── BroadleafBark.tga │ │ │ │ │ │ ├── BroadleafBark.tga.meta │ │ │ │ │ │ ├── BroadleafBark_Normal.tga │ │ │ │ │ │ ├── BroadleafBark_Normal.tga.meta │ │ │ │ │ │ ├── Broadleaf_Desktop Materials/ │ │ │ │ │ │ │ ├── Billboard.mat │ │ │ │ │ │ │ ├── Billboard.mat.meta │ │ │ │ │ │ │ ├── LOD0/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Branches_1.mat │ │ │ │ │ │ │ │ ├── Branches_1.mat.meta │ │ │ │ │ │ │ │ ├── FacingLeaves_4.mat │ │ │ │ │ │ │ │ ├── FacingLeaves_4.mat.meta │ │ │ │ │ │ │ │ ├── Fronds_2.mat │ │ │ │ │ │ │ │ ├── Fronds_2.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_3.mat │ │ │ │ │ │ │ │ └── Leaves_3.mat.meta │ │ │ │ │ │ │ ├── LOD0.meta │ │ │ │ │ │ │ ├── LOD1/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Branches_1.mat │ │ │ │ │ │ │ │ ├── Branches_1.mat.meta │ │ │ │ │ │ │ │ ├── FacingLeaves_4.mat │ │ │ │ │ │ │ │ ├── FacingLeaves_4.mat.meta │ │ │ │ │ │ │ │ ├── Fronds_2.mat │ │ │ │ │ │ │ │ ├── Fronds_2.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_3.mat │ │ │ │ │ │ │ │ └── Leaves_3.mat.meta │ │ │ │ │ │ │ ├── LOD1.meta │ │ │ │ │ │ │ ├── LOD2/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Branches_1.mat │ │ │ │ │ │ │ │ ├── Branches_1.mat.meta │ │ │ │ │ │ │ │ ├── FacingLeaves_4.mat │ │ │ │ │ │ │ │ ├── FacingLeaves_4.mat.meta │ │ │ │ │ │ │ │ ├── Fronds_2.mat │ │ │ │ │ │ │ │ ├── Fronds_2.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_3.mat │ │ │ │ │ │ │ │ └── Leaves_3.mat.meta │ │ │ │ │ │ │ └── LOD2.meta │ │ │ │ │ │ ├── Broadleaf_Desktop Materials.meta │ │ │ │ │ │ ├── Broadleaf_Desktop.spm │ │ │ │ │ │ ├── Broadleaf_Desktop.spm.meta │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas.tga │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas.tga.meta │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas_Billboards.tga │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas_Billboards.tga.meta │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas_Billboards_Normal.tga │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas_Billboards_Normal.tga.meta │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas_Normal.tga │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas_Normal.tga.meta │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas_Specular.tga │ │ │ │ │ │ ├── Broadleaf_Desktop_Atlas_Specular.tga.meta │ │ │ │ │ │ ├── Broadleaf_Mobile Materials/ │ │ │ │ │ │ │ ├── Billboard.mat │ │ │ │ │ │ │ ├── Billboard.mat.meta │ │ │ │ │ │ │ ├── LOD0/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_1.mat │ │ │ │ │ │ │ │ └── Leaves_1.mat.meta │ │ │ │ │ │ │ ├── LOD0.meta │ │ │ │ │ │ │ ├── LOD1/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_1.mat │ │ │ │ │ │ │ │ └── Leaves_1.mat.meta │ │ │ │ │ │ │ ├── LOD1.meta │ │ │ │ │ │ │ ├── LOD2/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_1.mat │ │ │ │ │ │ │ │ └── Leaves_1.mat.meta │ │ │ │ │ │ │ └── LOD2.meta │ │ │ │ │ │ ├── Broadleaf_Mobile Materials.meta │ │ │ │ │ │ ├── Broadleaf_Mobile.spm │ │ │ │ │ │ ├── Broadleaf_Mobile.spm.meta │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas.tga │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas.tga.meta │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas_Billboards.tga │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas_Billboards.tga.meta │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas_Billboards_Normal.tga │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas_Billboards_Normal.tga.meta │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas_Normal.tga │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas_Normal.tga.meta │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas_Specular.tga │ │ │ │ │ │ ├── Broadleaf_Mobile_Atlas_Specular.tga.meta │ │ │ │ │ │ ├── Broadleaves_Card_Desktop.tga │ │ │ │ │ │ ├── Broadleaves_Card_Desktop.tga.meta │ │ │ │ │ │ ├── Broadleaves_Card_Desktop_Normal.tga │ │ │ │ │ │ ├── Broadleaves_Card_Desktop_Normal.tga.meta │ │ │ │ │ │ ├── Broadleaves_Card_Desktop_Spec.tga │ │ │ │ │ │ ├── Broadleaves_Card_Desktop_Spec.tga.meta │ │ │ │ │ │ ├── Broadleaves_Desktop.tga │ │ │ │ │ │ ├── Broadleaves_Desktop.tga.meta │ │ │ │ │ │ ├── Broadleaves_Desktop_Normal.tga │ │ │ │ │ │ ├── Broadleaves_Desktop_Normal.tga.meta │ │ │ │ │ │ ├── Broadleaves_Desktop_Spec.tga │ │ │ │ │ │ ├── Broadleaves_Desktop_Spec.tga.meta │ │ │ │ │ │ ├── Broadleaves_Mobile.tga │ │ │ │ │ │ ├── Broadleaves_Mobile.tga.meta │ │ │ │ │ │ ├── Broadleaves_Mobile_Normal.tga │ │ │ │ │ │ ├── Broadleaves_Mobile_Normal.tga.meta │ │ │ │ │ │ ├── Broadleaves_Mobile_Spec.tga │ │ │ │ │ │ ├── Broadleaves_Mobile_Spec.tga.meta │ │ │ │ │ │ ├── Cap_01.tga │ │ │ │ │ │ ├── Cap_01.tga.meta │ │ │ │ │ │ ├── Cap_01_Normal.tga │ │ │ │ │ │ ├── Cap_01_Normal.tga.meta │ │ │ │ │ │ ├── Cap_02.tga │ │ │ │ │ │ ├── Cap_02.tga.meta │ │ │ │ │ │ ├── Cap_02_Normal.tga │ │ │ │ │ │ ├── Cap_02_Normal.tga.meta │ │ │ │ │ │ ├── ClippedFrond.tga │ │ │ │ │ │ ├── ClippedFrond.tga.meta │ │ │ │ │ │ ├── ClippedFrond_Normal.tga │ │ │ │ │ │ └── ClippedFrond_Normal.tga.meta │ │ │ │ │ ├── Broadleaf.meta │ │ │ │ │ ├── Conifer/ │ │ │ │ │ │ ├── ConiferBark.tga │ │ │ │ │ │ ├── ConiferBark.tga.meta │ │ │ │ │ │ ├── ConiferBark_Normal.tga │ │ │ │ │ │ ├── ConiferBark_Normal.tga.meta │ │ │ │ │ │ ├── Conifer_Desktop Materials/ │ │ │ │ │ │ │ ├── Billboard.mat │ │ │ │ │ │ │ ├── Billboard.mat.meta │ │ │ │ │ │ │ ├── LOD0/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Branches_1.mat │ │ │ │ │ │ │ │ ├── Branches_1.mat.meta │ │ │ │ │ │ │ │ ├── Fronds_2.mat │ │ │ │ │ │ │ │ ├── Fronds_2.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_3.mat │ │ │ │ │ │ │ │ └── Leaves_3.mat.meta │ │ │ │ │ │ │ ├── LOD0.meta │ │ │ │ │ │ │ ├── LOD1/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Branches_1.mat │ │ │ │ │ │ │ │ ├── Branches_1.mat.meta │ │ │ │ │ │ │ │ ├── Fronds_2.mat │ │ │ │ │ │ │ │ ├── Fronds_2.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_3.mat │ │ │ │ │ │ │ │ └── Leaves_3.mat.meta │ │ │ │ │ │ │ ├── LOD1.meta │ │ │ │ │ │ │ ├── LOD2/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Branches_1.mat │ │ │ │ │ │ │ │ ├── Branches_1.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_3.mat │ │ │ │ │ │ │ │ └── Leaves_3.mat.meta │ │ │ │ │ │ │ └── LOD2.meta │ │ │ │ │ │ ├── Conifer_Desktop Materials.meta │ │ │ │ │ │ ├── Conifer_Desktop.spm │ │ │ │ │ │ ├── Conifer_Desktop.spm.meta │ │ │ │ │ │ ├── Conifer_Desktop_Atlas.tga │ │ │ │ │ │ ├── Conifer_Desktop_Atlas.tga.meta │ │ │ │ │ │ ├── Conifer_Desktop_Atlas_Billboards.tga │ │ │ │ │ │ ├── Conifer_Desktop_Atlas_Billboards.tga.meta │ │ │ │ │ │ ├── Conifer_Desktop_Atlas_Billboards_Normal.tga │ │ │ │ │ │ ├── Conifer_Desktop_Atlas_Billboards_Normal.tga.meta │ │ │ │ │ │ ├── Conifer_Desktop_Atlas_Normal.tga │ │ │ │ │ │ ├── Conifer_Desktop_Atlas_Normal.tga.meta │ │ │ │ │ │ ├── Conifer_Desktop_Atlas_Specular.tga │ │ │ │ │ │ ├── Conifer_Desktop_Atlas_Specular.tga.meta │ │ │ │ │ │ ├── Conifer_Needles_Dekstop_Spec.tga │ │ │ │ │ │ ├── Conifer_Needles_Dekstop_Spec.tga.meta │ │ │ │ │ │ ├── Conifer_Needles_Desktop.tga │ │ │ │ │ │ ├── Conifer_Needles_Desktop.tga.meta │ │ │ │ │ │ ├── Conifer_Needles_Desktop_Normal.tga │ │ │ │ │ │ ├── Conifer_Needles_Desktop_Normal.tga.meta │ │ │ │ │ │ └── Thumb_Conifer_Desktop.jpg.meta │ │ │ │ │ ├── Conifer.meta │ │ │ │ │ ├── Palm/ │ │ │ │ │ │ ├── PalmBark.tga │ │ │ │ │ │ ├── PalmBark.tga.meta │ │ │ │ │ │ ├── PalmBark_Detail.tga │ │ │ │ │ │ ├── PalmBark_Detail.tga.meta │ │ │ │ │ │ ├── PalmBark_Detail_Normal.tga │ │ │ │ │ │ ├── PalmBark_Detail_Normal.tga.meta │ │ │ │ │ │ ├── PalmBark_Normal.tga │ │ │ │ │ │ ├── PalmBark_Normal.tga.meta │ │ │ │ │ │ ├── PalmFrond.tga │ │ │ │ │ │ ├── PalmFrond.tga.meta │ │ │ │ │ │ ├── PalmFrond_Normal.tga │ │ │ │ │ │ ├── PalmFrond_Normal.tga.meta │ │ │ │ │ │ ├── PalmFrond_Spec.tga │ │ │ │ │ │ ├── PalmFrond_Spec.tga.meta │ │ │ │ │ │ ├── Palm_Desktop Materials/ │ │ │ │ │ │ │ ├── Billboard.mat │ │ │ │ │ │ │ ├── Billboard.mat.meta │ │ │ │ │ │ │ ├── LOD0/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Branches_1.mat │ │ │ │ │ │ │ │ ├── Branches_1.mat.meta │ │ │ │ │ │ │ │ ├── Fronds_2.mat │ │ │ │ │ │ │ │ ├── Fronds_2.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_3.mat │ │ │ │ │ │ │ │ └── Leaves_3.mat.meta │ │ │ │ │ │ │ ├── LOD0.meta │ │ │ │ │ │ │ ├── LOD1/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Fronds_2.mat │ │ │ │ │ │ │ │ ├── Fronds_2.mat.meta │ │ │ │ │ │ │ │ ├── Leaves_3.mat │ │ │ │ │ │ │ │ └── Leaves_3.mat.meta │ │ │ │ │ │ │ ├── LOD1.meta │ │ │ │ │ │ │ ├── LOD2/ │ │ │ │ │ │ │ │ ├── Branches_0.mat │ │ │ │ │ │ │ │ ├── Branches_0.mat.meta │ │ │ │ │ │ │ │ ├── Fronds_2.mat │ │ │ │ │ │ │ │ └── Fronds_2.mat.meta │ │ │ │ │ │ │ └── LOD2.meta │ │ │ │ │ │ ├── Palm_Desktop Materials.meta │ │ │ │ │ │ ├── Palm_Desktop.spm │ │ │ │ │ │ ├── Palm_Desktop.spm.meta │ │ │ │ │ │ ├── Palm_Desktop_Atlas.tga │ │ │ │ │ │ ├── Palm_Desktop_Atlas.tga.meta │ │ │ │ │ │ ├── Palm_Desktop_Atlas_Billboards.tga │ │ │ │ │ │ ├── Palm_Desktop_Atlas_Billboards.tga.meta │ │ │ │ │ │ ├── Palm_Desktop_Atlas_Billboards_Normal.tga │ │ │ │ │ │ ├── Palm_Desktop_Atlas_Billboards_Normal.tga.meta │ │ │ │ │ │ ├── Palm_Desktop_Atlas_Normal.tga │ │ │ │ │ │ ├── Palm_Desktop_Atlas_Normal.tga.meta │ │ │ │ │ │ ├── Palm_Desktop_Atlas_Specular.tga │ │ │ │ │ │ ├── Palm_Desktop_Atlas_Specular.tga.meta │ │ │ │ │ │ └── Thumb_Palm_Desktop.jpg.meta │ │ │ │ │ └── Palm.meta │ │ │ │ ├── SpeedTree.meta │ │ │ │ ├── TerrainAssets/ │ │ │ │ │ ├── BillboardTextures/ │ │ │ │ │ │ ├── GrassFrond01AlbedoAlpha.psd │ │ │ │ │ │ ├── GrassFrond01AlbedoAlpha.psd.meta │ │ │ │ │ │ ├── GrassFrond02AlbedoAlpha.psd │ │ │ │ │ │ └── GrassFrond02AlbedoAlpha.psd.meta │ │ │ │ │ ├── BillboardTextures.meta │ │ │ │ │ ├── SurfaceTextures/ │ │ │ │ │ │ ├── CliffAlbedoSpecular.psd │ │ │ │ │ │ ├── CliffAlbedoSpecular.psd.meta │ │ │ │ │ │ ├── GrassHillAlbedo.psd │ │ │ │ │ │ ├── GrassHillAlbedo.psd.meta │ │ │ │ │ │ ├── GrassRockyAlbedo.psd │ │ │ │ │ │ ├── GrassRockyAlbedo.psd.meta │ │ │ │ │ │ ├── MudRockyAlbedoSpecular.bmp.meta │ │ │ │ │ │ ├── MudRockyNormals.bmp.meta │ │ │ │ │ │ ├── SandAlbedo.psd │ │ │ │ │ │ └── SandAlbedo.psd.meta │ │ │ │ │ └── SurfaceTextures.meta │ │ │ │ ├── TerrainAssets.meta │ │ │ │ ├── Water/ │ │ │ │ │ ├── Water/ │ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ │ ├── WaterPlaneMaterial.mat │ │ │ │ │ │ │ ├── WaterPlaneMaterial.mat.meta │ │ │ │ │ │ │ ├── WaterProDaytime.mat │ │ │ │ │ │ │ ├── WaterProDaytime.mat.meta │ │ │ │ │ │ │ ├── WaterProNighttime.mat │ │ │ │ │ │ │ └── WaterProNighttime.mat.meta │ │ │ │ │ │ ├── Materials.meta │ │ │ │ │ │ ├── Models/ │ │ │ │ │ │ │ ├── WaterPlane.fbx │ │ │ │ │ │ │ └── WaterPlane.fbx.meta │ │ │ │ │ │ ├── Models.meta │ │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ │ ├── WaterProDaytime.prefab │ │ │ │ │ │ │ ├── WaterProDaytime.prefab.meta │ │ │ │ │ │ │ ├── WaterProNighttime.prefab │ │ │ │ │ │ │ └── WaterProNighttime.prefab.meta │ │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ │ ├── Scripts/ │ │ │ │ │ │ │ ├── Displace.cs │ │ │ │ │ │ │ ├── Displace.cs.meta │ │ │ │ │ │ │ ├── GerstnerDisplace.cs │ │ │ │ │ │ │ ├── GerstnerDisplace.cs.meta │ │ │ │ │ │ │ ├── MeshContainer.cs │ │ │ │ │ │ │ ├── MeshContainer.cs.meta │ │ │ │ │ │ │ ├── PlanarReflection.cs │ │ │ │ │ │ │ ├── PlanarReflection.cs.meta │ │ │ │ │ │ │ ├── SpecularLighting.cs │ │ │ │ │ │ │ ├── SpecularLighting.cs.meta │ │ │ │ │ │ │ ├── Water.cs │ │ │ │ │ │ │ ├── Water.cs.meta │ │ │ │ │ │ │ ├── WaterBase.cs │ │ │ │ │ │ │ ├── WaterBase.cs.meta │ │ │ │ │ │ │ ├── WaterTile.cs │ │ │ │ │ │ │ └── WaterTile.cs.meta │ │ │ │ │ │ ├── Scripts.meta │ │ │ │ │ │ ├── Shaders/ │ │ │ │ │ │ │ ├── FXWaterPro.shader │ │ │ │ │ │ │ └── FXWaterPro.shader.meta │ │ │ │ │ │ ├── Shaders.meta │ │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ │ ├── WaterBump.jpg.meta │ │ │ │ │ │ │ ├── WaterFresnel.psd │ │ │ │ │ │ │ ├── WaterFresnel.psd.meta │ │ │ │ │ │ │ ├── WaterProDaytimeGradient.psd │ │ │ │ │ │ │ ├── WaterProDaytimeGradient.psd.meta │ │ │ │ │ │ │ ├── WaterProNighttimeGradient.psd │ │ │ │ │ │ │ └── WaterProNighttimeGradient.psd.meta │ │ │ │ │ │ └── Textures.meta │ │ │ │ │ ├── Water.meta │ │ │ │ │ ├── Water4/ │ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ │ ├── OceanPlaneMaterial.mat │ │ │ │ │ │ │ ├── OceanPlaneMaterial.mat.meta │ │ │ │ │ │ │ ├── Water4Advanced.mat │ │ │ │ │ │ │ ├── Water4Advanced.mat.meta │ │ │ │ │ │ │ ├── Water4Simple.mat │ │ │ │ │ │ │ └── Water4Simple.mat.meta │ │ │ │ │ │ ├── Materials.meta │ │ │ │ │ │ ├── Models/ │ │ │ │ │ │ │ ├── OceanPlane.FBX │ │ │ │ │ │ │ └── OceanPlane.FBX.meta │ │ │ │ │ │ ├── Models.meta │ │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ │ ├── Water4Advanced.prefab │ │ │ │ │ │ │ ├── Water4Advanced.prefab.meta │ │ │ │ │ │ │ ├── Water4Simple.prefab │ │ │ │ │ │ │ └── Water4Simple.prefab.meta │ │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ │ ├── Shaders/ │ │ │ │ │ │ │ ├── FXWater4Advanced.shader │ │ │ │ │ │ │ ├── FXWater4Advanced.shader.meta │ │ │ │ │ │ │ ├── FXWater4Simple.shader │ │ │ │ │ │ │ ├── FXWater4Simple.shader.meta │ │ │ │ │ │ │ ├── WaterInclude.cginc │ │ │ │ │ │ │ └── WaterInclude.cginc.meta │ │ │ │ │ │ ├── Shaders.meta │ │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ │ ├── SimpleFoam.png.meta │ │ │ │ │ │ │ └── SmallWaves.png.meta │ │ │ │ │ │ └── Textures.meta │ │ │ │ │ └── Water4.meta │ │ │ │ ├── Water (Basic)/ │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── WaterBasicDaytime.mat │ │ │ │ │ │ ├── WaterBasicDaytime.mat.meta │ │ │ │ │ │ ├── WaterBasicNighttime.mat │ │ │ │ │ │ ├── WaterBasicNighttime.mat.meta │ │ │ │ │ │ ├── WaterDefault.mat │ │ │ │ │ │ └── WaterDefault.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── WaterBasicPlane.fbx │ │ │ │ │ │ └── WaterBasicPlane.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ ├── WaterBasicDaytime.prefab │ │ │ │ │ │ ├── WaterBasicDaytime.prefab.meta │ │ │ │ │ │ ├── WaterBasicNightime.prefab │ │ │ │ │ │ └── WaterBasicNightime.prefab.meta │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ ├── Scripts/ │ │ │ │ │ │ ├── WaterBasic.cs │ │ │ │ │ │ └── WaterBasic.cs.meta │ │ │ │ │ ├── Scripts.meta │ │ │ │ │ ├── Shaders/ │ │ │ │ │ │ ├── FXWaterBasic.shader │ │ │ │ │ │ └── FXWaterBasic.shader.meta │ │ │ │ │ ├── Shaders.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── WaterBasicDaytimeGradient.psd │ │ │ │ │ │ ├── WaterBasicDaytimeGradient.psd.meta │ │ │ │ │ │ ├── WaterBasicNighttimeGradient.psd │ │ │ │ │ │ ├── WaterBasicNighttimeGradient.psd.meta │ │ │ │ │ │ └── WaterBasicNormals.jpg.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── Water (Basic).meta │ │ │ │ └── Water.meta │ │ │ ├── Environment.meta │ │ │ ├── Fonts/ │ │ │ │ ├── OpenSans/ │ │ │ │ │ ├── License!.txt │ │ │ │ │ ├── License!.txt.meta │ │ │ │ │ ├── OpenSansBold.ttf.meta │ │ │ │ │ ├── OpenSansLight.ttf.meta │ │ │ │ │ ├── OpenSansRegular.ttf.meta │ │ │ │ │ └── OpenSansSemibold.ttf.meta │ │ │ │ ├── OpenSans.meta │ │ │ │ └── Unipix.ttf.meta │ │ │ ├── Fonts.meta │ │ │ ├── ParticleSystems/ │ │ │ │ ├── Materials/ │ │ │ │ │ ├── ParticleAfterburner.mat │ │ │ │ │ ├── ParticleAfterburner.mat.meta │ │ │ │ │ ├── ParticleDuststorm.mat │ │ │ │ │ ├── ParticleDuststorm.mat.meta │ │ │ │ │ ├── ParticleFireball.mat │ │ │ │ │ ├── ParticleFireball.mat.meta │ │ │ │ │ ├── ParticleFirecloud.mat │ │ │ │ │ ├── ParticleFirecloud.mat.meta │ │ │ │ │ ├── ParticleFirework.mat │ │ │ │ │ ├── ParticleFirework.mat.meta │ │ │ │ │ ├── ParticleFlameLicks.mat │ │ │ │ │ ├── ParticleFlameLicks.mat.meta │ │ │ │ │ ├── ParticleFlames.mat │ │ │ │ │ ├── ParticleFlames.mat.meta │ │ │ │ │ ├── ParticleGlow.mat │ │ │ │ │ ├── ParticleGlow.mat.meta │ │ │ │ │ ├── ParticleSmokeBlack.mat │ │ │ │ │ ├── ParticleSmokeBlack.mat.meta │ │ │ │ │ ├── ParticleSmokeMobile.mat │ │ │ │ │ ├── ParticleSmokeMobile.mat.meta │ │ │ │ │ ├── ParticleSmokeVertlit.mat │ │ │ │ │ ├── ParticleSmokeVertlit.mat.meta │ │ │ │ │ ├── ParticleSmokeWhite.mat │ │ │ │ │ ├── ParticleSmokeWhite.mat.meta │ │ │ │ │ ├── ParticleSpark.mat │ │ │ │ │ ├── ParticleSpark.mat.meta │ │ │ │ │ ├── ParticleSplashes.mat │ │ │ │ │ ├── ParticleSplashes.mat.meta │ │ │ │ │ ├── ParticleSpray.mat │ │ │ │ │ ├── ParticleSpray.mat.meta │ │ │ │ │ ├── ParticleSteam.mat │ │ │ │ │ ├── ParticleSteam.mat.meta │ │ │ │ │ ├── ParticleSteamMobile.mat │ │ │ │ │ ├── ParticleSteamMobile.mat.meta │ │ │ │ │ ├── ParticleWaterSpray.mat │ │ │ │ │ └── ParticleWaterSpray.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── ParticleSystemsGuidelines.txt │ │ │ │ ├── ParticleSystemsGuidelines.txt.meta │ │ │ │ ├── Prefabs/ │ │ │ │ │ ├── Afterburner.prefab │ │ │ │ │ ├── Afterburner.prefab.meta │ │ │ │ │ ├── DustStorm.prefab │ │ │ │ │ ├── DustStorm.prefab.meta │ │ │ │ │ ├── DustStormMobile.prefab │ │ │ │ │ ├── DustStormMobile.prefab.meta │ │ │ │ │ ├── Explosion.prefab │ │ │ │ │ ├── Explosion.prefab.meta │ │ │ │ │ ├── ExplosionMobile.prefab │ │ │ │ │ ├── ExplosionMobile.prefab.meta │ │ │ │ │ ├── FireComplex.prefab │ │ │ │ │ ├── FireComplex.prefab.meta │ │ │ │ │ ├── FireMobile.prefab │ │ │ │ │ ├── FireMobile.prefab.meta │ │ │ │ │ ├── Fireworks.prefab │ │ │ │ │ ├── Fireworks.prefab.meta │ │ │ │ │ ├── Flare.prefab │ │ │ │ │ ├── Flare.prefab.meta │ │ │ │ │ ├── FlareMobile.prefab │ │ │ │ │ ├── FlareMobile.prefab.meta │ │ │ │ │ ├── Hose.prefab │ │ │ │ │ ├── Hose.prefab.meta │ │ │ │ │ ├── HoseMobile.prefab │ │ │ │ │ ├── HoseMobile.prefab.meta │ │ │ │ │ ├── Smoke.prefab │ │ │ │ │ ├── Smoke.prefab.meta │ │ │ │ │ ├── Steam.prefab │ │ │ │ │ ├── Steam.prefab.meta │ │ │ │ │ ├── SteamMobile.prefab │ │ │ │ │ ├── SteamMobile.prefab.meta │ │ │ │ │ ├── TyreBurnoutSmoke.prefab │ │ │ │ │ ├── TyreBurnoutSmoke.prefab.meta │ │ │ │ │ ├── WildFire.prefab │ │ │ │ │ └── WildFire.prefab.meta │ │ │ │ ├── Prefabs.meta │ │ │ │ ├── Scripts/ │ │ │ │ │ ├── AfterburnerPhysicsForce.cs │ │ │ │ │ ├── AfterburnerPhysicsForce.cs.meta │ │ │ │ │ ├── ExplosionFireAndDebris.cs │ │ │ │ │ ├── ExplosionFireAndDebris.cs.meta │ │ │ │ │ ├── ExplosionPhysicsForce.cs │ │ │ │ │ ├── ExplosionPhysicsForce.cs.meta │ │ │ │ │ ├── Explosive.cs │ │ │ │ │ ├── Explosive.cs.meta │ │ │ │ │ ├── ExtinguishableParticleSystem.cs │ │ │ │ │ ├── ExtinguishableParticleSystem.cs.meta │ │ │ │ │ ├── FireLight.cs │ │ │ │ │ ├── FireLight.cs.meta │ │ │ │ │ ├── Hose.cs │ │ │ │ │ ├── Hose.cs.meta │ │ │ │ │ ├── ParticleSystemMultiplier.cs │ │ │ │ │ ├── ParticleSystemMultiplier.cs.meta │ │ │ │ │ ├── SmokeParticles.cs │ │ │ │ │ ├── SmokeParticles.cs.meta │ │ │ │ │ ├── WaterHoseParticles.cs │ │ │ │ │ └── WaterHoseParticles.cs.meta │ │ │ │ ├── Scripts.meta │ │ │ │ ├── Shaders/ │ │ │ │ │ ├── PriorityParticleAdd.shader │ │ │ │ │ ├── PriorityParticleAdd.shader.meta │ │ │ │ │ ├── PriorityParticleAddSoft.shader │ │ │ │ │ ├── PriorityParticleAddSoft.shader.meta │ │ │ │ │ ├── PriorityParticleAlpha.shader │ │ │ │ │ └── PriorityParticleAlpha.shader.meta │ │ │ │ ├── Shaders.meta │ │ │ │ ├── Textures/ │ │ │ │ │ ├── ParticleBokeh.png.meta │ │ │ │ │ ├── ParticleCloudBlack.png.meta │ │ │ │ │ ├── ParticleCloudWhite.png.meta │ │ │ │ │ ├── ParticleFireballSheet.png.meta │ │ │ │ │ ├── ParticleFirecloud.png.meta │ │ │ │ │ ├── ParticleFlameLickSheet.png.meta │ │ │ │ │ ├── ParticleFlamesSheet.png.meta │ │ │ │ │ ├── ParticleFlare.png.meta │ │ │ │ │ ├── Spark.png.meta │ │ │ │ │ ├── SplashesFineParticle.png.meta │ │ │ │ │ └── SplashesLargeParticle.png.meta │ │ │ │ └── Textures.meta │ │ │ ├── ParticleSystems.meta │ │ │ ├── PhysicsMaterials/ │ │ │ │ ├── Bouncy.physicmaterial │ │ │ │ ├── Bouncy.physicmaterial.meta │ │ │ │ ├── Ice.physicmaterial │ │ │ │ ├── Ice.physicmaterial.meta │ │ │ │ ├── MaxFriction.physicMaterial │ │ │ │ ├── MaxFriction.physicMaterial.meta │ │ │ │ ├── Metal.physicmaterial │ │ │ │ ├── Metal.physicmaterial.meta │ │ │ │ ├── Rubber.physicmaterial │ │ │ │ ├── Rubber.physicmaterial.meta │ │ │ │ ├── Wood.physicmaterial │ │ │ │ ├── Wood.physicmaterial.meta │ │ │ │ ├── ZeroFriction.physicMaterial │ │ │ │ └── ZeroFriction.physicMaterial.meta │ │ │ ├── PhysicsMaterials.meta │ │ │ ├── Prototyping/ │ │ │ │ ├── Materials/ │ │ │ │ │ ├── NavyGrid.mat │ │ │ │ │ ├── NavyGrid.mat.meta │ │ │ │ │ ├── NavySmooth.mat │ │ │ │ │ ├── NavySmooth.mat.meta │ │ │ │ │ ├── PinkGrid.mat │ │ │ │ │ ├── PinkGrid.mat.meta │ │ │ │ │ ├── PinkSmooth.mat │ │ │ │ │ ├── PinkSmooth.mat.meta │ │ │ │ │ ├── YellowGrid.mat │ │ │ │ │ ├── YellowGrid.mat.meta │ │ │ │ │ ├── YellowSmooth.mat │ │ │ │ │ └── YellowSmooth.mat.meta │ │ │ │ ├── Materials.meta │ │ │ │ ├── Models/ │ │ │ │ │ ├── BlockPrototype04x04x04.fbx │ │ │ │ │ ├── BlockPrototype04x04x04.fbx.meta │ │ │ │ │ ├── CubePrototype02x02x02.fbx │ │ │ │ │ ├── CubePrototype02x02x02.fbx.meta │ │ │ │ │ ├── CubePrototype04x04x04.fbx │ │ │ │ │ ├── CubePrototype04x04x04.fbx.meta │ │ │ │ │ ├── CubePrototype08x08x08.fbx │ │ │ │ │ ├── CubePrototype08x08x08.fbx.meta │ │ │ │ │ ├── FloorPrototype04x01x04.fbx │ │ │ │ │ ├── FloorPrototype04x01x04.fbx.meta │ │ │ │ │ ├── FloorPrototype08x01x08.fbx │ │ │ │ │ ├── FloorPrototype08x01x08.fbx.meta │ │ │ │ │ ├── FloorPrototype64x01x64.fbx │ │ │ │ │ ├── FloorPrototype64x01x64.fbx.meta │ │ │ │ │ ├── HousePrototype16x16x24.fbx │ │ │ │ │ ├── HousePrototype16x16x24.fbx.meta │ │ │ │ │ ├── JoinInnerPrototype01x06x01.fbx │ │ │ │ │ ├── JoinInnerPrototype01x06x01.fbx.meta │ │ │ │ │ ├── JoinMidPrototype04x06x01.fbx │ │ │ │ │ ├── JoinMidPrototype04x06x01.fbx.meta │ │ │ │ │ ├── JoinOuterPrototype02x06x02.fbx │ │ │ │ │ ├── JoinOuterPrototype02x06x02.fbx.meta │ │ │ │ │ ├── PickupPrototype01x01x01.fbx │ │ │ │ │ ├── PickupPrototype01x01x01.fbx.meta │ │ │ │ │ ├── PillarPrototype01x02x01.fbx │ │ │ │ │ ├── PillarPrototype01x02x01.fbx.meta │ │ │ │ │ ├── PillarPrototype02x08x02.fbx │ │ │ │ │ ├── PillarPrototype02x08x02.fbx.meta │ │ │ │ │ ├── PlatformPrototype02x01x02.fbx │ │ │ │ │ ├── PlatformPrototype02x01x02.fbx.meta │ │ │ │ │ ├── PlatformPrototype04x01x04.fbx │ │ │ │ │ ├── PlatformPrototype04x01x04.fbx.meta │ │ │ │ │ ├── PlatformPrototype08x01x08.fbx │ │ │ │ │ ├── PlatformPrototype08x01x08.fbx.meta │ │ │ │ │ ├── RampPrototype04x02x02.fbx │ │ │ │ │ ├── RampPrototype04x02x02.fbx.meta │ │ │ │ │ ├── StepsPrototype04x02x02.fbx │ │ │ │ │ ├── StepsPrototype04x02x02.fbx.meta │ │ │ │ │ ├── WallPrototype08x08x01.fbx │ │ │ │ │ └── WallPrototype08x08x01.fbx.meta │ │ │ │ ├── Models.meta │ │ │ │ ├── Prefabs/ │ │ │ │ │ ├── BlockPrototype04x04x04.prefab │ │ │ │ │ ├── BlockPrototype04x04x04.prefab.meta │ │ │ │ │ ├── CubePrototype02x02x02.prefab │ │ │ │ │ ├── CubePrototype02x02x02.prefab.meta │ │ │ │ │ ├── CubePrototype04x04x04.prefab │ │ │ │ │ ├── CubePrototype04x04x04.prefab.meta │ │ │ │ │ ├── CubePrototype08x08x08.prefab │ │ │ │ │ ├── CubePrototype08x08x08.prefab.meta │ │ │ │ │ ├── FloorPrototype04x01x04.prefab │ │ │ │ │ ├── FloorPrototype04x01x04.prefab.meta │ │ │ │ │ ├── FloorPrototype08x01x08.prefab │ │ │ │ │ ├── FloorPrototype08x01x08.prefab.meta │ │ │ │ │ ├── FloorPrototype64x01x64.prefab │ │ │ │ │ ├── FloorPrototype64x01x64.prefab.meta │ │ │ │ │ ├── HousePrototype16x16x24.prefab │ │ │ │ │ ├── HousePrototype16x16x24.prefab.meta │ │ │ │ │ ├── JoinInnerPrototype01x06x01.prefab │ │ │ │ │ ├── JoinInnerPrototype01x06x01.prefab.meta │ │ │ │ │ ├── JoinMidPrototype04x06x01.prefab │ │ │ │ │ ├── JoinMidPrototype04x06x01.prefab.meta │ │ │ │ │ ├── JoinOuterPrototype02x06x02.prefab │ │ │ │ │ ├── JoinOuterPrototype02x06x02.prefab.meta │ │ │ │ │ ├── PickupPrototype.prefab │ │ │ │ │ ├── PickupPrototype.prefab.meta │ │ │ │ │ ├── PillarPrototype01x02x01.prefab │ │ │ │ │ ├── PillarPrototype01x02x01.prefab.meta │ │ │ │ │ ├── PillarPrototype02x08x02.prefab │ │ │ │ │ ├── PillarPrototype02x08x02.prefab.meta │ │ │ │ │ ├── PlatformPrototype02x01x02.prefab │ │ │ │ │ ├── PlatformPrototype02x01x02.prefab.meta │ │ │ │ │ ├── PlatformPrototype04x01x04.prefab │ │ │ │ │ ├── PlatformPrototype04x01x04.prefab.meta │ │ │ │ │ ├── PlatformPrototype08x01x08.prefab │ │ │ │ │ ├── PlatformPrototype08x01x08.prefab.meta │ │ │ │ │ ├── RampPrototype04x02x02.prefab │ │ │ │ │ ├── RampPrototype04x02x02.prefab.meta │ │ │ │ │ ├── StepsPrototype04x02x02.prefab │ │ │ │ │ ├── StepsPrototype04x02x02.prefab.meta │ │ │ │ │ ├── WallPrototype08x08x01.prefab │ │ │ │ │ └── WallPrototype08x08x01.prefab.meta │ │ │ │ ├── Prefabs.meta │ │ │ │ ├── Shaders/ │ │ │ │ │ ├── WorldCoordDiffuse.shader │ │ │ │ │ └── WorldCoordDiffuse.shader.meta │ │ │ │ ├── Shaders.meta │ │ │ │ ├── Textures/ │ │ │ │ │ ├── GridEmissive.png.meta │ │ │ │ │ ├── SwatchMauveAlbedo.png.meta │ │ │ │ │ ├── SwatchNavyAlbedo.png.meta │ │ │ │ │ ├── SwatchNavyDarkAlbedo.png.meta │ │ │ │ │ ├── SwatchOrangeAlbedo.png.meta │ │ │ │ │ ├── SwatchPinkDAlbedo.png.meta │ │ │ │ │ ├── SwatchTealAlbedo.png.meta │ │ │ │ │ ├── SwatchTurquoiseAlbedo.png.meta │ │ │ │ │ ├── SwatchWhiteAlbedo.png.meta │ │ │ │ │ └── SwatchYellowAlbedo.png.meta │ │ │ │ └── Textures.meta │ │ │ ├── Prototyping.meta │ │ │ ├── Utility/ │ │ │ │ ├── ActivateTrigger.cs │ │ │ │ ├── ActivateTrigger.cs.meta │ │ │ │ ├── AlphaButtonClickMask.cs │ │ │ │ ├── AlphaButtonClickMask.cs.meta │ │ │ │ ├── AutoMobileShaderSwitch.cs │ │ │ │ ├── AutoMobileShaderSwitch.cs.meta │ │ │ │ ├── AutoMoveAndRotate.cs │ │ │ │ ├── AutoMoveAndRotate.cs.meta │ │ │ │ ├── CameraRefocus.cs │ │ │ │ ├── CameraRefocus.cs.meta │ │ │ │ ├── CurveControlledBob.cs │ │ │ │ ├── CurveControlledBob.cs.meta │ │ │ │ ├── DragRigidbody.cs │ │ │ │ ├── DragRigidbody.cs.meta │ │ │ │ ├── DynamicShadowSettings.cs │ │ │ │ ├── DynamicShadowSettings.cs.meta │ │ │ │ ├── EventSystemChecker.cs │ │ │ │ ├── EventSystemChecker.cs.meta │ │ │ │ ├── FOVKick.cs │ │ │ │ ├── FOVKick.cs.meta │ │ │ │ ├── FPSCounter.cs │ │ │ │ ├── FPSCounter.cs.meta │ │ │ │ ├── FollowTarget.cs │ │ │ │ ├── FollowTarget.cs.meta │ │ │ │ ├── LerpControlledBob.cs │ │ │ │ ├── LerpControlledBob.cs.meta │ │ │ │ ├── ObjectResetter.cs │ │ │ │ ├── ObjectResetter.cs.meta │ │ │ │ ├── ParticleSystemDestroyer.cs │ │ │ │ ├── ParticleSystemDestroyer.cs.meta │ │ │ │ ├── PlatformSpecificContent.cs │ │ │ │ ├── PlatformSpecificContent.cs.meta │ │ │ │ ├── Prefabs/ │ │ │ │ │ ├── FramerateCounter.prefab │ │ │ │ │ └── FramerateCounter.prefab.meta │ │ │ │ ├── Prefabs.meta │ │ │ │ ├── SimpleMouseRotator.cs │ │ │ │ ├── SimpleMouseRotator.cs.meta │ │ │ │ ├── SmoothFollow.cs │ │ │ │ ├── SmoothFollow.cs.meta │ │ │ │ ├── TimedObjectActivator.cs │ │ │ │ ├── TimedObjectActivator.cs.meta │ │ │ │ ├── TimedObjectDestructor.cs │ │ │ │ ├── TimedObjectDestructor.cs.meta │ │ │ │ ├── WaypointCircuit.cs │ │ │ │ ├── WaypointCircuit.cs.meta │ │ │ │ ├── WaypointProgressTracker.cs │ │ │ │ └── WaypointProgressTracker.cs.meta │ │ │ ├── Utility.meta │ │ │ ├── Vehicles/ │ │ │ │ ├── Aircraft/ │ │ │ │ │ ├── AircraftGuidelines.txt │ │ │ │ │ ├── AircraftGuidelines.txt.meta │ │ │ │ │ ├── Animation/ │ │ │ │ │ │ ├── JetGearLower.anim │ │ │ │ │ │ ├── JetGearLower.anim.meta │ │ │ │ │ │ ├── JetGearLowered.anim │ │ │ │ │ │ ├── JetGearLowered.anim.meta │ │ │ │ │ │ ├── JetGearRaise.anim │ │ │ │ │ │ ├── JetGearRaise.anim.meta │ │ │ │ │ │ ├── JetGearRaised.anim │ │ │ │ │ │ ├── JetGearRaised.anim.meta │ │ │ │ │ │ ├── JetPlane.controller │ │ │ │ │ │ ├── JetPlane.controller.meta │ │ │ │ │ │ ├── PropGearLower.anim │ │ │ │ │ │ ├── PropGearLower.anim.meta │ │ │ │ │ │ ├── PropGearLowered.anim │ │ │ │ │ │ ├── PropGearLowered.anim.meta │ │ │ │ │ │ ├── PropGearRaise.anim │ │ │ │ │ │ ├── PropGearRaise.anim.meta │ │ │ │ │ │ ├── PropGearRaised.anim │ │ │ │ │ │ ├── PropGearRaised.anim.meta │ │ │ │ │ │ ├── PropPlane.controller │ │ │ │ │ │ └── PropPlane.controller.meta │ │ │ │ │ ├── Animation.meta │ │ │ │ │ ├── Audio/ │ │ │ │ │ │ ├── FlightWind.wav.meta │ │ │ │ │ │ ├── JetEngine.wav.meta │ │ │ │ │ │ └── PropellerEngine.wav.meta │ │ │ │ │ ├── Audio.meta │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── AircraftFuselageGrey.mat │ │ │ │ │ │ ├── AircraftFuselageGrey.mat.meta │ │ │ │ │ │ ├── AircraftFuselageWhite.mat │ │ │ │ │ │ ├── AircraftFuselageWhite.mat.meta │ │ │ │ │ │ ├── AircraftWingsJetGrey.mat │ │ │ │ │ │ ├── AircraftWingsJetGrey.mat.meta │ │ │ │ │ │ ├── AircraftWingsJetWhite.mat │ │ │ │ │ │ ├── AircraftWingsJetWhite.mat.meta │ │ │ │ │ │ ├── AircraftWingsPropellerBlurGrey.mat │ │ │ │ │ │ ├── AircraftWingsPropellerBlurGrey.mat.meta │ │ │ │ │ │ ├── AircraftWingsPropellerBlurWhite.mat │ │ │ │ │ │ ├── AircraftWingsPropellerBlurWhite.mat.meta │ │ │ │ │ │ ├── AircraftWingsPropellersGrey.mat │ │ │ │ │ │ ├── AircraftWingsPropellersGrey.mat.meta │ │ │ │ │ │ ├── AircraftWingsPropellersWhite.mat │ │ │ │ │ │ ├── AircraftWingsPropellersWhite.mat.meta │ │ │ │ │ │ ├── ParticleAfterburner.mat │ │ │ │ │ │ ├── ParticleAfterburner.mat.meta │ │ │ │ │ │ ├── ParticleContrail.mat │ │ │ │ │ │ ├── ParticleContrail.mat.meta │ │ │ │ │ │ ├── ParticleJetTrail.mat │ │ │ │ │ │ └── ParticleJetTrail.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── AircraftFuselage.fbx │ │ │ │ │ │ ├── AircraftFuselage.fbx.meta │ │ │ │ │ │ ├── AircraftWingsJet.fbx │ │ │ │ │ │ ├── AircraftWingsJet.fbx.meta │ │ │ │ │ │ ├── AircraftWingsPropeller.fbx │ │ │ │ │ │ └── AircraftWingsPropeller.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ ├── AircraftJet.prefab │ │ │ │ │ │ ├── AircraftJet.prefab.meta │ │ │ │ │ │ ├── AircraftJetAI.prefab │ │ │ │ │ │ ├── AircraftJetAI.prefab.meta │ │ │ │ │ │ ├── AircraftPropeller.prefab │ │ │ │ │ │ ├── AircraftPropeller.prefab.meta │ │ │ │ │ │ ├── AircraftPropellerAi.prefab │ │ │ │ │ │ └── AircraftPropellerAi.prefab.meta │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ ├── Scripts/ │ │ │ │ │ │ ├── AeroplaneAiControl.cs │ │ │ │ │ │ ├── AeroplaneAiControl.cs.meta │ │ │ │ │ │ ├── AeroplaneAudio.cs │ │ │ │ │ │ ├── AeroplaneAudio.cs.meta │ │ │ │ │ │ ├── AeroplaneControlSurfaceAnimator.cs │ │ │ │ │ │ ├── AeroplaneControlSurfaceAnimator.cs.meta │ │ │ │ │ │ ├── AeroplaneController.cs │ │ │ │ │ │ ├── AeroplaneController.cs.meta │ │ │ │ │ │ ├── AeroplanePropellerAnimator.cs │ │ │ │ │ │ ├── AeroplanePropellerAnimator.cs.meta │ │ │ │ │ │ ├── AeroplaneUserControl2Axis.cs │ │ │ │ │ │ ├── AeroplaneUserControl2Axis.cs.meta │ │ │ │ │ │ ├── AeroplaneUserControl4Axis.cs │ │ │ │ │ │ ├── AeroplaneUserControl4Axis.cs.meta │ │ │ │ │ │ ├── JetParticleEffect.cs │ │ │ │ │ │ ├── JetParticleEffect.cs.meta │ │ │ │ │ │ ├── LandingGear.cs │ │ │ │ │ │ └── LandingGear.cs.meta │ │ │ │ │ ├── Scripts.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── AircraftFuselageNormals.png.meta │ │ │ │ │ │ ├── AircraftFuselageOcclusion.png.meta │ │ │ │ │ │ ├── AircraftPropellerBlur01GreyAlbedo.png.meta │ │ │ │ │ │ ├── AircraftPropellerBlur01WhiteAlbedo.png.meta │ │ │ │ │ │ ├── AircraftPropellerBlur02GreyAlbedo.png.meta │ │ │ │ │ │ ├── AircraftPropellerBlur02WhiteAlbedo.png.meta │ │ │ │ │ │ ├── AircraftPropellerBlur03GreyAlbedo.png.meta │ │ │ │ │ │ ├── AircraftPropellerBlur03WhiteAlbedo.png.meta │ │ │ │ │ │ ├── AircraftWingsJetNormals.png.meta │ │ │ │ │ │ ├── AircraftWingsJetOcclusion.png.meta │ │ │ │ │ │ ├── AircraftWingsPropellerNormals.png.meta │ │ │ │ │ │ └── AircraftWingsPropellerOcclusion.png.meta │ │ │ │ │ └── Textures.meta │ │ │ │ ├── Aircraft.meta │ │ │ │ ├── Car/ │ │ │ │ │ ├── Audio/ │ │ │ │ │ │ ├── AccelerationHigh.wav.meta │ │ │ │ │ │ ├── AccelerationLow.wav.meta │ │ │ │ │ │ ├── DecelerationHigh.wav.meta │ │ │ │ │ │ ├── DecelerationLow.wav.meta │ │ │ │ │ │ └── Skid.wav.meta │ │ │ │ │ ├── Audio.meta │ │ │ │ │ ├── CarGuidelines.txt │ │ │ │ │ ├── CarGuidelines.txt.meta │ │ │ │ │ ├── Materials/ │ │ │ │ │ │ ├── ParticleBurnout.mat │ │ │ │ │ │ ├── ParticleBurnout.mat.meta │ │ │ │ │ │ ├── ParticleSmokeWhite.mat │ │ │ │ │ │ ├── ParticleSmokeWhite.mat.meta │ │ │ │ │ │ ├── SkyCarBodyGrey.mat │ │ │ │ │ │ ├── SkyCarBodyGrey.mat.meta │ │ │ │ │ │ ├── SkyCarBodyWhite.mat │ │ │ │ │ │ ├── SkyCarBodyWhite.mat.meta │ │ │ │ │ │ ├── SkyCarLightCoversGrey.mat │ │ │ │ │ │ ├── SkyCarLightCoversGrey.mat.meta │ │ │ │ │ │ ├── SkyCarLightCoversWhite.mat │ │ │ │ │ │ ├── SkyCarLightCoversWhite.mat.meta │ │ │ │ │ │ ├── SkyCarLightGlows.mat │ │ │ │ │ │ ├── SkyCarLightGlows.mat.meta │ │ │ │ │ │ ├── SkyCarWheelGrey.mat │ │ │ │ │ │ ├── SkyCarWheelGrey.mat.meta │ │ │ │ │ │ ├── SkyCarWheelWhite.mat │ │ │ │ │ │ ├── SkyCarWheelWhite.mat.meta │ │ │ │ │ │ ├── TrailSkid.mat │ │ │ │ │ │ └── TrailSkid.mat.meta │ │ │ │ │ ├── Materials.meta │ │ │ │ │ ├── Models/ │ │ │ │ │ │ ├── SkyCar.fbx │ │ │ │ │ │ └── SkyCar.fbx.meta │ │ │ │ │ ├── Models.meta │ │ │ │ │ ├── Prefabs/ │ │ │ │ │ │ ├── Car.prefab │ │ │ │ │ │ ├── Car.prefab.meta │ │ │ │ │ │ ├── CarWaypointBased.prefab │ │ │ │ │ │ ├── CarWaypointBased.prefab.meta │ │ │ │ │ │ ├── SkidTrail.prefab │ │ │ │ │ │ └── SkidTrail.prefab.meta │ │ │ │ │ ├── Prefabs.meta │ │ │ │ │ ├── Scripts/ │ │ │ │ │ │ ├── BrakeLight.cs │ │ │ │ │ │ ├── BrakeLight.cs.meta │ │ │ │ │ │ ├── CarAIControl.cs │ │ │ │ │ │ ├── CarAIControl.cs.meta │ │ │ │ │ │ ├── CarAudio.cs │ │ │ │ │ │ ├── CarAudio.cs.meta │ │ │ │ │ │ ├── CarController.cs │ │ │ │ │ │ ├── CarController.cs.meta │ │ │ │ │ │ ├── CarSelfRighting.cs │ │ │ │ │ │ ├── CarSelfRighting.cs.meta │ │ │ │ │ │ ├── CarUserControl.cs │ │ │ │ │ │ ├── CarUserControl.cs.meta │ │ │ │ │ │ ├── Mudguard.cs │ │ │ │ │ │ ├── Mudguard.cs.meta │ │ │ │ │ │ ├── SkidTrail.cs │ │ │ │ │ │ ├── SkidTrail.cs.meta │ │ │ │ │ │ ├── Suspension.cs │ │ │ │ │ │ ├── Suspension.cs.meta │ │ │ │ │ │ ├── WheelEffects.cs │ │ │ │ │ │ └── WheelEffects.cs.meta │ │ │ │ │ ├── Scripts.meta │ │ │ │ │ ├── Shaders/ │ │ │ │ │ │ ├── DiffuseReflectiveShader.shader │ │ │ │ │ │ ├── DiffuseReflectiveShader.shader.meta │ │ │ │ │ │ ├── ReflectiveDiffuseSpec.shader │ │ │ │ │ │ ├── ReflectiveDiffuseSpec.shader.meta │ │ │ │ │ │ ├── ReflectiveDiffuseSpecTransp.shader │ │ │ │ │ │ └── ReflectiveDiffuseSpecTransp.shader.meta │ │ │ │ │ ├── Shaders.meta │ │ │ │ │ ├── Textures/ │ │ │ │ │ │ ├── ParticleCloudWhite.png.meta │ │ │ │ │ │ ├── SkidTrailAlbedo.png.meta │ │ │ │ │ │ ├── SkyCarBodyNormals.png.meta │ │ │ │ │ │ ├── SkyCarBodyOcclusion.png.meta │ │ │ │ │ │ ├── SkyCarLightsGlowAlpha.png.meta │ │ │ │ │ │ ├── SkyCarWheelNormals.png.meta │ │ │ │ │ │ └── SkyCarWheelOcclusion.png.meta │ │ │ │ │ └── Textures.meta │ │ │ │ └── Car.meta │ │ │ └── Vehicles.meta │ │ └── Standard Assets.meta │ ├── ProjectSettings/ │ │ ├── AudioManager.asset │ │ ├── ClusterInputManager.asset │ │ ├── DynamicsManager.asset │ │ ├── EditorBuildSettings.asset │ │ ├── EditorSettings.asset │ │ ├── GraphicsSettings.asset │ │ ├── InputManager.asset │ │ ├── NavMeshAreas.asset │ │ ├── NetworkManager.asset │ │ ├── Physics2DSettings.asset │ │ ├── ProjectSettings.asset │ │ ├── ProjectVersion.txt │ │ ├── QualitySettings.asset │ │ ├── TagManager.asset │ │ ├── TimeManager.asset │ │ └── UnityConnectSettings.asset │ └── UnityPackageManager/ │ └── manifest.json └── README.md ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ # =============== # # Unity folders # # =============== # [Ll]ibrary/ [Tt]emp/ [Oo]bj/ 3rdParty/ Builds/ # ===================================== # # Visual Studio / MonoDevelop generated # # ===================================== # ExportedObj/ obj/ *.svd *.userprefs *.csproj *.pidb *.suo *.sln *.user *.unityproj *.booproj # ===================================== # # Unity generated # # ===================================== # *.pidb.meta sysinfo.txt # ============ # # OS generated # # ============ # .DS_Store .DS_Store? ._* .Spotlight-V100 .Trashes ehthumbs.db Thumbs.db ================================================ FILE: Portal/Assets/CameraMat_A.mat ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: serializedVersion: 6 m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: CameraMat_A m_Shader: {fileID: 4800000, guid: 78307da8343ee5c4ebad3a9128466894, type: 3} m_ShaderKeywords: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 m_TexEnvs: - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} 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================================================ FILE: Portal/Assets/PortalCamera.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; public class PortalCamera : MonoBehaviour { public Transform playerCamera; public Transform portal; public Transform otherPortal; // Update is called once per frame void Update () { Vector3 playerOffsetFromPortal = playerCamera.position - otherPortal.position; transform.position = portal.position + playerOffsetFromPortal; float angularDifferenceBetweenPortalRotations = Quaternion.Angle(portal.rotation, otherPortal.rotation); Quaternion portalRotationalDifference = Quaternion.AngleAxis(angularDifferenceBetweenPortalRotations, Vector3.up); Vector3 newCameraDirection = portalRotationalDifference * playerCamera.forward; transform.rotation = Quaternion.LookRotation(newCameraDirection, Vector3.up); } } ================================================ FILE: 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Portal/Assets/PostProcessing/Editor/Models/AmbientOcclusionModelEditor.cs ================================================ using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Settings = AmbientOcclusionModel.Settings; [PostProcessingModelEditor(typeof(AmbientOcclusionModel))] public class AmbientOcclusionModelEditor : PostProcessingModelEditor { SerializedProperty m_Intensity; SerializedProperty m_Radius; SerializedProperty m_SampleCount; SerializedProperty m_Downsampling; SerializedProperty m_ForceForwardCompatibility; SerializedProperty m_AmbientOnly; SerializedProperty m_HighPrecision; public override void OnEnable() { m_Intensity = FindSetting((Settings x) => x.intensity); m_Radius = FindSetting((Settings x) => x.radius); m_SampleCount = FindSetting((Settings x) => x.sampleCount); m_Downsampling = FindSetting((Settings x) => x.downsampling); m_ForceForwardCompatibility = FindSetting((Settings x) => x.forceForwardCompatibility); m_AmbientOnly = 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serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/AntialiasingModelEditor.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Method = AntialiasingModel.Method; using Settings = AntialiasingModel.Settings; [PostProcessingModelEditor(typeof(AntialiasingModel))] public class AntialiasingModelEditor : PostProcessingModelEditor { SerializedProperty m_Method; SerializedProperty m_FxaaPreset; SerializedProperty m_TaaJitterSpread; SerializedProperty m_TaaSharpen; SerializedProperty m_TaaStationaryBlending; SerializedProperty m_TaaMotionBlending; static string[] s_MethodNames = { "Fast Approximate Anti-aliasing", "Temporal Anti-aliasing" }; public override void OnEnable() { m_Method = FindSetting((Settings x) => x.method); 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EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Blending", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_TaaStationaryBlending, EditorGUIHelper.GetContent("Stationary")); EditorGUILayout.PropertyField(m_TaaMotionBlending, EditorGUIHelper.GetContent("Motion")); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.PropertyField(m_TaaSharpen); } } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/AntialiasingModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 2451939fe695c1a408ba688219837667 timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/BloomModelEditor.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Settings = BloomModel.Settings; [PostProcessingModelEditor(typeof(BloomModel))] public class BloomModelEditor : PostProcessingModelEditor { struct BloomSettings { public SerializedProperty intensity; public SerializedProperty threshold; public SerializedProperty softKnee; public SerializedProperty radius; public SerializedProperty antiFlicker; } struct LensDirtSettings { public SerializedProperty texture; public SerializedProperty intensity; } BloomSettings m_Bloom; LensDirtSettings m_LensDirt; public override void OnEnable() { m_Bloom = new BloomSettings { intensity = FindSetting((Settings x) => x.bloom.intensity), threshold = FindSetting((Settings x) => x.bloom.threshold), softKnee = FindSetting((Settings x) => x.bloom.softKnee), radius = FindSetting((Settings x) => x.bloom.radius), antiFlicker = FindSetting((Settings x) => x.bloom.antiFlicker) }; m_LensDirt = new LensDirtSettings { texture = FindSetting((Settings x) => x.lensDirt.texture), intensity = FindSetting((Settings x) => x.lensDirt.intensity) }; } public override void OnInspectorGUI() { EditorGUILayout.Space(); PrepareGraph(); DrawGraph(); EditorGUILayout.Space(); EditorGUILayout.PropertyField(m_Bloom.intensity); EditorGUILayout.PropertyField(m_Bloom.threshold, EditorGUIHelper.GetContent("Threshold (Gamma)")); EditorGUILayout.PropertyField(m_Bloom.softKnee); EditorGUILayout.PropertyField(m_Bloom.radius); EditorGUILayout.PropertyField(m_Bloom.antiFlicker); EditorGUILayout.Space(); EditorGUILayout.LabelField("Dirt", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_LensDirt.texture); EditorGUILayout.PropertyField(m_LensDirt.intensity); EditorGUI.indentLevel--; } #region Graph float m_GraphThreshold; float m_GraphKnee; float m_GraphIntensity; // Number of vertices in curve const int k_CurveResolution = 48; // Vertex buffers Vector3[] m_RectVertices = new Vector3[4]; Vector3[] m_LineVertices = new Vector3[2]; Vector3[] m_CurveVertices = new Vector3[k_CurveResolution]; Rect m_RectGraph; float m_RangeX; float m_RangeY; float ResponseFunction(float x) { var rq = Mathf.Clamp(x - m_GraphThreshold + m_GraphKnee, 0, m_GraphKnee * 2); rq = rq * rq * 0.25f / m_GraphKnee; return Mathf.Max(rq, x - m_GraphThreshold) * m_GraphIntensity; } // Transform a point into the graph rect Vector3 PointInRect(float x, float y) { x = Mathf.Lerp(m_RectGraph.x, m_RectGraph.xMax, x / m_RangeX); y = Mathf.Lerp(m_RectGraph.yMax, m_RectGraph.y, y / m_RangeY); return new Vector3(x, y, 0); } // Draw a line in the graph rect void DrawLine(float x1, float y1, float x2, float y2, float grayscale) { m_LineVertices[0] = PointInRect(x1, y1); m_LineVertices[1] = PointInRect(x2, y2); Handles.color = Color.white * grayscale; Handles.DrawAAPolyLine(2.0f, m_LineVertices); } // Draw a rect in the graph rect void DrawRect(float x1, float y1, float x2, float y2, float fill, float line) { m_RectVertices[0] = PointInRect(x1, y1); m_RectVertices[1] = PointInRect(x2, y1); m_RectVertices[2] = PointInRect(x2, y2); m_RectVertices[3] = PointInRect(x1, y2); Handles.DrawSolidRectangleWithOutline( m_RectVertices, fill < 0 ? Color.clear : Color.white * fill, line < 0 ? Color.clear : Color.white * line ); } // Update internal state with a given bloom instance public void PrepareGraph() { var bloom = (BloomModel)target; m_RangeX = 5f; m_RangeY = 2f; m_GraphThreshold = bloom.settings.bloom.thresholdLinear; m_GraphKnee = bloom.settings.bloom.softKnee * m_GraphThreshold + 1e-5f; // Intensity is capped to prevent sampling errors m_GraphIntensity = Mathf.Min(bloom.settings.bloom.intensity, 10f); } // Draw the graph at the current position public void DrawGraph() { using (new GUILayout.HorizontalScope()) { GUILayout.Space(EditorGUI.indentLevel * 15f); m_RectGraph = GUILayoutUtility.GetRect(128, 80); } // Background DrawRect(0, 0, m_RangeX, m_RangeY, 0.1f, 0.4f); // Soft-knee range DrawRect(m_GraphThreshold - m_GraphKnee, 0, m_GraphThreshold + m_GraphKnee, m_RangeY, 0.25f, -1); // Horizontal lines for (var i = 1; i < m_RangeY; i++) DrawLine(0, i, m_RangeX, i, 0.4f); // Vertical lines for (var i = 1; i < m_RangeX; i++) DrawLine(i, 0, i, m_RangeY, 0.4f); // Label Handles.Label( PointInRect(0, m_RangeY) + Vector3.right, "Brightness Response (linear)", EditorStyles.miniLabel ); // Threshold line DrawLine(m_GraphThreshold, 0, m_GraphThreshold, m_RangeY, 0.6f); // Response curve var vcount = 0; while (vcount < k_CurveResolution) { var x = m_RangeX * vcount / (k_CurveResolution - 1); var y = ResponseFunction(x); if (y < m_RangeY) { m_CurveVertices[vcount++] = PointInRect(x, y); } else { if (vcount > 1) { // Extend the last segment to the top edge of the rect. var v1 = m_CurveVertices[vcount - 2]; var v2 = m_CurveVertices[vcount - 1]; var clip = (m_RectGraph.y - v1.y) / (v2.y - v1.y); m_CurveVertices[vcount - 1] = v1 + (v2 - v1) * clip; } break; } } if (vcount > 1) { Handles.color = Color.white * 0.9f; Handles.DrawAAPolyLine(2.0f, vcount, m_CurveVertices); } } #endregion } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/BloomModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: a95f3f10e7e437c49ade656f531b30d2 timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/BuiltinDebugViewsEditor.cs ================================================ using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Mode = BuiltinDebugViewsModel.Mode; using Settings = BuiltinDebugViewsModel.Settings; [PostProcessingModelEditor(typeof(BuiltinDebugViewsModel), alwaysEnabled: true)] public class BuiltinDebugViewsEditor : PostProcessingModelEditor { struct DepthSettings { public SerializedProperty scale; } struct MotionVectorsSettings { public SerializedProperty sourceOpacity; public SerializedProperty motionImageOpacity; public SerializedProperty motionImageAmplitude; public SerializedProperty motionVectorsOpacity; public SerializedProperty motionVectorsResolution; public SerializedProperty motionVectorsAmplitude; } SerializedProperty m_Mode; DepthSettings m_Depth; MotionVectorsSettings m_MotionVectors; public override void OnEnable() { m_Mode = FindSetting((Settings x) => x.mode); m_Depth = new DepthSettings { scale = FindSetting((Settings x) => x.depth.scale) }; m_MotionVectors = new MotionVectorsSettings { sourceOpacity = FindSetting((Settings x) => x.motionVectors.sourceOpacity), motionImageOpacity = FindSetting((Settings x) => x.motionVectors.motionImageOpacity), motionImageAmplitude = FindSetting((Settings x) => x.motionVectors.motionImageAmplitude), motionVectorsOpacity = FindSetting((Settings x) => x.motionVectors.motionVectorsOpacity), motionVectorsResolution = FindSetting((Settings x) => x.motionVectors.motionVectorsResolution), motionVectorsAmplitude = FindSetting((Settings x) => x.motionVectors.motionVectorsAmplitude), }; } public override void OnInspectorGUI() { EditorGUILayout.PropertyField(m_Mode); int mode = m_Mode.intValue; if (mode == (int)Mode.Depth) { EditorGUILayout.PropertyField(m_Depth.scale); } else if (mode == (int)Mode.MotionVectors) { EditorGUILayout.HelpBox("Switch to play mode to see motion vectors.", MessageType.Info); EditorGUILayout.LabelField("Source Image", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_MotionVectors.sourceOpacity, EditorGUIHelper.GetContent("Opacity")); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Motion Vectors (overlay)", EditorStyles.boldLabel); EditorGUI.indentLevel++; if (m_MotionVectors.motionImageOpacity.floatValue > 0f) EditorGUILayout.HelpBox("Please keep opacity to 0 if you're subject to motion sickness.", MessageType.Warning); EditorGUILayout.PropertyField(m_MotionVectors.motionImageOpacity, EditorGUIHelper.GetContent("Opacity")); EditorGUILayout.PropertyField(m_MotionVectors.motionImageAmplitude, EditorGUIHelper.GetContent("Amplitude")); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Motion Vectors (arrows)", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_MotionVectors.motionVectorsOpacity, EditorGUIHelper.GetContent("Opacity")); EditorGUILayout.PropertyField(m_MotionVectors.motionVectorsResolution, EditorGUIHelper.GetContent("Resolution")); EditorGUILayout.PropertyField(m_MotionVectors.motionVectorsAmplitude, EditorGUIHelper.GetContent("Amplitude")); EditorGUI.indentLevel--; } else { CheckActiveEffect(mode == (int)Mode.AmbientOcclusion && !profile.ambientOcclusion.enabled, "Ambient Occlusion"); CheckActiveEffect(mode == (int)Mode.FocusPlane && !profile.depthOfField.enabled, "Depth Of Field"); CheckActiveEffect(mode == (int)Mode.EyeAdaptation && !profile.eyeAdaptation.enabled, "Eye Adaptation"); CheckActiveEffect((mode == (int)Mode.LogLut || mode == (int)Mode.PreGradingLog) && !profile.colorGrading.enabled, "Color Grading"); CheckActiveEffect(mode == (int)Mode.UserLut && !profile.userLut.enabled, "User Lut"); } } void CheckActiveEffect(bool expr, string name) { if (expr) EditorGUILayout.HelpBox(string.Format("{0} isn't enabled, the debug view won't work.", name), MessageType.Warning); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/BuiltinDebugViewsEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 760ffebbef2ed644c87940a699eb7fe6 timeCreated: 1468237035 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/ChromaticAberrationEditor.cs ================================================ using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { [PostProcessingModelEditor(typeof(ChromaticAberrationModel))] public class ChromaticaAberrationModelEditor : DefaultPostFxModelEditor { } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/ChromaticAberrationEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 8a713f71a0169794a915a081f6242f60 timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/ColorGradingModelEditor.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; using System; using System.Collections.Generic; using System.Linq.Expressions; namespace UnityEditor.PostProcessing { using Settings = ColorGradingModel.Settings; using Tonemapper = ColorGradingModel.Tonemapper; using ColorWheelMode = ColorGradingModel.ColorWheelMode; [PostProcessingModelEditor(typeof(ColorGradingModel))] public class ColorGradingModelEditor : PostProcessingModelEditor { static GUIContent[] s_Tonemappers = { new GUIContent("None"), new GUIContent("Filmic (ACES)"), new GUIContent("Neutral") }; struct TonemappingSettings { public SerializedProperty tonemapper; public SerializedProperty neutralBlackIn; public SerializedProperty neutralWhiteIn; public SerializedProperty neutralBlackOut; public SerializedProperty neutralWhiteOut; public SerializedProperty neutralWhiteLevel; public SerializedProperty neutralWhiteClip; } struct BasicSettings { public SerializedProperty exposure; public SerializedProperty temperature; public SerializedProperty tint; public SerializedProperty hueShift; public SerializedProperty saturation; public SerializedProperty contrast; } struct ChannelMixerSettings { public SerializedProperty[] channels; public SerializedProperty currentEditingChannel; } struct ColorWheelsSettings { public SerializedProperty mode; public SerializedProperty log; public SerializedProperty linear; } static GUIContent[] s_Curves = { new GUIContent("YRGB"), new GUIContent("Hue VS Hue"), new GUIContent("Hue VS Sat"), new GUIContent("Sat VS Sat"), new GUIContent("Lum VS Sat") }; struct CurvesSettings { public SerializedProperty master; public SerializedProperty red; public SerializedProperty green; public SerializedProperty blue; public SerializedProperty hueVShue; public SerializedProperty hueVSsat; public SerializedProperty satVSsat; public SerializedProperty lumVSsat; public SerializedProperty currentEditingCurve; public SerializedProperty curveY; public SerializedProperty curveR; public SerializedProperty curveG; public SerializedProperty curveB; } TonemappingSettings m_Tonemapping; BasicSettings m_Basic; ChannelMixerSettings m_ChannelMixer; ColorWheelsSettings m_ColorWheels; CurvesSettings m_Curves; CurveEditor m_CurveEditor; Dictionary m_CurveDict; // Neutral tonemapping curve helper const int k_CurveResolution = 24; const float k_NeutralRangeX = 2f; const float k_NeutralRangeY = 1f; Vector3[] m_RectVertices = new Vector3[4]; Vector3[] m_LineVertices = new Vector3[2]; Vector3[] m_CurveVertices = new Vector3[k_CurveResolution]; Rect m_NeutralCurveRect; public override void OnEnable() { // Tonemapping settings m_Tonemapping = new TonemappingSettings { tonemapper = FindSetting((Settings x) => x.tonemapping.tonemapper), neutralBlackIn = FindSetting((Settings x) => x.tonemapping.neutralBlackIn), neutralWhiteIn = FindSetting((Settings x) => x.tonemapping.neutralWhiteIn), neutralBlackOut = FindSetting((Settings x) => x.tonemapping.neutralBlackOut), neutralWhiteOut = FindSetting((Settings x) => x.tonemapping.neutralWhiteOut), neutralWhiteLevel = FindSetting((Settings x) => x.tonemapping.neutralWhiteLevel), neutralWhiteClip = FindSetting((Settings x) => x.tonemapping.neutralWhiteClip) }; // Basic settings m_Basic = new BasicSettings { exposure = FindSetting((Settings x) => x.basic.postExposure), temperature = FindSetting((Settings x) => x.basic.temperature), tint = FindSetting((Settings x) => x.basic.tint), hueShift = FindSetting((Settings x) => x.basic.hueShift), saturation = FindSetting((Settings x) => x.basic.saturation), contrast = FindSetting((Settings x) => x.basic.contrast) }; // Channel mixer m_ChannelMixer = new ChannelMixerSettings { channels = new[] { FindSetting((Settings x) => x.channelMixer.red), FindSetting((Settings x) => x.channelMixer.green), FindSetting((Settings x) => x.channelMixer.blue) }, currentEditingChannel = FindSetting((Settings x) => x.channelMixer.currentEditingChannel) }; // Color wheels m_ColorWheels = new ColorWheelsSettings { mode = FindSetting((Settings x) => x.colorWheels.mode), log = FindSetting((Settings x) => x.colorWheels.log), linear = FindSetting((Settings x) => x.colorWheels.linear) }; // Curves m_Curves = new CurvesSettings { master = FindSetting((Settings x) => x.curves.master.curve), red = FindSetting((Settings x) => x.curves.red.curve), green = FindSetting((Settings x) => x.curves.green.curve), blue = FindSetting((Settings x) => x.curves.blue.curve), hueVShue = FindSetting((Settings x) => x.curves.hueVShue.curve), hueVSsat = FindSetting((Settings x) => x.curves.hueVSsat.curve), satVSsat = FindSetting((Settings x) => x.curves.satVSsat.curve), lumVSsat = FindSetting((Settings x) => x.curves.lumVSsat.curve), currentEditingCurve = FindSetting((Settings x) => x.curves.e_CurrentEditingCurve), curveY = FindSetting((Settings x) => x.curves.e_CurveY), curveR = FindSetting((Settings x) => x.curves.e_CurveR), curveG = FindSetting((Settings x) => x.curves.e_CurveG), curveB = FindSetting((Settings x) => x.curves.e_CurveB) }; // Prepare the curve editor and extract curve display settings m_CurveDict = new Dictionary(); var settings = CurveEditor.Settings.defaultSettings; m_CurveEditor = new CurveEditor(settings); AddCurve(m_Curves.master, new Color(1f, 1f, 1f), 2, false); AddCurve(m_Curves.red, new Color(1f, 0f, 0f), 2, false); AddCurve(m_Curves.green, new Color(0f, 1f, 0f), 2, false); AddCurve(m_Curves.blue, new Color(0f, 0.5f, 1f), 2, false); AddCurve(m_Curves.hueVShue, new Color(1f, 1f, 1f), 0, true); AddCurve(m_Curves.hueVSsat, new Color(1f, 1f, 1f), 0, true); AddCurve(m_Curves.satVSsat, new Color(1f, 1f, 1f), 0, false); AddCurve(m_Curves.lumVSsat, new Color(1f, 1f, 1f), 0, false); } void AddCurve(SerializedProperty prop, Color color, uint minPointCount, bool loop) { var state = CurveEditor.CurveState.defaultState; state.color = color; state.visible = false; state.minPointCount = minPointCount; state.onlyShowHandlesOnSelection = true; state.zeroKeyConstantValue = 0.5f; state.loopInBounds = loop; m_CurveEditor.Add(prop, state); m_CurveDict.Add(prop, color); } public override void OnDisable() { m_CurveEditor.RemoveAll(); } public override void OnInspectorGUI() { DoGUIFor("Tonemapping", DoTonemappingGUI); EditorGUILayout.Space(); DoGUIFor("Basic", DoBasicGUI); EditorGUILayout.Space(); DoGUIFor("Channel Mixer", DoChannelMixerGUI); EditorGUILayout.Space(); DoGUIFor("Trackballs", DoColorWheelsGUI); EditorGUILayout.Space(); DoGUIFor("Grading Curves", DoCurvesGUI); } void DoGUIFor(string title, Action func) { EditorGUILayout.LabelField(title, EditorStyles.boldLabel); EditorGUI.indentLevel++; func(); EditorGUI.indentLevel--; } void DoTonemappingGUI() { int tid = EditorGUILayout.Popup(EditorGUIHelper.GetContent("Tonemapper"), m_Tonemapping.tonemapper.intValue, s_Tonemappers); if (tid == (int)Tonemapper.Neutral) { DrawNeutralTonemappingCurve(); EditorGUILayout.PropertyField(m_Tonemapping.neutralBlackIn, EditorGUIHelper.GetContent("Black In")); EditorGUILayout.PropertyField(m_Tonemapping.neutralWhiteIn, EditorGUIHelper.GetContent("White In")); EditorGUILayout.PropertyField(m_Tonemapping.neutralBlackOut, EditorGUIHelper.GetContent("Black Out")); EditorGUILayout.PropertyField(m_Tonemapping.neutralWhiteOut, EditorGUIHelper.GetContent("White Out")); EditorGUILayout.PropertyField(m_Tonemapping.neutralWhiteLevel, EditorGUIHelper.GetContent("White Level")); EditorGUILayout.PropertyField(m_Tonemapping.neutralWhiteClip, EditorGUIHelper.GetContent("White Clip")); } m_Tonemapping.tonemapper.intValue = tid; } void DrawNeutralTonemappingCurve() { using (new GUILayout.HorizontalScope()) { GUILayout.Space(EditorGUI.indentLevel * 15f); m_NeutralCurveRect = GUILayoutUtility.GetRect(128, 80); } // Background m_RectVertices[0] = PointInRect( 0f, 0f); m_RectVertices[1] = PointInRect(k_NeutralRangeX, 0f); m_RectVertices[2] = PointInRect(k_NeutralRangeX, k_NeutralRangeY); m_RectVertices[3] = PointInRect( 0f, k_NeutralRangeY); Handles.DrawSolidRectangleWithOutline( m_RectVertices, Color.white * 0.1f, Color.white * 0.4f ); // Horizontal lines for (var i = 1; i < k_NeutralRangeY; i++) DrawLine(0, i, k_NeutralRangeX, i, 0.4f); // Vertical lines for (var i = 1; i < k_NeutralRangeX; i++) DrawLine(i, 0, i, k_NeutralRangeY, 0.4f); // Label Handles.Label( PointInRect(0, k_NeutralRangeY) + Vector3.right, "Neutral Tonemapper", EditorStyles.miniLabel ); // Precompute some values var tonemap = ((ColorGradingModel)target).settings.tonemapping; const float scaleFactor = 20f; const float scaleFactorHalf = scaleFactor * 0.5f; float inBlack = tonemap.neutralBlackIn * scaleFactor + 1f; float outBlack = tonemap.neutralBlackOut * scaleFactorHalf + 1f; float inWhite = tonemap.neutralWhiteIn / scaleFactor; float outWhite = 1f - tonemap.neutralWhiteOut / scaleFactor; float blackRatio = inBlack / outBlack; float whiteRatio = inWhite / outWhite; const float a = 0.2f; float b = Mathf.Max(0f, Mathf.LerpUnclamped(0.57f, 0.37f, blackRatio)); float c = Mathf.LerpUnclamped(0.01f, 0.24f, whiteRatio); float d = Mathf.Max(0f, Mathf.LerpUnclamped(0.02f, 0.20f, blackRatio)); const float e = 0.02f; const float f = 0.30f; float whiteLevel = tonemap.neutralWhiteLevel; float whiteClip = tonemap.neutralWhiteClip / scaleFactorHalf; // Tonemapping curve var vcount = 0; while (vcount < k_CurveResolution) { float x = k_NeutralRangeX * vcount / (k_CurveResolution - 1); float y = NeutralTonemap(x, a, b, c, d, e, f, whiteLevel, whiteClip); if (y < k_NeutralRangeY) { m_CurveVertices[vcount++] = PointInRect(x, y); } else { if (vcount > 1) { // Extend the last segment to the top edge of the rect. var v1 = m_CurveVertices[vcount - 2]; var v2 = m_CurveVertices[vcount - 1]; var clip = (m_NeutralCurveRect.y - v1.y) / (v2.y - v1.y); m_CurveVertices[vcount - 1] = v1 + (v2 - v1) * clip; } break; } } if (vcount > 1) { Handles.color = Color.white * 0.9f; Handles.DrawAAPolyLine(2.0f, vcount, m_CurveVertices); } } void DrawLine(float x1, float y1, float x2, float y2, float grayscale) { m_LineVertices[0] = PointInRect(x1, y1); m_LineVertices[1] = PointInRect(x2, y2); Handles.color = Color.white * grayscale; Handles.DrawAAPolyLine(2f, m_LineVertices); } Vector3 PointInRect(float x, float y) { x = Mathf.Lerp(m_NeutralCurveRect.x, m_NeutralCurveRect.xMax, x / k_NeutralRangeX); y = Mathf.Lerp(m_NeutralCurveRect.yMax, m_NeutralCurveRect.y, y / k_NeutralRangeY); return new Vector3(x, y, 0); } float NeutralCurve(float x, float a, float b, float c, float d, float e, float f) { return ((x * (a * x + c * b) + d * e) / (x * (a * x + b) + d * f)) - e / f; } float NeutralTonemap(float x, float a, float b, float c, float d, float e, float f, float whiteLevel, float whiteClip) { x = Mathf.Max(0f, x); // Tonemap float whiteScale = 1f / NeutralCurve(whiteLevel, a, b, c, d, e, f); x = NeutralCurve(x * whiteScale, a, b, c, d, e, f); x *= whiteScale; // Post-curve white point adjustment x /= whiteClip; return x; } void DoBasicGUI() { EditorGUILayout.PropertyField(m_Basic.exposure, EditorGUIHelper.GetContent("Post Exposure (EV)")); EditorGUILayout.PropertyField(m_Basic.temperature); EditorGUILayout.PropertyField(m_Basic.tint); EditorGUILayout.PropertyField(m_Basic.hueShift); EditorGUILayout.PropertyField(m_Basic.saturation); EditorGUILayout.PropertyField(m_Basic.contrast); } void DoChannelMixerGUI() { int currentChannel = m_ChannelMixer.currentEditingChannel.intValue; EditorGUI.BeginChangeCheck(); { using (new EditorGUILayout.HorizontalScope()) { EditorGUILayout.PrefixLabel("Channel"); if (GUILayout.Toggle(currentChannel == 0, EditorGUIHelper.GetContent("Red|Red output channel."), EditorStyles.miniButtonLeft)) currentChannel = 0; if (GUILayout.Toggle(currentChannel == 1, EditorGUIHelper.GetContent("Green|Green output channel."), EditorStyles.miniButtonMid)) currentChannel = 1; if (GUILayout.Toggle(currentChannel == 2, EditorGUIHelper.GetContent("Blue|Blue output channel."), EditorStyles.miniButtonRight)) currentChannel = 2; } } if (EditorGUI.EndChangeCheck()) { GUI.FocusControl(null); } var serializedChannel = m_ChannelMixer.channels[currentChannel]; m_ChannelMixer.currentEditingChannel.intValue = currentChannel; var v = serializedChannel.vector3Value; v.x = EditorGUILayout.Slider(EditorGUIHelper.GetContent("Red|Modify influence of the red channel within the overall mix."), v.x, -2f, 2f); v.y = EditorGUILayout.Slider(EditorGUIHelper.GetContent("Green|Modify influence of the green channel within the overall mix."), v.y, -2f, 2f); v.z = EditorGUILayout.Slider(EditorGUIHelper.GetContent("Blue|Modify influence of the blue channel within the overall mix."), v.z, -2f, 2f); serializedChannel.vector3Value = v; } void DoColorWheelsGUI() { int wheelMode = m_ColorWheels.mode.intValue; using (new EditorGUILayout.HorizontalScope()) { GUILayout.Space(15); if (GUILayout.Toggle(wheelMode == (int)ColorWheelMode.Linear, "Linear", EditorStyles.miniButtonLeft)) wheelMode = (int)ColorWheelMode.Linear; if (GUILayout.Toggle(wheelMode == (int)ColorWheelMode.Log, "Log", EditorStyles.miniButtonRight)) wheelMode = (int)ColorWheelMode.Log; } m_ColorWheels.mode.intValue = wheelMode; EditorGUILayout.Space(); if (wheelMode == (int)ColorWheelMode.Linear) { EditorGUILayout.PropertyField(m_ColorWheels.linear); WheelSetTitle(GUILayoutUtility.GetLastRect(), "Linear Controls"); } else if (wheelMode == (int)ColorWheelMode.Log) { EditorGUILayout.PropertyField(m_ColorWheels.log); WheelSetTitle(GUILayoutUtility.GetLastRect(), "Log Controls"); } } static void WheelSetTitle(Rect position, string label) { var matrix = GUI.matrix; var rect = new Rect(position.x - 10f, position.y, TrackballGroupDrawer.m_Size, TrackballGroupDrawer.m_Size); GUIUtility.RotateAroundPivot(-90f, rect.center); GUI.Label(rect, label, FxStyles.centeredMiniLabel); GUI.matrix = matrix; } void ResetVisibleCurves() { foreach (var curve in m_CurveDict) { var state = m_CurveEditor.GetCurveState(curve.Key); state.visible = false; m_CurveEditor.SetCurveState(curve.Key, state); } } void SetCurveVisible(SerializedProperty prop) { var state = m_CurveEditor.GetCurveState(prop); state.visible = true; m_CurveEditor.SetCurveState(prop, state); } bool SpecialToggle(bool value, string name, out bool rightClicked) { var rect = GUILayoutUtility.GetRect(EditorGUIHelper.GetContent(name), EditorStyles.toolbarButton); var e = Event.current; rightClicked = (e.type == EventType.MouseUp && rect.Contains(e.mousePosition) && e.button == 1); return GUI.Toggle(rect, value, name, EditorStyles.toolbarButton); } static Material s_MaterialSpline; void DoCurvesGUI() { EditorGUILayout.Space(); EditorGUI.indentLevel -= 2; ResetVisibleCurves(); using (new EditorGUI.DisabledGroupScope(serializedProperty.serializedObject.isEditingMultipleObjects)) { int curveEditingId = 0; // Top toolbar using (new GUILayout.HorizontalScope(EditorStyles.toolbar)) { curveEditingId = EditorGUILayout.Popup(m_Curves.currentEditingCurve.intValue, s_Curves, EditorStyles.toolbarPopup, GUILayout.MaxWidth(150f)); bool y = false, r = false, g = false, b = false; if (curveEditingId == 0) { EditorGUILayout.Space(); bool rightClickedY, rightClickedR, rightClickedG, rightClickedB; y = SpecialToggle(m_Curves.curveY.boolValue, "Y", out rightClickedY); r = SpecialToggle(m_Curves.curveR.boolValue, "R", out rightClickedR); g = SpecialToggle(m_Curves.curveG.boolValue, "G", out rightClickedG); b = SpecialToggle(m_Curves.curveB.boolValue, "B", out rightClickedB); if (!y && !r && !g && !b) { r = g = b = false; y = true; } if (rightClickedY || rightClickedR || rightClickedG || rightClickedB) { y = rightClickedY; r = rightClickedR; g = rightClickedG; b = rightClickedB; } if (y) SetCurveVisible(m_Curves.master); if (r) SetCurveVisible(m_Curves.red); if (g) SetCurveVisible(m_Curves.green); if (b) SetCurveVisible(m_Curves.blue); m_Curves.curveY.boolValue = y; m_Curves.curveR.boolValue = r; m_Curves.curveG.boolValue = g; m_Curves.curveB.boolValue = b; } else { switch (curveEditingId) { case 1: SetCurveVisible(m_Curves.hueVShue); break; case 2: SetCurveVisible(m_Curves.hueVSsat); break; case 3: SetCurveVisible(m_Curves.satVSsat); break; case 4: SetCurveVisible(m_Curves.lumVSsat); break; } } GUILayout.FlexibleSpace(); if (GUILayout.Button("Reset", EditorStyles.toolbarButton)) { switch (curveEditingId) { case 0: if (y) m_Curves.master.animationCurveValue = AnimationCurve.Linear(0f, 0f, 1f, 1f); if (r) m_Curves.red.animationCurveValue = AnimationCurve.Linear(0f, 0f, 1f, 1f); if (g) m_Curves.green.animationCurveValue = AnimationCurve.Linear(0f, 0f, 1f, 1f); if (b) m_Curves.blue.animationCurveValue = AnimationCurve.Linear(0f, 0f, 1f, 1f); break; case 1: m_Curves.hueVShue.animationCurveValue = new AnimationCurve(); break; case 2: m_Curves.hueVSsat.animationCurveValue = new AnimationCurve(); break; case 3: m_Curves.satVSsat.animationCurveValue = new AnimationCurve(); break; case 4: m_Curves.lumVSsat.animationCurveValue = new AnimationCurve(); break; } } m_Curves.currentEditingCurve.intValue = curveEditingId; } // Curve area var settings = m_CurveEditor.settings; var rect = GUILayoutUtility.GetAspectRect(2f); var innerRect = settings.padding.Remove(rect); if (Event.current.type == EventType.Repaint) { // Background EditorGUI.DrawRect(rect, new Color(0.15f, 0.15f, 0.15f, 1f)); if (s_MaterialSpline == null) s_MaterialSpline = new Material(Shader.Find("Hidden/Post FX/UI/Curve Background")) { hideFlags = HideFlags.HideAndDontSave }; if (curveEditingId == 1 || curveEditingId == 2) DrawBackgroundTexture(innerRect, 0); else if (curveEditingId == 3 || curveEditingId == 4) DrawBackgroundTexture(innerRect, 1); // Bounds Handles.color = Color.white; Handles.DrawSolidRectangleWithOutline(innerRect, Color.clear, new Color(0.8f, 0.8f, 0.8f, 0.5f)); // Grid setup Handles.color = new Color(1f, 1f, 1f, 0.05f); int hLines = (int)Mathf.Sqrt(innerRect.width); int vLines = (int)(hLines / (innerRect.width / innerRect.height)); // Vertical grid int gridOffset = Mathf.FloorToInt(innerRect.width / hLines); int gridPadding = ((int)(innerRect.width) % hLines) / 2; for (int i = 1; i < hLines; i++) { var offset = i * Vector2.right * gridOffset; offset.x += gridPadding; Handles.DrawLine(innerRect.position + offset, new Vector2(innerRect.x, innerRect.yMax - 1) + offset); } // Horizontal grid gridOffset = Mathf.FloorToInt(innerRect.height / vLines); gridPadding = ((int)(innerRect.height) % vLines) / 2; for (int i = 1; i < vLines; i++) { var offset = i * Vector2.up * gridOffset; offset.y += gridPadding; Handles.DrawLine(innerRect.position + offset, new Vector2(innerRect.xMax - 1, innerRect.y) + offset); } } // Curve editor if (m_CurveEditor.OnGUI(rect)) { Repaint(); GUI.changed = true; } if (Event.current.type == EventType.Repaint) { // Borders Handles.color = Color.black; Handles.DrawLine(new Vector2(rect.x, rect.y - 18f), new Vector2(rect.xMax, rect.y - 18f)); Handles.DrawLine(new Vector2(rect.x, rect.y - 19f), new Vector2(rect.x, rect.yMax)); Handles.DrawLine(new Vector2(rect.x, rect.yMax), new Vector2(rect.xMax, rect.yMax)); Handles.DrawLine(new Vector2(rect.xMax, rect.yMax), new Vector2(rect.xMax, rect.y - 18f)); // Selection info var selection = m_CurveEditor.GetSelection(); if (selection.curve != null && selection.keyframeIndex > -1) { var key = selection.keyframe.Value; var infoRect = innerRect; infoRect.x += 5f; infoRect.width = 100f; infoRect.height = 30f; GUI.Label(infoRect, string.Format("{0}\n{1}", key.time.ToString("F3"), key.value.ToString("F3")), FxStyles.preLabel); } } } /* EditorGUILayout.HelpBox( @"Curve editor cheat sheet: - [Del] or [Backspace] to remove a key - [Ctrl] to break a tangent handle - [Shift] to align tangent handles - [Double click] to create a key on the curve(s) at mouse position - [Alt] + [Double click] to create a key on the curve(s) at a given time", MessageType.Info); */ EditorGUILayout.Space(); EditorGUI.indentLevel += 2; } void DrawBackgroundTexture(Rect rect, int pass) { float scale = EditorGUIUtility.pixelsPerPoint; var oldRt = RenderTexture.active; var rt = RenderTexture.GetTemporary(Mathf.CeilToInt(rect.width * scale), Mathf.CeilToInt(rect.height * scale), 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); s_MaterialSpline.SetFloat("_DisabledState", GUI.enabled ? 1f : 0.5f); s_MaterialSpline.SetFloat("_PixelScaling", EditorGUIUtility.pixelsPerPoint); Graphics.Blit(null, rt, s_MaterialSpline, pass); RenderTexture.active = oldRt; GUI.DrawTexture(rect, rt); RenderTexture.ReleaseTemporary(rt); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/ColorGradingModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: c3e3bce1d5c900d4fa7aa0f2b21814cf timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/DefaultPostFxModelEditor.cs ================================================ using System.Collections.Generic; namespace UnityEditor.PostProcessing { public class DefaultPostFxModelEditor : PostProcessingModelEditor { List m_Properties = new List(); public override void OnEnable() { var iter = m_SettingsProperty.Copy().GetEnumerator(); while (iter.MoveNext()) m_Properties.Add(((SerializedProperty)iter.Current).Copy()); } public override void OnInspectorGUI() { foreach (var property in m_Properties) EditorGUILayout.PropertyField(property); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/DefaultPostFxModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: c15016a7fef58974f91a6a4d6b132d94 timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/DepthOfFieldModelEditor.cs ================================================ using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Settings = DepthOfFieldModel.Settings; [PostProcessingModelEditor(typeof(DepthOfFieldModel))] public class DepthOfFieldModelEditor : PostProcessingModelEditor { SerializedProperty m_FocusDistance; SerializedProperty m_Aperture; SerializedProperty m_FocalLength; SerializedProperty m_UseCameraFov; SerializedProperty m_KernelSize; public override void OnEnable() { m_FocusDistance = FindSetting((Settings x) => x.focusDistance); m_Aperture = FindSetting((Settings x) => x.aperture); m_FocalLength = FindSetting((Settings x) => x.focalLength); m_UseCameraFov = FindSetting((Settings x) => x.useCameraFov); m_KernelSize = FindSetting((Settings x) => x.kernelSize); } public override void OnInspectorGUI() { EditorGUILayout.PropertyField(m_FocusDistance); EditorGUILayout.PropertyField(m_Aperture, EditorGUIHelper.GetContent("Aperture (f-stop)")); EditorGUILayout.PropertyField(m_UseCameraFov, EditorGUIHelper.GetContent("Use Camera FOV")); if (!m_UseCameraFov.boolValue) EditorGUILayout.PropertyField(m_FocalLength, EditorGUIHelper.GetContent("Focal Length (mm)")); EditorGUILayout.PropertyField(m_KernelSize); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/DepthOfFieldModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: dc2f388440e9f8b4f8fc7bb43c01cc7d timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/DitheringModelEditor.cs ================================================ using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { [PostProcessingModelEditor(typeof(DitheringModel))] public class DitheringModelEditor : PostProcessingModelEditor { public override void OnInspectorGUI() { if (profile.grain.enabled && target.enabled) EditorGUILayout.HelpBox("Grain is enabled, you probably don't need dithering !", MessageType.Warning); else EditorGUILayout.HelpBox("Nothing to configure !", MessageType.Info); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/DitheringModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 87377c86d84f49a4e912d37d28353e7f timeCreated: 1485179854 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/EyeAdaptationModelEditor.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Settings = EyeAdaptationModel.Settings; [PostProcessingModelEditor(typeof(EyeAdaptationModel))] public class EyeAdaptationModelEditor : PostProcessingModelEditor { SerializedProperty m_LowPercent; SerializedProperty m_HighPercent; SerializedProperty m_MinLuminance; SerializedProperty m_MaxLuminance; SerializedProperty m_KeyValue; SerializedProperty m_DynamicKeyValue; SerializedProperty m_AdaptationType; SerializedProperty m_SpeedUp; SerializedProperty m_SpeedDown; SerializedProperty m_LogMin; SerializedProperty m_LogMax; public override void OnEnable() { m_LowPercent = FindSetting((Settings x) => x.lowPercent); m_HighPercent = FindSetting((Settings x) => x.highPercent); m_MinLuminance = FindSetting((Settings x) => x.minLuminance); m_MaxLuminance = FindSetting((Settings x) => x.maxLuminance); m_KeyValue = FindSetting((Settings x) => x.keyValue); m_DynamicKeyValue = FindSetting((Settings x) => x.dynamicKeyValue); m_AdaptationType = FindSetting((Settings x) => x.adaptationType); m_SpeedUp = FindSetting((Settings x) => x.speedUp); m_SpeedDown = FindSetting((Settings x) => x.speedDown); m_LogMin = FindSetting((Settings x) => x.logMin); m_LogMax = FindSetting((Settings x) => x.logMax); } public override void OnInspectorGUI() { if (!GraphicsUtils.supportsDX11) EditorGUILayout.HelpBox("This effect requires support for compute shaders. Enabling it won't do anything on unsupported platforms.", MessageType.Warning); EditorGUILayout.LabelField("Luminosity range", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_LogMin, EditorGUIHelper.GetContent("Minimum (EV)")); EditorGUILayout.PropertyField(m_LogMax, EditorGUIHelper.GetContent("Maximum (EV)")); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Auto exposure", EditorStyles.boldLabel); EditorGUI.indentLevel++; float low = m_LowPercent.floatValue; float high = m_HighPercent.floatValue; EditorGUILayout.MinMaxSlider(EditorGUIHelper.GetContent("Histogram filtering|These values are the lower and upper percentages of the histogram that will be used to find a stable average luminance. Values outside of this range will be discarded and won't contribute to the average luminance."), ref low, ref high, 1f, 99f); m_LowPercent.floatValue = low; m_HighPercent.floatValue = high; EditorGUILayout.PropertyField(m_MinLuminance, EditorGUIHelper.GetContent("Minimum (EV)")); EditorGUILayout.PropertyField(m_MaxLuminance, EditorGUIHelper.GetContent("Maximum (EV)")); EditorGUILayout.PropertyField(m_DynamicKeyValue); if (!m_DynamicKeyValue.boolValue) EditorGUILayout.PropertyField(m_KeyValue); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Adaptation", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_AdaptationType, EditorGUIHelper.GetContent("Type")); if (m_AdaptationType.intValue == (int)EyeAdaptationModel.EyeAdaptationType.Progressive) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_SpeedUp); EditorGUILayout.PropertyField(m_SpeedDown); EditorGUI.indentLevel--; } EditorGUI.indentLevel--; } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/EyeAdaptationModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 489b5c785ba0f614d90c322fa0827216 timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/FogModelEditor.cs ================================================ using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Settings = FogModel.Settings; [PostProcessingModelEditor(typeof(FogModel))] public class FogModelEditor : PostProcessingModelEditor { SerializedProperty m_ExcludeSkybox; public override void OnEnable() { m_ExcludeSkybox = FindSetting((Settings x) => x.excludeSkybox); } public override void OnInspectorGUI() { EditorGUILayout.HelpBox("This effect adds fog compatibility to the deferred rendering path; enabling it with the forward rendering path won't have any effect. Actual fog settings should be set in the Lighting panel.", MessageType.Info); EditorGUILayout.PropertyField(m_ExcludeSkybox); EditorGUI.indentLevel--; } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/FogModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 44a64b44ec891d24b96ed84d958c3d4f timeCreated: 1487335049 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/GrainModelEditor.cs ================================================ using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Settings = GrainModel.Settings; [PostProcessingModelEditor(typeof(GrainModel))] public class GrainModelEditor : PostProcessingModelEditor { SerializedProperty m_Colored; SerializedProperty m_Intensity; SerializedProperty m_Size; SerializedProperty m_LuminanceContribution; public override void OnEnable() { m_Colored = FindSetting((Settings x) => x.colored); m_Intensity = FindSetting((Settings x) => x.intensity); m_Size = FindSetting((Settings x) => x.size); m_LuminanceContribution = FindSetting((Settings x) => x.luminanceContribution); } public override void OnInspectorGUI() { EditorGUILayout.PropertyField(m_Intensity); EditorGUILayout.PropertyField(m_LuminanceContribution); EditorGUILayout.PropertyField(m_Size); EditorGUILayout.PropertyField(m_Colored); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/GrainModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 8330694e2c90c284f81153ac83b3cb4a timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/MotionBlurModelEditor.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Settings = MotionBlurModel.Settings; [PostProcessingModelEditor(typeof(MotionBlurModel))] public class MotionBlurModelEditor : PostProcessingModelEditor { SerializedProperty m_ShutterAngle; SerializedProperty m_SampleCount; SerializedProperty m_FrameBlending; GraphDrawer m_GraphDrawer; class GraphDrawer { const float k_Height = 32f; Texture m_BlendingIcon; GUIStyle m_LowerCenterStyle; GUIStyle m_MiddleCenterStyle; Color m_ColorDark; Color m_ColorGray; Vector3[] m_RectVertices = new Vector3[4]; public GraphDrawer() { m_BlendingIcon = EditorResources.Load("UI/MotionBlendingIcon.png"); m_LowerCenterStyle = new GUIStyle(EditorStyles.miniLabel) { alignment = TextAnchor.LowerCenter }; m_MiddleCenterStyle = new GUIStyle(EditorStyles.miniLabel) { alignment = TextAnchor.MiddleCenter }; if (EditorGUIUtility.isProSkin) { m_ColorDark = new Color(0.18f, 0.18f, 0.18f); m_ColorGray = new Color(0.43f, 0.43f, 0.43f); } else { m_ColorDark = new Color(0.64f, 0.64f, 0.64f); m_ColorGray = new Color(0.92f, 0.92f, 0.92f); } } public void DrawShutterGraph(float angle) { var center = GUILayoutUtility.GetRect(128, k_Height).center; // Parameters used to make transitions smooth. var zeroWhenOff = Mathf.Min(1f, angle * 0.1f); var zeroWhenFull = Mathf.Min(1f, (360f - angle) * 0.02f); // Shutter angle graph var discCenter = center - new Vector2(k_Height * 2.4f, 0f); // - exposure duration indicator DrawDisc(discCenter, k_Height * Mathf.Lerp(0.5f, 0.38f, zeroWhenFull), m_ColorGray); // - shutter disc DrawDisc(discCenter, k_Height * 0.16f * zeroWhenFull, m_ColorDark); // - shutter blade DrawArc(discCenter, k_Height * 0.5f, 360f - angle, m_ColorDark); // - shutter axis DrawDisc(discCenter, zeroWhenOff, m_ColorGray); // Shutter label (off/full) var labelSize = new Vector2(k_Height, k_Height); var labelOrigin = discCenter - labelSize * 0.5f; var labelRect = new Rect(labelOrigin, labelSize); if (Mathf.Approximately(angle, 0f)) GUI.Label(labelRect, "Off", m_MiddleCenterStyle); else if (Mathf.Approximately(angle, 360f)) GUI.Label(labelRect, "Full", m_MiddleCenterStyle); // Exposure time bar graph var outerBarSize = new Vector2(4.75f, 0.5f) * k_Height; var innerBarSize = outerBarSize; innerBarSize.x *= angle / 360f; var barCenter = center + new Vector2(k_Height * 0.9f, 0f); var barOrigin = barCenter - outerBarSize * 0.5f; DrawRect(barOrigin, outerBarSize, m_ColorDark); DrawRect(barOrigin, innerBarSize, m_ColorGray); var barText = "Exposure time = " + (angle / 3.6f).ToString("0") + "% of ΔT"; GUI.Label(new Rect(barOrigin, outerBarSize), barText, m_MiddleCenterStyle); } public void DrawBlendingGraph(float strength) { var center = GUILayoutUtility.GetRect(128, k_Height).center; var iconSize = new Vector2(k_Height, k_Height); var iconStride = new Vector2(k_Height * 0.9f, 0f); var iconOrigin = center - iconSize * 0.5f - iconStride * 2f; for (var i = 0; i < 5; i++) { var weight = BlendingWeight(strength, i / 60f); var rect = new Rect(iconOrigin + iconStride * i, iconSize); var color = m_ColorGray; color.a = weight; GUI.color = color; GUI.Label(rect, m_BlendingIcon); GUI.color = Color.white; GUI.Label(rect, (weight * 100).ToString("0") + "%", m_LowerCenterStyle); } // EditorGUIUtility.isProSkin } // Weight function for multi frame blending float BlendingWeight(float strength, float time) { if (strength > 0f || Mathf.Approximately(time, 0f)) return Mathf.Exp(-time * Mathf.Lerp(80f, 10f, strength)); return 0; } // Draw a solid disc in the graph rect. void DrawDisc(Vector2 center, float radius, Color fill) { Handles.color = fill; Handles.DrawSolidDisc(center, Vector3.forward, radius); } // Draw an arc in the graph rect. void DrawArc(Vector2 center, float radius, float angle, Color fill) { var start = new Vector2( -Mathf.Cos(Mathf.Deg2Rad * angle / 2f), Mathf.Sin(Mathf.Deg2Rad * angle / 2f) ); Handles.color = fill; Handles.DrawSolidArc(center, Vector3.forward, start, angle, radius); } // Draw a rectangle in the graph rect. void DrawRect(Vector2 origin, Vector2 size, Color color) { var p0 = origin; var p1 = origin + size; m_RectVertices[0] = p0; m_RectVertices[1] = new Vector2(p1.x, p0.y); m_RectVertices[2] = p1; m_RectVertices[3] = new Vector2(p0.x, p1.y); Handles.color = Color.white; Handles.DrawSolidRectangleWithOutline(m_RectVertices, color, Color.clear); } } public override void OnEnable() { m_ShutterAngle = FindSetting((Settings x) => x.shutterAngle); m_SampleCount = FindSetting((Settings x) => x.sampleCount); m_FrameBlending = FindSetting((Settings x) => x.frameBlending); } public override void OnInspectorGUI() { if (m_GraphDrawer == null) m_GraphDrawer = new GraphDrawer(); EditorGUILayout.LabelField("Shutter Speed Simulation", EditorStyles.boldLabel); EditorGUI.indentLevel++; m_GraphDrawer.DrawShutterGraph(m_ShutterAngle.floatValue); EditorGUILayout.PropertyField(m_ShutterAngle); EditorGUILayout.PropertyField(m_SampleCount); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Multiple Frame Blending", EditorStyles.boldLabel); EditorGUI.indentLevel++; float fbValue = m_FrameBlending.floatValue; m_GraphDrawer.DrawBlendingGraph(fbValue); EditorGUILayout.PropertyField(m_FrameBlending); if (fbValue > 0f) EditorGUILayout.HelpBox("Multi-Frame Blending lowers precision of the final picture for optimization purposes.", MessageType.Info); EditorGUI.indentLevel--; } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/MotionBlurModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 870806eda355b5144879155e2ba37eb6 timeCreated: 1468325681 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/ScreenSpaceReflectionModelEditor.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Settings = ScreenSpaceReflectionModel.Settings; [PostProcessingModelEditor(typeof(ScreenSpaceReflectionModel))] public class ScreenSpaceReflectionModelEditor : PostProcessingModelEditor { struct IntensitySettings { public SerializedProperty reflectionMultiplier; public SerializedProperty fadeDistance; public SerializedProperty fresnelFade; public SerializedProperty fresnelFadePower; } struct ReflectionSettings { public SerializedProperty blendType; public SerializedProperty reflectionQuality; public SerializedProperty maxDistance; public SerializedProperty iterationCount; public SerializedProperty stepSize; public SerializedProperty widthModifier; public SerializedProperty reflectionBlur; public SerializedProperty reflectBackfaces; } struct ScreenEdgeMask { public SerializedProperty intensity; } IntensitySettings m_Intensity; ReflectionSettings m_Reflection; ScreenEdgeMask m_ScreenEdgeMask; public override void OnEnable() { m_Intensity = new IntensitySettings { reflectionMultiplier = FindSetting((Settings x) => x.intensity.reflectionMultiplier), fadeDistance = FindSetting((Settings x) => x.intensity.fadeDistance), fresnelFade = FindSetting((Settings x) => x.intensity.fresnelFade), fresnelFadePower = FindSetting((Settings x) => x.intensity.fresnelFadePower) }; m_Reflection = new ReflectionSettings { blendType = FindSetting((Settings x) => x.reflection.blendType), reflectionQuality = FindSetting((Settings x) => x.reflection.reflectionQuality), maxDistance = FindSetting((Settings x) => x.reflection.maxDistance), iterationCount = FindSetting((Settings x) => x.reflection.iterationCount), stepSize = FindSetting((Settings x) => x.reflection.stepSize), widthModifier = FindSetting((Settings x) => x.reflection.widthModifier), reflectionBlur = FindSetting((Settings x) => x.reflection.reflectionBlur), reflectBackfaces = FindSetting((Settings x) => x.reflection.reflectBackfaces) }; m_ScreenEdgeMask = new ScreenEdgeMask { intensity = FindSetting((Settings x) => x.screenEdgeMask.intensity) }; } public override void OnInspectorGUI() { EditorGUILayout.HelpBox("This effect only works with the deferred rendering path.", MessageType.Info); EditorGUILayout.LabelField("Reflection", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_Reflection.blendType); EditorGUILayout.PropertyField(m_Reflection.reflectionQuality); EditorGUILayout.PropertyField(m_Reflection.maxDistance); EditorGUILayout.PropertyField(m_Reflection.iterationCount); EditorGUILayout.PropertyField(m_Reflection.stepSize); EditorGUILayout.PropertyField(m_Reflection.widthModifier); EditorGUILayout.PropertyField(m_Reflection.reflectionBlur); EditorGUILayout.PropertyField(m_Reflection.reflectBackfaces); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Intensity", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_Intensity.reflectionMultiplier); EditorGUILayout.PropertyField(m_Intensity.fadeDistance); EditorGUILayout.PropertyField(m_Intensity.fresnelFade); EditorGUILayout.PropertyField(m_Intensity.fresnelFadePower); EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Screen Edge Mask", EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_ScreenEdgeMask.intensity); EditorGUI.indentLevel--; } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/ScreenSpaceReflectionModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 57bbe1f20eec7bb4d9bc90fc65ef381b timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/UserLutModelEditor.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using Settings = UserLutModel.Settings; [PostProcessingModelEditor(typeof(UserLutModel))] public class UserLutModelEditor : PostProcessingModelEditor { SerializedProperty m_Texture; SerializedProperty m_Contribution; public override void OnEnable() { m_Texture = FindSetting((Settings x) => x.lut); m_Contribution = FindSetting((Settings x) => x.contribution); } public override void OnInspectorGUI() { var lut = (target as UserLutModel).settings.lut; // Checks import settings on the lut, offers to fix them if invalid if (lut != null) { var importer = (TextureImporter)AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(lut)); if (importer != null) // Fails when using an internal texture { #if UNITY_5_5_OR_NEWER bool valid = importer.anisoLevel == 0 && importer.mipmapEnabled == false && importer.sRGBTexture == false && (importer.textureCompression == TextureImporterCompression.Uncompressed); #else bool valid = importer.anisoLevel == 0 && importer.mipmapEnabled == false && importer.linearTexture == true && (importer.textureFormat == TextureImporterFormat.RGB24 || importer.textureFormat == TextureImporterFormat.AutomaticTruecolor); #endif if (!valid) { EditorGUILayout.HelpBox("Invalid LUT import settings.", MessageType.Warning); GUILayout.Space(-32); using (new EditorGUILayout.HorizontalScope()) { GUILayout.FlexibleSpace(); if (GUILayout.Button("Fix", GUILayout.Width(60))) { SetLUTImportSettings(importer); AssetDatabase.Refresh(); } GUILayout.Space(8); } GUILayout.Space(11); } } else { m_Texture.objectReferenceValue = null; } } EditorGUILayout.PropertyField(m_Texture); EditorGUILayout.PropertyField(m_Contribution); } void SetLUTImportSettings(TextureImporter importer) { #if UNITY_5_5_OR_NEWER importer.textureType = TextureImporterType.Default; importer.sRGBTexture = false; importer.textureCompression = TextureImporterCompression.Uncompressed; #else importer.textureType = TextureImporterType.Advanced; importer.linearTexture = true; importer.textureFormat = TextureImporterFormat.RGB24; #endif importer.anisoLevel = 0; importer.mipmapEnabled = false; importer.SaveAndReimport(); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/UserLutModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: b235eb1c486b38c4fa06470234bbfd32 timeCreated: 1466769818 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/VignetteModelEditor.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using VignetteMode = VignetteModel.Mode; using Settings = VignetteModel.Settings; [PostProcessingModelEditor(typeof(VignetteModel))] public class VignetteModelEditor : PostProcessingModelEditor { SerializedProperty m_Mode; SerializedProperty m_Color; SerializedProperty m_Center; SerializedProperty m_Intensity; SerializedProperty m_Smoothness; SerializedProperty m_Roundness; SerializedProperty m_Mask; SerializedProperty m_Opacity; SerializedProperty m_Rounded; public override void OnEnable() { m_Mode = FindSetting((Settings x) => x.mode); m_Color = FindSetting((Settings x) => x.color); m_Center = FindSetting((Settings x) => x.center); m_Intensity = FindSetting((Settings x) => x.intensity); m_Smoothness = FindSetting((Settings x) => x.smoothness); m_Roundness = FindSetting((Settings x) => x.roundness); m_Mask = FindSetting((Settings x) => x.mask); m_Opacity = FindSetting((Settings x) => x.opacity); m_Rounded = FindSetting((Settings x) => x.rounded); } public override void OnInspectorGUI() { EditorGUILayout.PropertyField(m_Mode); EditorGUILayout.PropertyField(m_Color); if (m_Mode.intValue < (int)VignetteMode.Masked) { EditorGUILayout.PropertyField(m_Center); EditorGUILayout.PropertyField(m_Intensity); EditorGUILayout.PropertyField(m_Smoothness); EditorGUILayout.PropertyField(m_Roundness); EditorGUILayout.PropertyField(m_Rounded); } else { var mask = (target as VignetteModel).settings.mask; // Checks import settings on the mask, offers to fix them if invalid if (mask != null) { var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(mask)) as TextureImporter; if (importer != null) // Fails when using an internal texture { #if UNITY_5_5_OR_NEWER bool valid = importer.anisoLevel == 0 && importer.mipmapEnabled == false //&& importer.alphaUsage == TextureImporterAlphaUsage.FromGrayScale && importer.alphaSource == TextureImporterAlphaSource.FromGrayScale && importer.textureCompression == TextureImporterCompression.Uncompressed && importer.wrapMode == TextureWrapMode.Clamp; #else bool valid = importer.anisoLevel == 0 && importer.mipmapEnabled == false && importer.grayscaleToAlpha == true && importer.textureFormat == TextureImporterFormat.Alpha8 && importer.wrapMode == TextureWrapMode.Clamp; #endif if (!valid) { EditorGUILayout.HelpBox("Invalid mask import settings.", MessageType.Warning); GUILayout.Space(-32); using (new EditorGUILayout.HorizontalScope()) { GUILayout.FlexibleSpace(); if (GUILayout.Button("Fix", GUILayout.Width(60))) { SetMaskImportSettings(importer); AssetDatabase.Refresh(); } GUILayout.Space(8); } GUILayout.Space(11); } } } EditorGUILayout.PropertyField(m_Mask); EditorGUILayout.PropertyField(m_Opacity); } } void SetMaskImportSettings(TextureImporter importer) { #if UNITY_5_5_OR_NEWER importer.textureType = TextureImporterType.SingleChannel; //importer.alphaUsage = TextureImporterAlphaUsage.FromGrayScale; importer.alphaSource = TextureImporterAlphaSource.FromGrayScale; importer.textureCompression = TextureImporterCompression.Uncompressed; #else importer.textureType = TextureImporterType.Advanced; importer.grayscaleToAlpha = true; importer.textureFormat = TextureImporterFormat.Alpha8; #endif importer.anisoLevel = 0; importer.mipmapEnabled = false; importer.wrapMode = TextureWrapMode.Clamp; importer.SaveAndReimport(); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models/VignetteModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 745ad42620dabf04b94761acc86189ba timeCreated: 1467190133 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Models.meta ================================================ fileFormatVersion: 2 guid: d5341d31985da604db4b100f174142ad folderAsset: yes timeCreated: 1466769808 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Monitors/HistogramMonitor.cs ================================================ using UnityEditorInternal; using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { using HistogramMode = PostProcessingProfile.MonitorSettings.HistogramMode; public class HistogramMonitor : PostProcessingMonitor { static GUIContent s_MonitorTitle = new GUIContent("Histogram"); ComputeShader m_ComputeShader; ComputeBuffer m_Buffer; Material m_Material; RenderTexture m_HistogramTexture; Rect m_MonitorAreaRect; public HistogramMonitor() { m_ComputeShader = EditorResources.Load("Monitors/HistogramCompute.compute"); } public override void Dispose() { GraphicsUtils.Destroy(m_Material); GraphicsUtils.Destroy(m_HistogramTexture); if (m_Buffer != null) m_Buffer.Release(); m_Material = null; m_HistogramTexture = null; m_Buffer = null; } public override bool IsSupported() { return m_ComputeShader != null && GraphicsUtils.supportsDX11; } public override GUIContent GetMonitorTitle() { return s_MonitorTitle; } public override void OnMonitorSettings() { EditorGUI.BeginChangeCheck(); bool refreshOnPlay = m_MonitorSettings.refreshOnPlay; var mode = m_MonitorSettings.histogramMode; refreshOnPlay = GUILayout.Toggle(refreshOnPlay, new GUIContent(FxStyles.playIcon, "Keep refreshing the histogram in play mode; this may impact performances."), FxStyles.preButton); mode = (HistogramMode)EditorGUILayout.EnumPopup(mode, FxStyles.preDropdown, GUILayout.MaxWidth(100f)); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(m_BaseEditor.serializedObject.targetObject, "Histogram Settings Changed"); m_MonitorSettings.refreshOnPlay = refreshOnPlay; m_MonitorSettings.histogramMode = mode; InternalEditorUtility.RepaintAllViews(); } } public override void OnMonitorGUI(Rect r) { if (Event.current.type == EventType.Repaint) { // If m_MonitorAreaRect isn't set the preview was just opened so refresh the render to get the histogram data if (Mathf.Approximately(m_MonitorAreaRect.width, 0) && Mathf.Approximately(m_MonitorAreaRect.height, 0)) InternalEditorUtility.RepaintAllViews(); // Sizing float width = m_HistogramTexture != null ? Mathf.Min(m_HistogramTexture.width, r.width - 65f) : r.width; float height = m_HistogramTexture != null ? Mathf.Min(m_HistogramTexture.height, r.height - 45f) : r.height; m_MonitorAreaRect = new Rect( Mathf.Floor(r.x + r.width / 2f - width / 2f), Mathf.Floor(r.y + r.height / 2f - height / 2f - 5f), width, height ); if (m_HistogramTexture != null) { Graphics.DrawTexture(m_MonitorAreaRect, m_HistogramTexture); var color = Color.white; const float kTickSize = 5f; // Rect, lines & ticks points if (m_MonitorSettings.histogramMode == HistogramMode.RGBSplit) { // A B C D E // N F // M G // L K J I H var A = new Vector3(m_MonitorAreaRect.x - 1f, m_MonitorAreaRect.y - 1f); var E = new Vector3(A.x + m_MonitorAreaRect.width + 2f, m_MonitorAreaRect.y - 1f); var H = new Vector3(E.x, E.y + m_MonitorAreaRect.height + 2f); var L = new Vector3(A.x, H.y); var N = new Vector3(A.x, A.y + (L.y - A.y) / 3f); var M = new Vector3(A.x, A.y + (L.y - A.y) * 2f / 3f); var F = new Vector3(E.x, E.y + (H.y - E.y) / 3f); var G = new Vector3(E.x, E.y + (H.y - E.y) * 2f / 3f); var C = new Vector3(A.x + (E.x - A.x) / 2f, A.y); var J = new Vector3(L.x + (H.x - L.x) / 2f, L.y); var B = new Vector3(A.x + (C.x - A.x) / 2f, A.y); var D = new Vector3(C.x + (E.x - C.x) / 2f, C.y); var I = new Vector3(J.x + (H.x - J.x) / 2f, J.y); var K = new Vector3(L.x + (J.x - L.x) / 2f, L.y); // Borders Handles.color = color; Handles.DrawLine(A, E); Handles.DrawLine(E, H); Handles.DrawLine(H, L); Handles.DrawLine(L, new Vector3(A.x, A.y - 1f)); // Vertical ticks Handles.DrawLine(A, new Vector3(A.x - kTickSize, A.y)); Handles.DrawLine(N, new Vector3(N.x - kTickSize, N.y)); Handles.DrawLine(M, new Vector3(M.x - kTickSize, M.y)); Handles.DrawLine(L, new Vector3(L.x - kTickSize, L.y)); Handles.DrawLine(E, new Vector3(E.x + kTickSize, E.y)); Handles.DrawLine(F, new Vector3(F.x + kTickSize, F.y)); Handles.DrawLine(G, new Vector3(G.x + kTickSize, G.y)); Handles.DrawLine(H, new Vector3(H.x + kTickSize, H.y)); // Horizontal ticks Handles.DrawLine(A, new Vector3(A.x, A.y - kTickSize)); Handles.DrawLine(B, new Vector3(B.x, B.y - kTickSize)); Handles.DrawLine(C, new Vector3(C.x, C.y - kTickSize)); Handles.DrawLine(D, new Vector3(D.x, D.y - kTickSize)); Handles.DrawLine(E, new Vector3(E.x, E.y - kTickSize)); Handles.DrawLine(L, new Vector3(L.x, L.y + kTickSize)); Handles.DrawLine(K, new Vector3(K.x, K.y + kTickSize)); Handles.DrawLine(J, new Vector3(J.x, J.y + kTickSize)); Handles.DrawLine(I, new Vector3(I.x, I.y + kTickSize)); Handles.DrawLine(H, new Vector3(H.x, H.y + kTickSize)); // Separators Handles.DrawLine(N, F); Handles.DrawLine(M, G); // Labels GUI.color = color; GUI.Label(new Rect(L.x - 15f, L.y + kTickSize - 4f, 30f, 30f), "0.0", FxStyles.tickStyleCenter); GUI.Label(new Rect(J.x - 15f, J.y + kTickSize - 4f, 30f, 30f), "0.5", FxStyles.tickStyleCenter); GUI.Label(new Rect(H.x - 15f, H.y + kTickSize - 4f, 30f, 30f), "1.0", FxStyles.tickStyleCenter); } else { // A B C D E // P F // O G // N H // M L K J I var A = new Vector3(m_MonitorAreaRect.x, m_MonitorAreaRect.y); var E = new Vector3(A.x + m_MonitorAreaRect.width + 1f, m_MonitorAreaRect.y); var I = new Vector3(E.x, E.y + m_MonitorAreaRect.height + 1f); var M = new Vector3(A.x, I.y); var C = new Vector3(A.x + (E.x - A.x) / 2f, A.y); var G = new Vector3(E.x, E.y + (I.y - E.y) / 2f); var K = new Vector3(M.x + (I.x - M.x) / 2f, M.y); var O = new Vector3(A.x, A.y + (M.y - A.y) / 2f); var P = new Vector3(A.x, A.y + (O.y - A.y) / 2f); var F = new Vector3(E.x, E.y + (G.y - E.y) / 2f); var N = new Vector3(A.x, O.y + (M.y - O.y) / 2f); var H = new Vector3(E.x, G.y + (I.y - G.y) / 2f); var B = new Vector3(A.x + (C.x - A.x) / 2f, A.y); var L = new Vector3(M.x + (K.x - M.x) / 2f, M.y); var D = new Vector3(C.x + (E.x - C.x) / 2f, A.y); var J = new Vector3(K.x + (I.x - K.x) / 2f, M.y); // Borders Handles.color = color; Handles.DrawLine(A, E); Handles.DrawLine(E, I); Handles.DrawLine(I, M); Handles.DrawLine(M, new Vector3(A.x, A.y - 1f)); // Vertical ticks Handles.DrawLine(A, new Vector3(A.x - kTickSize, A.y)); Handles.DrawLine(P, new Vector3(P.x - kTickSize, P.y)); Handles.DrawLine(O, new Vector3(O.x - kTickSize, O.y)); Handles.DrawLine(N, new Vector3(N.x - kTickSize, N.y)); Handles.DrawLine(M, new Vector3(M.x - kTickSize, M.y)); Handles.DrawLine(E, new Vector3(E.x + kTickSize, E.y)); Handles.DrawLine(F, new Vector3(F.x + kTickSize, F.y)); Handles.DrawLine(G, new Vector3(G.x + kTickSize, G.y)); Handles.DrawLine(H, new Vector3(H.x + kTickSize, H.y)); Handles.DrawLine(I, new Vector3(I.x + kTickSize, I.y)); // Horizontal ticks Handles.DrawLine(A, new Vector3(A.x, A.y - kTickSize)); Handles.DrawLine(B, new Vector3(B.x, B.y - kTickSize)); Handles.DrawLine(C, new Vector3(C.x, C.y - kTickSize)); Handles.DrawLine(D, new Vector3(D.x, D.y - kTickSize)); Handles.DrawLine(E, new Vector3(E.x, E.y - kTickSize)); Handles.DrawLine(M, new Vector3(M.x, M.y + kTickSize)); Handles.DrawLine(L, new Vector3(L.x, L.y + kTickSize)); Handles.DrawLine(K, new Vector3(K.x, K.y + kTickSize)); Handles.DrawLine(J, new Vector3(J.x, J.y + kTickSize)); Handles.DrawLine(I, new Vector3(I.x, I.y + kTickSize)); // Labels GUI.color = color; GUI.Label(new Rect(A.x - kTickSize - 34f, A.y - 15f, 30f, 30f), "1.0", FxStyles.tickStyleRight); GUI.Label(new Rect(O.x - kTickSize - 34f, O.y - 15f, 30f, 30f), "0.5", FxStyles.tickStyleRight); GUI.Label(new Rect(M.x - kTickSize - 34f, M.y - 15f, 30f, 30f), "0.0", FxStyles.tickStyleRight); GUI.Label(new Rect(E.x + kTickSize + 4f, E.y - 15f, 30f, 30f), "1.0", FxStyles.tickStyleLeft); GUI.Label(new Rect(G.x + kTickSize + 4f, G.y - 15f, 30f, 30f), "0.5", FxStyles.tickStyleLeft); GUI.Label(new Rect(I.x + kTickSize + 4f, I.y - 15f, 30f, 30f), "0.0", FxStyles.tickStyleLeft); GUI.Label(new Rect(M.x - 15f, M.y + kTickSize - 4f, 30f, 30f), "0.0", FxStyles.tickStyleCenter); GUI.Label(new Rect(K.x - 15f, K.y + kTickSize - 4f, 30f, 30f), "0.5", FxStyles.tickStyleCenter); GUI.Label(new Rect(I.x - 15f, I.y + kTickSize - 4f, 30f, 30f), "1.0", FxStyles.tickStyleCenter); } } } } public override void OnFrameData(RenderTexture source) { if (Application.isPlaying && !m_MonitorSettings.refreshOnPlay) return; if (Mathf.Approximately(m_MonitorAreaRect.width, 0) || Mathf.Approximately(m_MonitorAreaRect.height, 0)) return; float ratio = (float)source.width / (float)source.height; int h = 512; int w = Mathf.FloorToInt(h * ratio); var rt = RenderTexture.GetTemporary(w, h, 0, source.format); Graphics.Blit(source, rt); ComputeHistogram(rt); m_BaseEditor.Repaint(); RenderTexture.ReleaseTemporary(rt); } void CreateBuffer(int width, int height) { m_Buffer = new ComputeBuffer(width * height, sizeof(uint) << 2); } void ComputeHistogram(RenderTexture source) { if (m_Buffer == null) { CreateBuffer(256, 1); } else if (m_Buffer.count != 256) { m_Buffer.Release(); CreateBuffer(256, 1); } if (m_Material == null) { m_Material = new Material(Shader.Find("Hidden/Post FX/Monitors/Histogram Render")) { hideFlags = HideFlags.DontSave }; } var channels = Vector4.zero; switch (m_MonitorSettings.histogramMode) { case HistogramMode.Red: channels.x = 1f; break; case HistogramMode.Green: channels.y = 1f; break; case HistogramMode.Blue: channels.z = 1f; break; case HistogramMode.Luminance: channels.w = 1f; break; default: channels = new Vector4(1f, 1f, 1f, 0f); break; } var cs = m_ComputeShader; int kernel = cs.FindKernel("KHistogramClear"); cs.SetBuffer(kernel, "_Histogram", m_Buffer); cs.Dispatch(kernel, 1, 1, 1); kernel = cs.FindKernel("KHistogramGather"); cs.SetBuffer(kernel, "_Histogram", m_Buffer); cs.SetTexture(kernel, "_Source", source); cs.SetInt("_IsLinear", GraphicsUtils.isLinearColorSpace ? 1 : 0); cs.SetVector("_Res", new Vector4(source.width, source.height, 0f, 0f)); cs.SetVector("_Channels", channels); cs.Dispatch(kernel, Mathf.CeilToInt(source.width / 16f), Mathf.CeilToInt(source.height / 16f), 1); kernel = cs.FindKernel("KHistogramScale"); cs.SetBuffer(kernel, "_Histogram", m_Buffer); cs.Dispatch(kernel, 1, 1, 1); if (m_HistogramTexture == null || m_HistogramTexture.width != source.width || m_HistogramTexture.height != source.height) { GraphicsUtils.Destroy(m_HistogramTexture); m_HistogramTexture = new RenderTexture(source.width, source.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear) { hideFlags = HideFlags.DontSave, wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; } m_Material.SetBuffer("_Histogram", m_Buffer); m_Material.SetVector("_Size", new Vector2(m_HistogramTexture.width, m_HistogramTexture.height)); m_Material.SetColor("_ColorR", new Color(1f, 0f, 0f, 1f)); m_Material.SetColor("_ColorG", new Color(0f, 1f, 0f, 1f)); m_Material.SetColor("_ColorB", new Color(0f, 0f, 1f, 1f)); m_Material.SetColor("_ColorL", new Color(1f, 1f, 1f, 1f)); m_Material.SetInt("_Channel", (int)m_MonitorSettings.histogramMode); int pass = 0; if (m_MonitorSettings.histogramMode == HistogramMode.RGBMerged) pass = 1; else if (m_MonitorSettings.histogramMode == HistogramMode.RGBSplit) pass = 2; Graphics.Blit(null, m_HistogramTexture, m_Material, pass); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Monitors/HistogramMonitor.cs.meta ================================================ fileFormatVersion: 2 guid: 4581c45ac4aa2264187087659a4cc252 timeCreated: 1460031632 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Monitors/ParadeMonitor.cs ================================================ using UnityEditorInternal; using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { public class ParadeMonitor : PostProcessingMonitor { static GUIContent s_MonitorTitle = new GUIContent("Parade"); ComputeShader m_ComputeShader; ComputeBuffer m_Buffer; Material m_Material; RenderTexture m_WaveformTexture; Rect m_MonitorAreaRect; public ParadeMonitor() { m_ComputeShader = EditorResources.Load("Monitors/WaveformCompute.compute"); } public override void Dispose() { GraphicsUtils.Destroy(m_Material); GraphicsUtils.Destroy(m_WaveformTexture); if (m_Buffer != null) m_Buffer.Release(); m_Material = null; m_WaveformTexture = null; m_Buffer = null; } public override bool IsSupported() { return m_ComputeShader != null && GraphicsUtils.supportsDX11; } public override GUIContent GetMonitorTitle() { return s_MonitorTitle; } public override void OnMonitorSettings() { EditorGUI.BeginChangeCheck(); bool refreshOnPlay = m_MonitorSettings.refreshOnPlay; float exposure = m_MonitorSettings.paradeExposure; refreshOnPlay = GUILayout.Toggle(refreshOnPlay, new GUIContent(FxStyles.playIcon, "Keep refreshing the parade in play mode; this may impact performances."), FxStyles.preButton); exposure = GUILayout.HorizontalSlider(exposure, 0.05f, 0.3f, FxStyles.preSlider, FxStyles.preSliderThumb, GUILayout.Width(40f)); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(m_BaseEditor.serializedObject.targetObject, "Parade Settings Changed"); m_MonitorSettings.refreshOnPlay = refreshOnPlay; m_MonitorSettings.paradeExposure = exposure; InternalEditorUtility.RepaintAllViews(); } } public override void OnMonitorGUI(Rect r) { if (Event.current.type == EventType.Repaint) { // If m_MonitorAreaRect isn't set the preview was just opened so refresh the render to get the waveform data if (Mathf.Approximately(m_MonitorAreaRect.width, 0) && Mathf.Approximately(m_MonitorAreaRect.height, 0)) InternalEditorUtility.RepaintAllViews(); // Sizing float width = m_WaveformTexture != null ? Mathf.Min(m_WaveformTexture.width, r.width - 65f) : r.width; float height = m_WaveformTexture != null ? Mathf.Min(m_WaveformTexture.height, r.height - 45f) : r.height; m_MonitorAreaRect = new Rect( Mathf.Floor(r.x + r.width / 2f - width / 2f), Mathf.Floor(r.y + r.height / 2f - height / 2f - 5f), width, height ); if (m_WaveformTexture != null) { m_Material.SetFloat("_Exposure", m_MonitorSettings.paradeExposure); var oldActive = RenderTexture.active; Graphics.Blit(null, m_WaveformTexture, m_Material, 0); RenderTexture.active = oldActive; Graphics.DrawTexture(m_MonitorAreaRect, m_WaveformTexture); var color = Color.white; const float kTickSize = 5f; // Rect, lines & ticks points // A O B P C Q D // N E // M F // L G // K T J S I R H var A = new Vector3(m_MonitorAreaRect.x, m_MonitorAreaRect.y); var D = new Vector3(A.x + m_MonitorAreaRect.width + 1f, m_MonitorAreaRect.y); var H = new Vector3(D.x, D.y + m_MonitorAreaRect.height + 1f); var K = new Vector3(A.x, H.y); var F = new Vector3(D.x, D.y + (H.y - D.y) / 2f); var M = new Vector3(A.x, A.y + (K.y - A.y) / 2f); var B = new Vector3(A.x + (D.x - A.x) / 3f, A.y); var C = new Vector3(A.x + (D.x - A.x) * 2f / 3f, A.y); var I = new Vector3(K.x + (H.x - K.x) * 2f / 3f, K.y); var J = new Vector3(K.x + (H.x - K.x) / 3f, K.y); var N = new Vector3(A.x, A.y + (M.y - A.y) / 2f); var L = new Vector3(A.x, M.y + (K.y - M.y) / 2f); var E = new Vector3(D.x, D.y + (F.y - D.y) / 2f); var G = new Vector3(D.x, F.y + (H.y - F.y) / 2f); var O = new Vector3(A.x + (B.x - A.x) / 2f, A.y); var P = new Vector3(B.x + (C.x - B.x) / 2f, B.y); var Q = new Vector3(C.x + (D.x - C.x) / 2f, C.y); var R = new Vector3(I.x + (H.x - I.x) / 2f, I.y); var S = new Vector3(J.x + (I.x - J.x) / 2f, J.y); var T = new Vector3(K.x + (J.x - K.x) / 2f, K.y); // Borders Handles.color = color; Handles.DrawLine(A, D); Handles.DrawLine(D, H); Handles.DrawLine(H, K); Handles.DrawLine(K, new Vector3(A.x, A.y - 1f)); Handles.DrawLine(B, J); Handles.DrawLine(C, I); // Vertical ticks Handles.DrawLine(A, new Vector3(A.x - kTickSize, A.y)); Handles.DrawLine(N, new Vector3(N.x - kTickSize, N.y)); Handles.DrawLine(M, new Vector3(M.x - kTickSize, M.y)); Handles.DrawLine(L, new Vector3(L.x - kTickSize, L.y)); Handles.DrawLine(K, new Vector3(K.x - kTickSize, K.y)); Handles.DrawLine(D, new Vector3(D.x + kTickSize, D.y)); Handles.DrawLine(E, new Vector3(E.x + kTickSize, E.y)); Handles.DrawLine(F, new Vector3(F.x + kTickSize, F.y)); Handles.DrawLine(G, new Vector3(G.x + kTickSize, G.y)); Handles.DrawLine(H, new Vector3(H.x + kTickSize, H.y)); // Horizontal ticks Handles.DrawLine(A, new Vector3(A.x, A.y - kTickSize)); Handles.DrawLine(B, new Vector3(B.x, B.y - kTickSize)); Handles.DrawLine(C, new Vector3(C.x, C.y - kTickSize)); Handles.DrawLine(D, new Vector3(D.x, D.y - kTickSize)); Handles.DrawLine(O, new Vector3(O.x, O.y - kTickSize)); Handles.DrawLine(P, new Vector3(P.x, P.y - kTickSize)); Handles.DrawLine(Q, new Vector3(Q.x, Q.y - kTickSize)); Handles.DrawLine(H, new Vector3(H.x, H.y + kTickSize)); Handles.DrawLine(I, new Vector3(I.x, I.y + kTickSize)); Handles.DrawLine(J, new Vector3(J.x, J.y + kTickSize)); Handles.DrawLine(K, new Vector3(K.x, K.y + kTickSize)); Handles.DrawLine(R, new Vector3(R.x, R.y + kTickSize)); Handles.DrawLine(S, new Vector3(S.x, S.y + kTickSize)); Handles.DrawLine(T, new Vector3(T.x, T.y + kTickSize)); // Labels GUI.color = color; GUI.Label(new Rect(A.x - kTickSize - 34f, A.y - 15f, 30f, 30f), "1.0", FxStyles.tickStyleRight); GUI.Label(new Rect(M.x - kTickSize - 34f, M.y - 15f, 30f, 30f), "0.5", FxStyles.tickStyleRight); GUI.Label(new Rect(K.x - kTickSize - 34f, K.y - 15f, 30f, 30f), "0.0", FxStyles.tickStyleRight); GUI.Label(new Rect(D.x + kTickSize + 4f, D.y - 15f, 30f, 30f), "1.0", FxStyles.tickStyleLeft); GUI.Label(new Rect(F.x + kTickSize + 4f, F.y - 15f, 30f, 30f), "0.5", FxStyles.tickStyleLeft); GUI.Label(new Rect(H.x + kTickSize + 4f, H.y - 15f, 30f, 30f), "0.0", FxStyles.tickStyleLeft); } } } public override void OnFrameData(RenderTexture source) { if (Application.isPlaying && !m_MonitorSettings.refreshOnPlay) return; if (Mathf.Approximately(m_MonitorAreaRect.width, 0) || Mathf.Approximately(m_MonitorAreaRect.height, 0)) return; float ratio = ((float)source.width / (float)source.height) / 3f; int h = 384; int w = Mathf.FloorToInt(h * ratio); var rt = RenderTexture.GetTemporary(w, h, 0, source.format); Graphics.Blit(source, rt); ComputeWaveform(rt); m_BaseEditor.Repaint(); RenderTexture.ReleaseTemporary(rt); } void CreateBuffer(int width, int height) { m_Buffer = new ComputeBuffer(width * height, sizeof(uint) << 2); } void ComputeWaveform(RenderTexture source) { if (m_Buffer == null) { CreateBuffer(source.width, source.height); } else if (m_Buffer.count != (source.width * source.height)) { m_Buffer.Release(); CreateBuffer(source.width, source.height); } var channels = m_MonitorSettings.waveformY ? new Vector4(0f, 0f, 0f, 1f) : new Vector4(m_MonitorSettings.waveformR ? 1f : 0f, m_MonitorSettings.waveformG ? 1f : 0f, m_MonitorSettings.waveformB ? 1f : 0f, 0f); var cs = m_ComputeShader; int kernel = cs.FindKernel("KWaveformClear"); cs.SetBuffer(kernel, "_Waveform", m_Buffer); cs.Dispatch(kernel, source.width, 1, 1); kernel = cs.FindKernel("KWaveform"); cs.SetBuffer(kernel, "_Waveform", m_Buffer); cs.SetTexture(kernel, "_Source", source); cs.SetInt("_IsLinear", GraphicsUtils.isLinearColorSpace ? 1 : 0); cs.SetVector("_Channels", channels); cs.Dispatch(kernel, source.width, 1, 1); if (m_WaveformTexture == null || m_WaveformTexture.width != (source.width * 3) || m_WaveformTexture.height != source.height) { GraphicsUtils.Destroy(m_WaveformTexture); m_WaveformTexture = new RenderTexture(source.width * 3, source.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear) { hideFlags = HideFlags.DontSave, wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; } if (m_Material == null) m_Material = new Material(Shader.Find("Hidden/Post FX/Monitors/Parade Render")) { hideFlags = HideFlags.DontSave }; m_Material.SetBuffer("_Waveform", m_Buffer); m_Material.SetVector("_Size", new Vector2(m_WaveformTexture.width, m_WaveformTexture.height)); m_Material.SetVector("_Channels", channels); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Monitors/ParadeMonitor.cs.meta ================================================ fileFormatVersion: 2 guid: b1f878f3742072e40a280683573bd0ee timeCreated: 1460031643 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Monitors/VectorscopeMonitor.cs ================================================ using UnityEditorInternal; using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { public class VectorscopeMonitor : PostProcessingMonitor { static GUIContent s_MonitorTitle = new GUIContent("Vectorscope"); ComputeShader m_ComputeShader; ComputeBuffer m_Buffer; Material m_Material; RenderTexture m_VectorscopeTexture; Rect m_MonitorAreaRect; public VectorscopeMonitor() { m_ComputeShader = EditorResources.Load("Monitors/VectorscopeCompute.compute"); } public override void Dispose() { GraphicsUtils.Destroy(m_Material); GraphicsUtils.Destroy(m_VectorscopeTexture); if (m_Buffer != null) m_Buffer.Release(); m_Material = null; m_VectorscopeTexture = null; m_Buffer = null; } public override bool IsSupported() { return m_ComputeShader != null && GraphicsUtils.supportsDX11; } public override GUIContent GetMonitorTitle() { return s_MonitorTitle; } public override void OnMonitorSettings() { EditorGUI.BeginChangeCheck(); bool refreshOnPlay = m_MonitorSettings.refreshOnPlay; float exposure = m_MonitorSettings.vectorscopeExposure; bool showBackground = m_MonitorSettings.vectorscopeShowBackground; refreshOnPlay = GUILayout.Toggle(refreshOnPlay, new GUIContent(FxStyles.playIcon, "Keep refreshing the vectorscope in play mode; this may impact performances."), FxStyles.preButton); exposure = GUILayout.HorizontalSlider(exposure, 0.05f, 0.3f, FxStyles.preSlider, FxStyles.preSliderThumb, GUILayout.Width(40f)); showBackground = GUILayout.Toggle(showBackground, new GUIContent(FxStyles.checkerIcon, "Show an YUV background in the vectorscope."), FxStyles.preButton); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(m_BaseEditor.serializedObject.targetObject, "Vectorscope Settings Changed"); m_MonitorSettings.refreshOnPlay = refreshOnPlay; m_MonitorSettings.vectorscopeExposure = exposure; m_MonitorSettings.vectorscopeShowBackground = showBackground; InternalEditorUtility.RepaintAllViews(); } } public override void OnMonitorGUI(Rect r) { if (Event.current.type == EventType.Repaint) { // If m_MonitorAreaRect isn't set the preview was just opened so refresh the render to get the vectoscope data if (Mathf.Approximately(m_MonitorAreaRect.width, 0) && Mathf.Approximately(m_MonitorAreaRect.height, 0)) InternalEditorUtility.RepaintAllViews(); // Sizing float size = 0f; if (r.width < r.height) { size = m_VectorscopeTexture != null ? Mathf.Min(m_VectorscopeTexture.width, r.width - 35f) : r.width; } else { size = m_VectorscopeTexture != null ? Mathf.Min(m_VectorscopeTexture.height, r.height - 25f) : r.height; } m_MonitorAreaRect = new Rect( Mathf.Floor(r.x + r.width / 2f - size / 2f), Mathf.Floor(r.y + r.height / 2f - size / 2f - 5f), size, size ); if (m_VectorscopeTexture != null) { m_Material.SetFloat("_Exposure", m_MonitorSettings.vectorscopeExposure); var oldActive = RenderTexture.active; Graphics.Blit(null, m_VectorscopeTexture, m_Material, m_MonitorSettings.vectorscopeShowBackground ? 0 : 1); RenderTexture.active = oldActive; Graphics.DrawTexture(m_MonitorAreaRect, m_VectorscopeTexture); var color = Color.white; const float kTickSize = 10f; const int kTickCount = 24; float radius = m_MonitorAreaRect.width / 2f; float midX = m_MonitorAreaRect.x + radius; float midY = m_MonitorAreaRect.y + radius; var center = new Vector2(midX, midY); // Cross color.a *= 0.5f; Handles.color = color; Handles.DrawLine(new Vector2(midX, m_MonitorAreaRect.y), new Vector2(midX, m_MonitorAreaRect.y + m_MonitorAreaRect.height)); Handles.DrawLine(new Vector2(m_MonitorAreaRect.x, midY), new Vector2(m_MonitorAreaRect.x + m_MonitorAreaRect.width, midY)); if (m_MonitorAreaRect.width > 100f) { color.a = 1f; // Ticks Handles.color = color; for (int i = 0; i < kTickCount; i++) { float a = (float)i / (float)kTickCount; float theta = a * (Mathf.PI * 2f); float tx = Mathf.Cos(theta + (Mathf.PI / 2f)); float ty = Mathf.Sin(theta - (Mathf.PI / 2f)); var innerVec = center + new Vector2(tx, ty) * (radius - kTickSize); var outerVec = center + new Vector2(tx, ty) * radius; Handles.DrawAAPolyLine(3f, innerVec, outerVec); } // Labels (where saturation reaches 75%) color.a = 1f; var oldColor = GUI.color; GUI.color = color * 2f; var point = new Vector2(-0.254f, -0.750f) * radius + center; var rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f); GUI.Label(rect, "[R]", FxStyles.tickStyleCenter); point = new Vector2(-0.497f, 0.629f) * radius + center; rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f); GUI.Label(rect, "[G]", FxStyles.tickStyleCenter); point = new Vector2(0.750f, 0.122f) * radius + center; rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f); GUI.Label(rect, "[B]", FxStyles.tickStyleCenter); point = new Vector2(-0.750f, -0.122f) * radius + center; rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f); GUI.Label(rect, "[Y]", FxStyles.tickStyleCenter); point = new Vector2(0.254f, 0.750f) * radius + center; rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f); GUI.Label(rect, "[C]", FxStyles.tickStyleCenter); point = new Vector2(0.497f, -0.629f) * radius + center; rect = new Rect(point.x - 10f, point.y - 10f, 20f, 20f); GUI.Label(rect, "[M]", FxStyles.tickStyleCenter); GUI.color = oldColor; } } } } public override void OnFrameData(RenderTexture source) { if (Application.isPlaying && !m_MonitorSettings.refreshOnPlay) return; if (Mathf.Approximately(m_MonitorAreaRect.width, 0) || Mathf.Approximately(m_MonitorAreaRect.height, 0)) return; float ratio = (float)source.width / (float)source.height; int h = 384; int w = Mathf.FloorToInt(h * ratio); var rt = RenderTexture.GetTemporary(w, h, 0, source.format); Graphics.Blit(source, rt); ComputeVectorscope(rt); m_BaseEditor.Repaint(); RenderTexture.ReleaseTemporary(rt); } void CreateBuffer(int width, int height) { m_Buffer = new ComputeBuffer(width * height, sizeof(uint)); } void ComputeVectorscope(RenderTexture source) { if (m_Buffer == null) { CreateBuffer(source.width, source.height); } else if (m_Buffer.count != (source.width * source.height)) { m_Buffer.Release(); CreateBuffer(source.width, source.height); } var cs = m_ComputeShader; int kernel = cs.FindKernel("KVectorscopeClear"); cs.SetBuffer(kernel, "_Vectorscope", m_Buffer); cs.SetVector("_Res", new Vector4(source.width, source.height, 0f, 0f)); cs.Dispatch(kernel, Mathf.CeilToInt(source.width / 32f), Mathf.CeilToInt(source.height / 32f), 1); kernel = cs.FindKernel("KVectorscope"); cs.SetBuffer(kernel, "_Vectorscope", m_Buffer); cs.SetTexture(kernel, "_Source", source); cs.SetInt("_IsLinear", GraphicsUtils.isLinearColorSpace ? 1 : 0); cs.SetVector("_Res", new Vector4(source.width, source.height, 0f, 0f)); cs.Dispatch(kernel, Mathf.CeilToInt(source.width / 32f), Mathf.CeilToInt(source.height / 32f), 1); if (m_VectorscopeTexture == null || m_VectorscopeTexture.width != source.width || m_VectorscopeTexture.height != source.height) { GraphicsUtils.Destroy(m_VectorscopeTexture); m_VectorscopeTexture = new RenderTexture(source.width, source.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear) { hideFlags = HideFlags.DontSave, wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; } if (m_Material == null) m_Material = new Material(Shader.Find("Hidden/Post FX/Monitors/Vectorscope Render")) { hideFlags = HideFlags.DontSave }; m_Material.SetBuffer("_Vectorscope", m_Buffer); m_Material.SetVector("_Size", new Vector2(m_VectorscopeTexture.width, m_VectorscopeTexture.height)); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Monitors/VectorscopeMonitor.cs.meta ================================================ fileFormatVersion: 2 guid: 805119df0d94800418006c621cc99cc2 timeCreated: 1461748750 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Monitors/WaveformMonitor.cs ================================================ using UnityEditorInternal; using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { public class WaveformMonitor : PostProcessingMonitor { static GUIContent s_MonitorTitle = new GUIContent("Waveform"); ComputeShader m_ComputeShader; ComputeBuffer m_Buffer; Material m_Material; RenderTexture m_WaveformTexture; Rect m_MonitorAreaRect; public WaveformMonitor() { m_ComputeShader = EditorResources.Load("Monitors/WaveformCompute.compute"); } public override void Dispose() { GraphicsUtils.Destroy(m_Material); GraphicsUtils.Destroy(m_WaveformTexture); if (m_Buffer != null) m_Buffer.Release(); m_Material = null; m_WaveformTexture = null; m_Buffer = null; } public override bool IsSupported() { return m_ComputeShader != null && GraphicsUtils.supportsDX11; } public override GUIContent GetMonitorTitle() { return s_MonitorTitle; } public override void OnMonitorSettings() { EditorGUI.BeginChangeCheck(); bool refreshOnPlay = m_MonitorSettings.refreshOnPlay; float exposure = m_MonitorSettings.waveformExposure; bool Y = m_MonitorSettings.waveformY; bool R = m_MonitorSettings.waveformR; bool G = m_MonitorSettings.waveformG; bool B = m_MonitorSettings.waveformB; refreshOnPlay = GUILayout.Toggle(refreshOnPlay, new GUIContent(FxStyles.playIcon, "Keep refreshing the waveform in play mode; this may impact performances."), FxStyles.preButton); exposure = GUILayout.HorizontalSlider(exposure, 0.05f, 0.3f, FxStyles.preSlider, FxStyles.preSliderThumb, GUILayout.Width(40f)); Y = GUILayout.Toggle(Y, new GUIContent("Y", "Show the luminance waveform only."), FxStyles.preButton); if (Y) { R = false; G = false; B = false; } R = GUILayout.Toggle(R, new GUIContent("R", "Show the red waveform."), FxStyles.preButton); G = GUILayout.Toggle(G, new GUIContent("G", "Show the green waveform."), FxStyles.preButton); B = GUILayout.Toggle(B, new GUIContent("B", "Show the blue waveform."), FxStyles.preButton); if (R || G || B) Y = false; if (!Y && !R && !G && !B) { R = true; G = true; B = true; } if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(m_BaseEditor.serializedObject.targetObject, "Waveforme Settings Changed"); m_MonitorSettings.refreshOnPlay = refreshOnPlay; m_MonitorSettings.waveformExposure = exposure; m_MonitorSettings.waveformY = Y; m_MonitorSettings.waveformR = R; m_MonitorSettings.waveformG = G; m_MonitorSettings.waveformB = B; InternalEditorUtility.RepaintAllViews(); } } public override void OnMonitorGUI(Rect r) { if (Event.current.type == EventType.Repaint) { // If m_MonitorAreaRect isn't set the preview was just opened so refresh the render to get the waveform data if (Mathf.Approximately(m_MonitorAreaRect.width, 0) && Mathf.Approximately(m_MonitorAreaRect.height, 0)) InternalEditorUtility.RepaintAllViews(); // Sizing float width = m_WaveformTexture != null ? Mathf.Min(m_WaveformTexture.width, r.width - 65f) : r.width; float height = m_WaveformTexture != null ? Mathf.Min(m_WaveformTexture.height, r.height - 45f) : r.height; m_MonitorAreaRect = new Rect( Mathf.Floor(r.x + r.width / 2f - width / 2f), Mathf.Floor(r.y + r.height / 2f - height / 2f - 5f), width, height ); if (m_WaveformTexture != null) { m_Material.SetFloat("_Exposure", m_MonitorSettings.waveformExposure); var oldActive = RenderTexture.active; Graphics.Blit(null, m_WaveformTexture, m_Material, 0); RenderTexture.active = oldActive; Graphics.DrawTexture(m_MonitorAreaRect, m_WaveformTexture); var color = Color.white; const float kTickSize = 5f; // Rect, lines & ticks points // A B C D E // P F // O G // N H // M L K J I var A = new Vector3(m_MonitorAreaRect.x, m_MonitorAreaRect.y); var E = new Vector3(A.x + m_MonitorAreaRect.width + 1f, m_MonitorAreaRect.y); var I = new Vector3(E.x, E.y + m_MonitorAreaRect.height + 1f); var M = new Vector3(A.x, I.y); var C = new Vector3(A.x + (E.x - A.x) / 2f, A.y); var G = new Vector3(E.x, E.y + (I.y - E.y) / 2f); var K = new Vector3(M.x + (I.x - M.x) / 2f, M.y); var O = new Vector3(A.x, A.y + (M.y - A.y) / 2f); var P = new Vector3(A.x, A.y + (O.y - A.y) / 2f); var F = new Vector3(E.x, E.y + (G.y - E.y) / 2f); var N = new Vector3(A.x, O.y + (M.y - O.y) / 2f); var H = new Vector3(E.x, G.y + (I.y - G.y) / 2f); var B = new Vector3(A.x + (C.x - A.x) / 2f, A.y); var L = new Vector3(M.x + (K.x - M.x) / 2f, M.y); var D = new Vector3(C.x + (E.x - C.x) / 2f, A.y); var J = new Vector3(K.x + (I.x - K.x) / 2f, M.y); // Borders Handles.color = color; Handles.DrawLine(A, E); Handles.DrawLine(E, I); Handles.DrawLine(I, M); Handles.DrawLine(M, new Vector3(A.x, A.y - 1f)); // Vertical ticks Handles.DrawLine(A, new Vector3(A.x - kTickSize, A.y)); Handles.DrawLine(P, new Vector3(P.x - kTickSize, P.y)); Handles.DrawLine(O, new Vector3(O.x - kTickSize, O.y)); Handles.DrawLine(N, new Vector3(N.x - kTickSize, N.y)); Handles.DrawLine(M, new Vector3(M.x - kTickSize, M.y)); Handles.DrawLine(E, new Vector3(E.x + kTickSize, E.y)); Handles.DrawLine(F, new Vector3(F.x + kTickSize, F.y)); Handles.DrawLine(G, new Vector3(G.x + kTickSize, G.y)); Handles.DrawLine(H, new Vector3(H.x + kTickSize, H.y)); Handles.DrawLine(I, new Vector3(I.x + kTickSize, I.y)); // Horizontal ticks Handles.DrawLine(A, new Vector3(A.x, A.y - kTickSize)); Handles.DrawLine(B, new Vector3(B.x, B.y - kTickSize)); Handles.DrawLine(C, new Vector3(C.x, C.y - kTickSize)); Handles.DrawLine(D, new Vector3(D.x, D.y - kTickSize)); Handles.DrawLine(E, new Vector3(E.x, E.y - kTickSize)); Handles.DrawLine(M, new Vector3(M.x, M.y + kTickSize)); Handles.DrawLine(L, new Vector3(L.x, L.y + kTickSize)); Handles.DrawLine(K, new Vector3(K.x, K.y + kTickSize)); Handles.DrawLine(J, new Vector3(J.x, J.y + kTickSize)); Handles.DrawLine(I, new Vector3(I.x, I.y + kTickSize)); // Labels GUI.color = color; GUI.Label(new Rect(A.x - kTickSize - 34f, A.y - 15f, 30f, 30f), "1.0", FxStyles.tickStyleRight); GUI.Label(new Rect(O.x - kTickSize - 34f, O.y - 15f, 30f, 30f), "0.5", FxStyles.tickStyleRight); GUI.Label(new Rect(M.x - kTickSize - 34f, M.y - 15f, 30f, 30f), "0.0", FxStyles.tickStyleRight); GUI.Label(new Rect(E.x + kTickSize + 4f, E.y - 15f, 30f, 30f), "1.0", FxStyles.tickStyleLeft); GUI.Label(new Rect(G.x + kTickSize + 4f, G.y - 15f, 30f, 30f), "0.5", FxStyles.tickStyleLeft); GUI.Label(new Rect(I.x + kTickSize + 4f, I.y - 15f, 30f, 30f), "0.0", FxStyles.tickStyleLeft); GUI.Label(new Rect(M.x - 15f, M.y + kTickSize - 4f, 30f, 30f), "0.0", FxStyles.tickStyleCenter); GUI.Label(new Rect(K.x - 15f, K.y + kTickSize - 4f, 30f, 30f), "0.5", FxStyles.tickStyleCenter); GUI.Label(new Rect(I.x - 15f, I.y + kTickSize - 4f, 30f, 30f), "1.0", FxStyles.tickStyleCenter); } } } public override void OnFrameData(RenderTexture source) { if (Application.isPlaying && !m_MonitorSettings.refreshOnPlay) return; if (Mathf.Approximately(m_MonitorAreaRect.width, 0) || Mathf.Approximately(m_MonitorAreaRect.height, 0)) return; float ratio = (float)source.width / (float)source.height; int h = 384; int w = Mathf.FloorToInt(h * ratio); var rt = RenderTexture.GetTemporary(w, h, 0, source.format); Graphics.Blit(source, rt); ComputeWaveform(rt); m_BaseEditor.Repaint(); RenderTexture.ReleaseTemporary(rt); } void CreateBuffer(int width, int height) { m_Buffer = new ComputeBuffer(width * height, sizeof(uint) << 2); } void ComputeWaveform(RenderTexture source) { if (m_Buffer == null) { CreateBuffer(source.width, source.height); } else if (m_Buffer.count != (source.width * source.height)) { m_Buffer.Release(); CreateBuffer(source.width, source.height); } var channels = m_MonitorSettings.waveformY ? new Vector4(0f, 0f, 0f, 1f) : new Vector4(m_MonitorSettings.waveformR ? 1f : 0f, m_MonitorSettings.waveformG ? 1f : 0f, m_MonitorSettings.waveformB ? 1f : 0f, 0f); var cs = m_ComputeShader; int kernel = cs.FindKernel("KWaveformClear"); cs.SetBuffer(kernel, "_Waveform", m_Buffer); cs.Dispatch(kernel, source.width, 1, 1); kernel = cs.FindKernel("KWaveform"); cs.SetBuffer(kernel, "_Waveform", m_Buffer); cs.SetTexture(kernel, "_Source", source); cs.SetInt("_IsLinear", GraphicsUtils.isLinearColorSpace ? 1 : 0); cs.SetVector("_Channels", channels); cs.Dispatch(kernel, source.width, 1, 1); if (m_WaveformTexture == null || m_WaveformTexture.width != source.width || m_WaveformTexture.height != source.height) { GraphicsUtils.Destroy(m_WaveformTexture); m_WaveformTexture = new RenderTexture(source.width, source.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear) { hideFlags = HideFlags.DontSave, wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; } if (m_Material == null) m_Material = new Material(Shader.Find("Hidden/Post FX/Monitors/Waveform Render")) { hideFlags = HideFlags.DontSave }; m_Material.SetBuffer("_Waveform", m_Buffer); m_Material.SetVector("_Size", new Vector2(m_WaveformTexture.width, m_WaveformTexture.height)); m_Material.SetVector("_Channels", channels); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Monitors/WaveformMonitor.cs.meta ================================================ fileFormatVersion: 2 guid: 2d45bc7edb5916446b4fa1ae1b6f9065 timeCreated: 1459957472 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Monitors.meta ================================================ fileFormatVersion: 2 guid: e31078d57ac582944ad5e1e76a84f36a folderAsset: yes timeCreated: 1467188891 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingBehaviourEditor.cs ================================================ using System; using System.Linq.Expressions; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { [CustomEditor(typeof(PostProcessingBehaviour))] public class PostProcessingBehaviourEditor : Editor { SerializedProperty m_Profile; public void OnEnable() { m_Profile = FindSetting((PostProcessingBehaviour x) => x.profile); } public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(m_Profile); serializedObject.ApplyModifiedProperties(); } SerializedProperty FindSetting(Expression> expr) { return serializedObject.FindProperty(ReflectionUtils.GetFieldPath(expr)); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingBehaviourEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 0c12e797b02402246a52aa270c45059b timeCreated: 1476193645 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingFactory.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; using UnityEditor.ProjectWindowCallback; using System.IO; namespace UnityEditor.PostProcessing { public class PostProcessingFactory { [MenuItem("Assets/Create/Post-Processing Profile", priority = 201)] static void MenuCreatePostProcessingProfile() { var icon = EditorGUIUtility.FindTexture("ScriptableObject Icon"); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New Post-Processing Profile.asset", icon, null); } internal static PostProcessingProfile CreatePostProcessingProfileAtPath(string path) { var profile = ScriptableObject.CreateInstance(); profile.name = Path.GetFileName(path); profile.fog.enabled = true; AssetDatabase.CreateAsset(profile, path); return profile; } } class DoCreatePostProcessingProfile : EndNameEditAction { public override void Action(int instanceId, string pathName, string resourceFile) { PostProcessingProfile profile = PostProcessingFactory.CreatePostProcessingProfileAtPath(pathName); ProjectWindowUtil.ShowCreatedAsset(profile); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingFactory.cs.meta ================================================ fileFormatVersion: 2 guid: 0dfcadb180d67014cb0a6e18d6b11f90 timeCreated: 1466586271 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingInspector.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; namespace UnityEditor.PostProcessing { //[CanEditMultipleObjects] [CustomEditor(typeof(PostProcessingProfile))] public class PostProcessingInspector : Editor { static GUIContent s_PreviewTitle = new GUIContent("Monitors"); PostProcessingProfile m_ConcreteTarget { get { return target as PostProcessingProfile; } } int m_CurrentMonitorID { get { return m_ConcreteTarget.monitors.currentMonitorID; } set { m_ConcreteTarget.monitors.currentMonitorID = value; } } List m_Monitors; GUIContent[] m_MonitorNames; Dictionary m_CustomEditors = new Dictionary(); public bool IsInteractivePreviewOpened { get; private set; } void OnEnable() { if (target == null) return; // Aggregate custom post-fx editors var assembly = Assembly.GetAssembly(typeof(PostProcessingInspector)); var editorTypes = assembly.GetTypes() .Where(x => x.IsDefined(typeof(PostProcessingModelEditorAttribute), false)); var customEditors = new Dictionary(); foreach (var editor in editorTypes) { var attr = (PostProcessingModelEditorAttribute)editor.GetCustomAttributes(typeof(PostProcessingModelEditorAttribute), false)[0]; var effectType = attr.type; var alwaysEnabled = attr.alwaysEnabled; var editorInst = (PostProcessingModelEditor)Activator.CreateInstance(editor); editorInst.alwaysEnabled = alwaysEnabled; editorInst.profile = target as PostProcessingProfile; editorInst.inspector = this; customEditors.Add(effectType, editorInst); } // ... and corresponding models var baseType = target.GetType(); var property = serializedObject.GetIterator(); while (property.Next(true)) { if (!property.hasChildren) continue; var type = baseType; var srcObject = ReflectionUtils.GetFieldValueFromPath(serializedObject.targetObject, ref type, property.propertyPath); if (srcObject == null) continue; PostProcessingModelEditor editor; if (customEditors.TryGetValue(type, out editor)) { var effect = (PostProcessingModel)srcObject; if (editor.alwaysEnabled) effect.enabled = editor.alwaysEnabled; m_CustomEditors.Add(editor, effect); editor.target = effect; editor.serializedProperty = property.Copy(); editor.OnPreEnable(); } } // Prepare monitors m_Monitors = new List(); var monitors = new List { new HistogramMonitor(), new WaveformMonitor(), new ParadeMonitor(), new VectorscopeMonitor() }; var monitorNames = new List(); foreach (var monitor in monitors) { if (monitor.IsSupported()) { monitor.Init(m_ConcreteTarget.monitors, this); m_Monitors.Add(monitor); monitorNames.Add(monitor.GetMonitorTitle()); } } m_MonitorNames = monitorNames.ToArray(); if (m_Monitors.Count > 0) m_ConcreteTarget.monitors.onFrameEndEditorOnly = OnFrameEnd; } void OnDisable() { if (m_CustomEditors != null) { foreach (var editor in m_CustomEditors.Keys) editor.OnDisable(); m_CustomEditors.Clear(); } if (m_Monitors != null) { foreach (var monitor in m_Monitors) monitor.Dispose(); m_Monitors.Clear(); } if (m_ConcreteTarget != null) m_ConcreteTarget.monitors.onFrameEndEditorOnly = null; } void OnFrameEnd(RenderTexture source) { if (!IsInteractivePreviewOpened) return; if (m_CurrentMonitorID < m_Monitors.Count) m_Monitors[m_CurrentMonitorID].OnFrameData(source); IsInteractivePreviewOpened = false; } public override void OnInspectorGUI() { serializedObject.Update(); // Handles undo/redo events first (before they get used by the editors' widgets) var e = Event.current; if (e.type == EventType.ValidateCommand && e.commandName == "UndoRedoPerformed") { foreach (var editor in m_CustomEditors) editor.Value.OnValidate(); } if (!m_ConcreteTarget.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.None)) EditorGUILayout.HelpBox("A debug view is currently enabled. Changes done to an effect might not be visible.", MessageType.Info); foreach (var editor in m_CustomEditors) { EditorGUI.BeginChangeCheck(); editor.Key.OnGUI(); if (EditorGUI.EndChangeCheck()) editor.Value.OnValidate(); } serializedObject.ApplyModifiedProperties(); } public override GUIContent GetPreviewTitle() { return s_PreviewTitle; } public override bool HasPreviewGUI() { return GraphicsUtils.supportsDX11 && m_Monitors.Count > 0; } public override void OnPreviewSettings() { using (new EditorGUILayout.HorizontalScope()) { if (m_CurrentMonitorID < m_Monitors.Count) m_Monitors[m_CurrentMonitorID].OnMonitorSettings(); GUILayout.Space(5); m_CurrentMonitorID = EditorGUILayout.Popup(m_CurrentMonitorID, m_MonitorNames, FxStyles.preDropdown, GUILayout.MaxWidth(100f)); } } public override void OnInteractivePreviewGUI(Rect r, GUIStyle background) { IsInteractivePreviewOpened = true; if (m_CurrentMonitorID < m_Monitors.Count) m_Monitors[m_CurrentMonitorID].OnMonitorGUI(r); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingInspector.cs.meta ================================================ fileFormatVersion: 2 guid: 27fa95984763d9d47bbad59e7fdb66fe timeCreated: 1467188923 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingModelEditor.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; using System; using System.Linq.Expressions; namespace UnityEditor.PostProcessing { public class PostProcessingModelEditor { public PostProcessingModel target { get; internal set; } public SerializedProperty serializedProperty { get; internal set; } protected SerializedProperty m_SettingsProperty; protected SerializedProperty m_EnabledProperty; internal bool alwaysEnabled = false; internal PostProcessingProfile profile; internal PostProcessingInspector inspector; internal void OnPreEnable() { m_SettingsProperty = serializedProperty.FindPropertyRelative("m_Settings"); m_EnabledProperty = serializedProperty.FindPropertyRelative("m_Enabled"); OnEnable(); } public virtual void OnEnable() {} public virtual void OnDisable() {} internal void OnGUI() { GUILayout.Space(5); var display = alwaysEnabled ? EditorGUIHelper.Header(serializedProperty.displayName, m_SettingsProperty, Reset) : EditorGUIHelper.Header(serializedProperty.displayName, m_SettingsProperty, m_EnabledProperty, Reset); if (display) { EditorGUI.indentLevel++; using (new EditorGUI.DisabledGroupScope(!m_EnabledProperty.boolValue)) { OnInspectorGUI(); } EditorGUI.indentLevel--; } } void Reset() { var obj = serializedProperty.serializedObject; Undo.RecordObject(obj.targetObject, "Reset"); target.Reset(); EditorUtility.SetDirty(obj.targetObject); } public virtual void OnInspectorGUI() {} public void Repaint() { inspector.Repaint(); } protected SerializedProperty FindSetting(Expression> expr) { return m_SettingsProperty.FindPropertyRelative(ReflectionUtils.GetFieldPath(expr)); } protected SerializedProperty FindSetting(SerializedProperty prop, Expression> expr) { return prop.FindPropertyRelative(ReflectionUtils.GetFieldPath(expr)); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingModelEditor.cs.meta ================================================ fileFormatVersion: 2 guid: afe296d4ede60a0479734dc8c7df82c2 timeCreated: 1467188923 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingMonitor.cs ================================================ using System; using UnityEngine; namespace UnityEditor.PostProcessing { using MonitorSettings = UnityEngine.PostProcessing.PostProcessingProfile.MonitorSettings; public abstract class PostProcessingMonitor : IDisposable { protected MonitorSettings m_MonitorSettings; protected PostProcessingInspector m_BaseEditor; public void Init(MonitorSettings monitorSettings, PostProcessingInspector baseEditor) { m_MonitorSettings = monitorSettings; m_BaseEditor = baseEditor; } public abstract bool IsSupported(); public abstract GUIContent GetMonitorTitle(); public virtual void OnMonitorSettings() {} public abstract void OnMonitorGUI(Rect r); public virtual void OnFrameData(RenderTexture source) {} public virtual void Dispose() {} } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/PostProcessingMonitor.cs.meta ================================================ fileFormatVersion: 2 guid: 801186e9e649457469bcddd8ee391c71 timeCreated: 1467188912 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/PropertyDrawers/GetSetDrawer.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { [CustomPropertyDrawer(typeof(GetSetAttribute))] sealed class GetSetDrawer : PropertyDrawer { public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { var attribute = (GetSetAttribute)base.attribute; EditorGUI.BeginChangeCheck(); EditorGUI.PropertyField(position, property, label); if (EditorGUI.EndChangeCheck()) { attribute.dirty = true; } else if (attribute.dirty) { var parent = ReflectionUtils.GetParentObject(property.propertyPath, property.serializedObject.targetObject); var type = parent.GetType(); var info = type.GetProperty(attribute.name); if (info == null) Debug.LogError("Invalid property name \"" + attribute.name + "\""); else info.SetValue(parent, fieldInfo.GetValue(parent), null); attribute.dirty = false; } } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/PropertyDrawers/GetSetDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: e1a43b92f2bbd914ca2e6b4c6a5dba48 timeCreated: 1460383963 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs ================================================ using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { [CustomPropertyDrawer(typeof(MinAttribute))] sealed class MinDrawer : PropertyDrawer { public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { MinAttribute attribute = (MinAttribute)base.attribute; if (property.propertyType == SerializedPropertyType.Integer) { int v = EditorGUI.IntField(position, label, property.intValue); property.intValue = (int)Mathf.Max(v, attribute.min); } else if (property.propertyType == SerializedPropertyType.Float) { float v = EditorGUI.FloatField(position, label, property.floatValue); property.floatValue = Mathf.Max(v, attribute.min); } else { EditorGUI.LabelField(position, label.text, "Use Min with float or int."); } } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: 8995f52f410f0fb4cb1bdaa71a16e04e timeCreated: 1467364278 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/PropertyDrawers/TrackballGroupDrawer.cs ================================================ using System.Collections.Generic; using System.Reflection; using UnityEngine; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { [CustomPropertyDrawer(typeof(TrackballGroupAttribute))] sealed class TrackballGroupDrawer : PropertyDrawer { static Material s_Material; const int k_MinWheelSize = 80; const int k_MaxWheelSize = 256; bool m_ResetState; // Cached trackball computation methods (for speed reasons) static Dictionary m_TrackballMethods = new Dictionary(); internal static int m_Size { get { int size = Mathf.FloorToInt(EditorGUIUtility.currentViewWidth / 3f) - 18; size = Mathf.Clamp(size, k_MinWheelSize, k_MaxWheelSize); return size; } } public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { if (s_Material == null) s_Material = new Material(Shader.Find("Hidden/Post FX/UI/Trackball")) { hideFlags = HideFlags.HideAndDontSave }; position = new Rect(position.x, position.y, position.width / 3f, position.height); int size = m_Size; position.x += 5f; var enumerator = property.GetEnumerator(); while (enumerator.MoveNext()) { var prop = enumerator.Current as SerializedProperty; if (prop == null || prop.propertyType != SerializedPropertyType.Color) continue; OnWheelGUI(position, size, prop.Copy()); position.x += position.width; } } void OnWheelGUI(Rect position, int size, SerializedProperty property) { if (Event.current.type == EventType.Layout) return; var value = property.colorValue; float offset = value.a; var wheelDrawArea = position; wheelDrawArea.height = size; if (wheelDrawArea.width > wheelDrawArea.height) { wheelDrawArea.x += (wheelDrawArea.width - wheelDrawArea.height) / 2.0f; wheelDrawArea.width = position.height; } wheelDrawArea.width = wheelDrawArea.height; float hsize = size / 2f; float radius = 0.38f * size; Vector3 hsv; Color.RGBToHSV(value, out hsv.x, out hsv.y, out hsv.z); if (Event.current.type == EventType.Repaint) { float scale = EditorGUIUtility.pixelsPerPoint; // Wheel texture var oldRT = RenderTexture.active; var rt = RenderTexture.GetTemporary((int)(size * scale), (int)(size * scale), 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); s_Material.SetFloat("_Offset", offset); s_Material.SetFloat("_DisabledState", GUI.enabled ? 1f : 0.5f); s_Material.SetVector("_Resolution", new Vector2(size * scale, size * scale / 2f)); Graphics.Blit(null, rt, s_Material, EditorGUIUtility.isProSkin ? 0 : 1); RenderTexture.active = oldRT; GUI.DrawTexture(wheelDrawArea, rt); RenderTexture.ReleaseTemporary(rt); // Thumb var thumbPos = Vector2.zero; float theta = hsv.x * (Mathf.PI * 2f); float len = hsv.y * radius; thumbPos.x = Mathf.Cos(theta + (Mathf.PI / 2f)); thumbPos.y = Mathf.Sin(theta - (Mathf.PI / 2f)); thumbPos *= len; var thumbSize = FxStyles.wheelThumbSize; var thumbSizeH = thumbSize / 2f; FxStyles.wheelThumb.Draw(new Rect(wheelDrawArea.x + hsize + thumbPos.x - thumbSizeH.x, wheelDrawArea.y + hsize + thumbPos.y - thumbSizeH.y, thumbSize.x, thumbSize.y), false, false, false, false); } var bounds = wheelDrawArea; bounds.x += hsize - radius; bounds.y += hsize - radius; bounds.width = bounds.height = radius * 2f; hsv = GetInput(bounds, hsv, radius); value = Color.HSVToRGB(hsv.x, hsv.y, 1f); value.a = offset; // Luminosity booster position = wheelDrawArea; float oldX = position.x; float oldW = position.width; position.y += position.height + 4f; position.x += (position.width - (position.width * 0.75f)) / 2f; position.width = position.width * 0.75f; position.height = EditorGUIUtility.singleLineHeight; value.a = GUI.HorizontalSlider(position, value.a, -1f, 1f); // Advanced controls var data = Vector3.zero; if (TryGetDisplayValue(value, property, out data)) { position.x = oldX; position.y += position.height; position.width = oldW / 3f; using (new EditorGUI.DisabledGroupScope(true)) { GUI.Label(position, data.x.ToString("F2"), EditorStyles.centeredGreyMiniLabel); position.x += position.width; GUI.Label(position, data.y.ToString("F2"), EditorStyles.centeredGreyMiniLabel); position.x += position.width; GUI.Label(position, data.z.ToString("F2"), EditorStyles.centeredGreyMiniLabel); position.x += position.width; } } // Title position.x = oldX; position.y += position.height; position.width = oldW; GUI.Label(position, property.displayName, EditorStyles.centeredGreyMiniLabel); if (m_ResetState) { value = Color.clear; m_ResetState = false; } property.colorValue = value; } bool TryGetDisplayValue(Color color, SerializedProperty property, out Vector3 output) { output = Vector3.zero; MethodInfo method; if (!m_TrackballMethods.TryGetValue(property.name, out method)) { var field = ReflectionUtils.GetFieldInfoFromPath(property.serializedObject.targetObject, property.propertyPath); if (!field.IsDefined(typeof(TrackballAttribute), false)) return false; var attr = (TrackballAttribute)field.GetCustomAttributes(typeof(TrackballAttribute), false)[0]; const BindingFlags flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static; method = typeof(ColorGradingComponent).GetMethod(attr.method, flags); m_TrackballMethods.Add(property.name, method); } if (method == null) return false; output = (Vector3)method.Invoke(property.serializedObject.targetObject, new object[] { color }); return true; } static readonly int k_ThumbHash = "colorWheelThumb".GetHashCode(); Vector3 GetInput(Rect bounds, Vector3 hsv, float radius) { var e = Event.current; var id = GUIUtility.GetControlID(k_ThumbHash, FocusType.Passive, bounds); var mousePos = e.mousePosition; var relativePos = mousePos - new Vector2(bounds.x, bounds.y); if (e.type == EventType.MouseDown && GUIUtility.hotControl == 0 && bounds.Contains(mousePos)) { if (e.button == 0) { var center = new Vector2(bounds.x + radius, bounds.y + radius); float dist = Vector2.Distance(center, mousePos); if (dist <= radius) { e.Use(); GetWheelHueSaturation(relativePos.x, relativePos.y, radius, out hsv.x, out hsv.y); GUIUtility.hotControl = id; GUI.changed = true; } } else if (e.button == 1) { e.Use(); GUI.changed = true; m_ResetState = true; } } else if (e.type == EventType.MouseDrag && e.button == 0 && GUIUtility.hotControl == id) { e.Use(); GUI.changed = true; GetWheelHueSaturation(relativePos.x, relativePos.y, radius, out hsv.x, out hsv.y); } else if (e.rawType == EventType.MouseUp && e.button == 0 && GUIUtility.hotControl == id) { e.Use(); GUIUtility.hotControl = 0; } return hsv; } void GetWheelHueSaturation(float x, float y, float radius, out float hue, out float saturation) { float dx = (x - radius) / radius; float dy = (y - radius) / radius; float d = Mathf.Sqrt(dx * dx + dy * dy); hue = Mathf.Atan2(dx, -dy); hue = 1f - ((hue > 0) ? hue : (Mathf.PI * 2f) + hue) / (Mathf.PI * 2f); saturation = Mathf.Clamp01(d); } public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { return m_Size + 4f * 2f + EditorGUIUtility.singleLineHeight * 3f; } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/PropertyDrawers/TrackballGroupDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: a668d493c5ed56d448b53c19b2c3dfd2 timeCreated: 1460563239 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/PropertyDrawers.meta ================================================ fileFormatVersion: 2 guid: ced92f1cc2085ae48acacc79a2b8e196 folderAsset: yes timeCreated: 1467189428 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/CurveEditor.cs ================================================ using System; using System.Collections.Generic; using UnityEngine; namespace UnityEditor.PostProcessing { public sealed class CurveEditor { #region Enums enum EditMode { None, Moving, TangentEdit } enum Tangent { In, Out } #endregion #region Structs public struct Settings { public Rect bounds; public RectOffset padding; public Color selectionColor; public float curvePickingDistance; public float keyTimeClampingDistance; public static Settings defaultSettings { get { return new Settings { bounds = new Rect(0f, 0f, 1f, 1f), padding = new RectOffset(10, 10, 10, 10), selectionColor = Color.yellow, curvePickingDistance = 6f, keyTimeClampingDistance = 1e-4f }; } } } public struct CurveState { public bool visible; public bool editable; public uint minPointCount; public float zeroKeyConstantValue; public Color color; public float width; public float handleWidth; public bool showNonEditableHandles; public bool onlyShowHandlesOnSelection; public bool loopInBounds; public static CurveState defaultState { get { return new CurveState { visible = true, editable = true, minPointCount = 2, zeroKeyConstantValue = 0f, color = Color.white, width = 2f, handleWidth = 2f, showNonEditableHandles = true, onlyShowHandlesOnSelection = false, loopInBounds = false }; } } } public struct Selection { public SerializedProperty curve; public int keyframeIndex; public Keyframe? keyframe; public Selection(SerializedProperty curve, int keyframeIndex, Keyframe? keyframe) { this.curve = curve; this.keyframeIndex = keyframeIndex; this.keyframe = keyframe; } } internal struct MenuAction { internal SerializedProperty curve; internal int index; internal Vector3 position; internal MenuAction(SerializedProperty curve) { this.curve = curve; this.index = -1; this.position = Vector3.zero; } internal MenuAction(SerializedProperty curve, int index) { this.curve = curve; this.index = index; this.position = Vector3.zero; } internal MenuAction(SerializedProperty curve, Vector3 position) { this.curve = curve; this.index = -1; this.position = position; } } #endregion #region Fields & properties public Settings settings { get; private set; } Dictionary m_Curves; Rect m_CurveArea; SerializedProperty m_SelectedCurve; int m_SelectedKeyframeIndex = -1; EditMode m_EditMode = EditMode.None; Tangent m_TangentEditMode; bool m_Dirty; #endregion #region Constructors & destructors public CurveEditor() : this(Settings.defaultSettings) {} public CurveEditor(Settings settings) { this.settings = settings; m_Curves = new Dictionary(); } #endregion #region Public API public void Add(params SerializedProperty[] curves) { foreach (var curve in curves) Add(curve, CurveState.defaultState); } public void Add(SerializedProperty curve) { Add(curve, CurveState.defaultState); } public void Add(SerializedProperty curve, CurveState state) { // Make sure the property is in fact an AnimationCurve var animCurve = curve.animationCurveValue; if (animCurve == null) throw new ArgumentException("curve"); if (m_Curves.ContainsKey(curve)) Debug.LogWarning("Curve has already been added to the editor"); m_Curves.Add(curve, state); } public void Remove(SerializedProperty curve) { m_Curves.Remove(curve); } public void RemoveAll() { m_Curves.Clear(); } public CurveState GetCurveState(SerializedProperty curve) { CurveState state; if (!m_Curves.TryGetValue(curve, out state)) throw new KeyNotFoundException("curve"); return state; } public void SetCurveState(SerializedProperty curve, CurveState state) { if (!m_Curves.ContainsKey(curve)) throw new KeyNotFoundException("curve"); m_Curves[curve] = state; } public Selection GetSelection() { Keyframe? key = null; if (m_SelectedKeyframeIndex > -1) { var curve = m_SelectedCurve.animationCurveValue; if (m_SelectedKeyframeIndex >= curve.length) m_SelectedKeyframeIndex = -1; else key = curve[m_SelectedKeyframeIndex]; } return new Selection(m_SelectedCurve, m_SelectedKeyframeIndex, key); } public void SetKeyframe(SerializedProperty curve, int keyframeIndex, Keyframe keyframe) { var animCurve = curve.animationCurveValue; SetKeyframe(animCurve, keyframeIndex, keyframe); SaveCurve(curve, animCurve); } public bool OnGUI(Rect rect) { if (Event.current.type == EventType.Repaint) m_Dirty = false; GUI.BeginClip(rect); { var area = new Rect(Vector2.zero, rect.size); m_CurveArea = settings.padding.Remove(area); foreach (var curve in m_Curves) OnCurveGUI(area, curve.Key, curve.Value); OnGeneralUI(area); } GUI.EndClip(); return m_Dirty; } #endregion #region UI & events void OnCurveGUI(Rect rect, SerializedProperty curve, CurveState state) { // Discard invisible curves if (!state.visible) return; var animCurve = curve.animationCurveValue; var keys = animCurve.keys; var length = keys.Length; // Curve drawing // Slightly dim non-editable curves var color = state.color; if (!state.editable) color.a *= 0.5f; Handles.color = color; var bounds = settings.bounds; if (length == 0) { var p1 = CurveToCanvas(new Vector3(bounds.xMin, state.zeroKeyConstantValue)); var p2 = CurveToCanvas(new Vector3(bounds.xMax, state.zeroKeyConstantValue)); Handles.DrawAAPolyLine(state.width, p1, p2); } else if (length == 1) { var p1 = CurveToCanvas(new Vector3(bounds.xMin, keys[0].value)); var p2 = CurveToCanvas(new Vector3(bounds.xMax, keys[0].value)); Handles.DrawAAPolyLine(state.width, p1, p2); } else { var prevKey = keys[0]; for (int k = 1; k < length; k++) { var key = keys[k]; var pts = BezierSegment(prevKey, key); if (float.IsInfinity(prevKey.outTangent) || float.IsInfinity(key.inTangent)) { var s = HardSegment(prevKey, key); Handles.DrawAAPolyLine(state.width, s[0], s[1], s[2]); } else Handles.DrawBezier(pts[0], pts[3], pts[1], pts[2], color, null, state.width); prevKey = key; } // Curve extents & loops if (keys[0].time > bounds.xMin) { if (state.loopInBounds) { var p1 = keys[length - 1]; p1.time -= settings.bounds.width; var p2 = keys[0]; var pts = BezierSegment(p1, p2); if (float.IsInfinity(p1.outTangent) || float.IsInfinity(p2.inTangent)) { var s = HardSegment(p1, p2); Handles.DrawAAPolyLine(state.width, s[0], s[1], s[2]); } else Handles.DrawBezier(pts[0], pts[3], pts[1], pts[2], color, null, state.width); } else { var p1 = CurveToCanvas(new Vector3(bounds.xMin, keys[0].value)); var p2 = CurveToCanvas(keys[0]); Handles.DrawAAPolyLine(state.width, p1, p2); } } if (keys[length - 1].time < bounds.xMax) { if (state.loopInBounds) { var p1 = keys[length - 1]; var p2 = keys[0]; p2.time += settings.bounds.width; var pts = BezierSegment(p1, p2); if (float.IsInfinity(p1.outTangent) || float.IsInfinity(p2.inTangent)) { var s = HardSegment(p1, p2); Handles.DrawAAPolyLine(state.width, s[0], s[1], s[2]); } else Handles.DrawBezier(pts[0], pts[3], pts[1], pts[2], color, null, state.width); } else { var p1 = CurveToCanvas(keys[length - 1]); var p2 = CurveToCanvas(new Vector3(bounds.xMax, keys[length - 1].value)); Handles.DrawAAPolyLine(state.width, p1, p2); } } } // Make sure selection is correct (undo can break it) bool isCurrentlySelectedCurve = curve == m_SelectedCurve; if (isCurrentlySelectedCurve && m_SelectedKeyframeIndex >= length) m_SelectedKeyframeIndex = -1; // Handles & keys for (int k = 0; k < length; k++) { bool isCurrentlySelectedKeyframe = k == m_SelectedKeyframeIndex; var e = Event.current; var pos = CurveToCanvas(keys[k]); var hitRect = new Rect(pos.x - 8f, pos.y - 8f, 16f, 16f); var offset = isCurrentlySelectedCurve ? new RectOffset(5, 5, 5, 5) : new RectOffset(6, 6, 6, 6); var outTangent = pos + CurveTangentToCanvas(keys[k].outTangent).normalized * 40f; var inTangent = pos - CurveTangentToCanvas(keys[k].inTangent).normalized * 40f; var inTangentHitRect = new Rect(inTangent.x - 7f, inTangent.y - 7f, 14f, 14f); var outTangentHitrect = new Rect(outTangent.x - 7f, outTangent.y - 7f, 14f, 14f); // Draw if (state.showNonEditableHandles) { if (e.type == EventType.Repaint) { var selectedColor = (isCurrentlySelectedCurve && isCurrentlySelectedKeyframe) ? settings.selectionColor : state.color; // Keyframe EditorGUI.DrawRect(offset.Remove(hitRect), selectedColor); // Tangents if (isCurrentlySelectedCurve && (!state.onlyShowHandlesOnSelection || (state.onlyShowHandlesOnSelection && isCurrentlySelectedKeyframe))) { Handles.color = selectedColor; if (k > 0 || state.loopInBounds) { Handles.DrawAAPolyLine(state.handleWidth, pos, inTangent); EditorGUI.DrawRect(offset.Remove(inTangentHitRect), selectedColor); } if (k < length - 1 || state.loopInBounds) { Handles.DrawAAPolyLine(state.handleWidth, pos, outTangent); EditorGUI.DrawRect(offset.Remove(outTangentHitrect), selectedColor); } } } } // Events if (state.editable) { // Keyframe move if (m_EditMode == EditMode.Moving && e.type == EventType.MouseDrag && isCurrentlySelectedCurve && isCurrentlySelectedKeyframe) { EditMoveKeyframe(animCurve, keys, k); } // Tangent editing if (m_EditMode == EditMode.TangentEdit && e.type == EventType.MouseDrag && isCurrentlySelectedCurve && isCurrentlySelectedKeyframe) { bool alreadyBroken = !(Mathf.Approximately(keys[k].inTangent, keys[k].outTangent) || (float.IsInfinity(keys[k].inTangent) && float.IsInfinity(keys[k].outTangent))); EditMoveTangent(animCurve, keys, k, m_TangentEditMode, e.shift || !(alreadyBroken || e.control)); } // Keyframe selection & context menu if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition)) { if (hitRect.Contains(e.mousePosition)) { if (e.button == 0) { SelectKeyframe(curve, k); m_EditMode = EditMode.Moving; e.Use(); } else if (e.button == 1) { // Keyframe context menu var menu = new GenericMenu(); menu.AddItem(new GUIContent("Delete Key"), false, (x) => { var action = (MenuAction)x; var curveValue = action.curve.animationCurveValue; action.curve.serializedObject.Update(); RemoveKeyframe(curveValue, action.index); m_SelectedKeyframeIndex = -1; SaveCurve(action.curve, curveValue); action.curve.serializedObject.ApplyModifiedProperties(); }, new MenuAction(curve, k)); menu.ShowAsContext(); e.Use(); } } } // Tangent selection & edit mode if (e.type == EventType.MouseDown && rect.Contains(e.mousePosition)) { if (inTangentHitRect.Contains(e.mousePosition) && (k > 0 || state.loopInBounds)) { SelectKeyframe(curve, k); m_EditMode = EditMode.TangentEdit; m_TangentEditMode = Tangent.In; e.Use(); } else if (outTangentHitrect.Contains(e.mousePosition) && (k < length - 1 || state.loopInBounds)) { SelectKeyframe(curve, k); m_EditMode = EditMode.TangentEdit; m_TangentEditMode = Tangent.Out; e.Use(); } } // Mouse up - clean up states if (e.rawType == EventType.MouseUp && m_EditMode != EditMode.None) { m_EditMode = EditMode.None; } // Set cursors { EditorGUIUtility.AddCursorRect(hitRect, MouseCursor.MoveArrow); if (k > 0 || state.loopInBounds) EditorGUIUtility.AddCursorRect(inTangentHitRect, MouseCursor.RotateArrow); if (k < length - 1 || state.loopInBounds) EditorGUIUtility.AddCursorRect(outTangentHitrect, MouseCursor.RotateArrow); } } } Handles.color = Color.white; SaveCurve(curve, animCurve); } void OnGeneralUI(Rect rect) { var e = Event.current; // Selection if (e.type == EventType.MouseDown) { GUI.FocusControl(null); m_SelectedCurve = null; m_SelectedKeyframeIndex = -1; bool used = false; var hit = CanvasToCurve(e.mousePosition); float curvePickValue = CurveToCanvas(hit).y; // Try and select a curve foreach (var curve in m_Curves) { if (!curve.Value.editable || !curve.Value.visible) continue; var prop = curve.Key; var state = curve.Value; var animCurve = prop.animationCurveValue; float hitY = animCurve.length == 0 ? state.zeroKeyConstantValue : animCurve.Evaluate(hit.x); var curvePos = CurveToCanvas(new Vector3(hit.x, hitY)); if (Mathf.Abs(curvePos.y - curvePickValue) < settings.curvePickingDistance) { m_SelectedCurve = prop; if (e.clickCount == 2 && e.button == 0) { // Create a keyframe on double-click on this curve EditCreateKeyframe(animCurve, hit, true, state.zeroKeyConstantValue); SaveCurve(prop, animCurve); } else if (e.button == 1) { // Curve context menu var menu = new GenericMenu(); menu.AddItem(new GUIContent("Add Key"), false, (x) => { var action = (MenuAction)x; var curveValue = action.curve.animationCurveValue; action.curve.serializedObject.Update(); EditCreateKeyframe(curveValue, hit, true, 0f); SaveCurve(action.curve, curveValue); action.curve.serializedObject.ApplyModifiedProperties(); }, new MenuAction(prop, hit)); menu.ShowAsContext(); e.Use(); used = true; } } } if (e.clickCount == 2 && e.button == 0 && m_SelectedCurve == null) { // Create a keyframe on every curve on double-click foreach (var curve in m_Curves) { if (!curve.Value.editable || !curve.Value.visible) continue; var prop = curve.Key; var state = curve.Value; var animCurve = prop.animationCurveValue; EditCreateKeyframe(animCurve, hit, e.alt, state.zeroKeyConstantValue); SaveCurve(prop, animCurve); } } else if (!used && e.button == 1) { // Global context menu var menu = new GenericMenu(); menu.AddItem(new GUIContent("Add Key At Position"), false, () => ContextMenuAddKey(hit, false)); menu.AddItem(new GUIContent("Add Key On Curves"), false, () => ContextMenuAddKey(hit, true)); menu.ShowAsContext(); } e.Use(); } // Delete selected key(s) if (e.type == EventType.KeyDown && (e.keyCode == KeyCode.Delete || e.keyCode == KeyCode.Backspace)) { if (m_SelectedKeyframeIndex != -1 && m_SelectedCurve != null) { var animCurve = m_SelectedCurve.animationCurveValue; var length = animCurve.length; if (m_Curves[m_SelectedCurve].minPointCount < length && length >= 0) { EditDeleteKeyframe(animCurve, m_SelectedKeyframeIndex); m_SelectedKeyframeIndex = -1; SaveCurve(m_SelectedCurve, animCurve); } e.Use(); } } } void SaveCurve(SerializedProperty prop, AnimationCurve curve) { prop.animationCurveValue = curve; } void Invalidate() { m_Dirty = true; } #endregion #region Keyframe manipulations void SelectKeyframe(SerializedProperty curve, int keyframeIndex) { m_SelectedKeyframeIndex = keyframeIndex; m_SelectedCurve = curve; Invalidate(); } void ContextMenuAddKey(Vector3 hit, bool createOnCurve) { SerializedObject serializedObject = null; foreach (var curve in m_Curves) { if (!curve.Value.editable || !curve.Value.visible) continue; var prop = curve.Key; var state = curve.Value; if (serializedObject == null) { serializedObject = prop.serializedObject; serializedObject.Update(); } var animCurve = prop.animationCurveValue; EditCreateKeyframe(animCurve, hit, createOnCurve, state.zeroKeyConstantValue); SaveCurve(prop, animCurve); } if (serializedObject != null) serializedObject.ApplyModifiedProperties(); Invalidate(); } void EditCreateKeyframe(AnimationCurve curve, Vector3 position, bool createOnCurve, float zeroKeyConstantValue) { float tangent = EvaluateTangent(curve, position.x); if (createOnCurve) { position.y = curve.length == 0 ? zeroKeyConstantValue : curve.Evaluate(position.x); } AddKeyframe(curve, new Keyframe(position.x, position.y, tangent, tangent)); } void EditDeleteKeyframe(AnimationCurve curve, int keyframeIndex) { RemoveKeyframe(curve, keyframeIndex); } void AddKeyframe(AnimationCurve curve, Keyframe newValue) { curve.AddKey(newValue); Invalidate(); } void RemoveKeyframe(AnimationCurve curve, int keyframeIndex) { curve.RemoveKey(keyframeIndex); Invalidate(); } void SetKeyframe(AnimationCurve curve, int keyframeIndex, Keyframe newValue) { var keys = curve.keys; if (keyframeIndex > 0) newValue.time = Mathf.Max(keys[keyframeIndex - 1].time + settings.keyTimeClampingDistance, newValue.time); if (keyframeIndex < keys.Length - 1) newValue.time = Mathf.Min(keys[keyframeIndex + 1].time - settings.keyTimeClampingDistance, newValue.time); curve.MoveKey(keyframeIndex, newValue); Invalidate(); } void EditMoveKeyframe(AnimationCurve curve, Keyframe[] keys, int keyframeIndex) { var key = CanvasToCurve(Event.current.mousePosition); float inTgt = keys[keyframeIndex].inTangent; float outTgt = keys[keyframeIndex].outTangent; SetKeyframe(curve, keyframeIndex, new Keyframe(key.x, key.y, inTgt, outTgt)); } void EditMoveTangent(AnimationCurve curve, Keyframe[] keys, int keyframeIndex, Tangent targetTangent, bool linkTangents) { var pos = CanvasToCurve(Event.current.mousePosition); float time = keys[keyframeIndex].time; float value = keys[keyframeIndex].value; pos -= new Vector3(time, value); if (targetTangent == Tangent.In && pos.x > 0f) pos.x = 0f; if (targetTangent == Tangent.Out && pos.x < 0f) pos.x = 0f; float tangent; if (Mathf.Approximately(pos.x, 0f)) tangent = pos.y < 0f ? float.PositiveInfinity : float.NegativeInfinity; else tangent = pos.y / pos.x; float inTangent = keys[keyframeIndex].inTangent; float outTangent = keys[keyframeIndex].outTangent; if (targetTangent == Tangent.In || linkTangents) inTangent = tangent; if (targetTangent == Tangent.Out || linkTangents) outTangent = tangent; SetKeyframe(curve, keyframeIndex, new Keyframe(time, value, inTangent, outTangent)); } #endregion #region Maths utilities Vector3 CurveToCanvas(Keyframe keyframe) { return CurveToCanvas(new Vector3(keyframe.time, keyframe.value)); } Vector3 CurveToCanvas(Vector3 position) { var bounds = settings.bounds; var output = new Vector3((position.x - bounds.x) / (bounds.xMax - bounds.x), (position.y - bounds.y) / (bounds.yMax - bounds.y)); output.x = output.x * (m_CurveArea.xMax - m_CurveArea.xMin) + m_CurveArea.xMin; output.y = (1f - output.y) * (m_CurveArea.yMax - m_CurveArea.yMin) + m_CurveArea.yMin; return output; } Vector3 CanvasToCurve(Vector3 position) { var bounds = settings.bounds; var output = position; output.x = (output.x - m_CurveArea.xMin) / (m_CurveArea.xMax - m_CurveArea.xMin); output.y = (output.y - m_CurveArea.yMin) / (m_CurveArea.yMax - m_CurveArea.yMin); output.x = Mathf.Lerp(bounds.x, bounds.xMax, output.x); output.y = Mathf.Lerp(bounds.yMax, bounds.y, output.y); return output; } Vector3 CurveTangentToCanvas(float tangent) { if (!float.IsInfinity(tangent)) { var bounds = settings.bounds; float ratio = (m_CurveArea.width / m_CurveArea.height) / ((bounds.xMax - bounds.x) / (bounds.yMax - bounds.y)); return new Vector3(1f, -tangent / ratio).normalized; } return float.IsPositiveInfinity(tangent) ? Vector3.up : Vector3.down; } Vector3[] BezierSegment(Keyframe start, Keyframe end) { var segment = new Vector3[4]; segment[0] = CurveToCanvas(new Vector3(start.time, start.value)); segment[3] = CurveToCanvas(new Vector3(end.time, end.value)); float middle = start.time + ((end.time - start.time) * 0.333333f); float middle2 = start.time + ((end.time - start.time) * 0.666666f); segment[1] = CurveToCanvas(new Vector3(middle, ProjectTangent(start.time, start.value, start.outTangent, middle))); segment[2] = CurveToCanvas(new Vector3(middle2, ProjectTangent(end.time, end.value, end.inTangent, middle2))); return segment; } Vector3[] HardSegment(Keyframe start, Keyframe end) { var segment = new Vector3[3]; segment[0] = CurveToCanvas(start); segment[1] = CurveToCanvas(new Vector3(end.time, start.value)); segment[2] = CurveToCanvas(end); return segment; } float ProjectTangent(float inPosition, float inValue, float inTangent, float projPosition) { return inValue + ((projPosition - inPosition) * inTangent); } float EvaluateTangent(AnimationCurve curve, float time) { int prev = -1, next = 0; for (int i = 0; i < curve.keys.Length; i++) { if (time > curve.keys[i].time) { prev = i; next = i + 1; } else break; } if (next == 0) return 0f; if (prev == curve.keys.Length - 1) return 0f; const float kD = 1e-3f; float tp = Mathf.Max(time - kD, curve.keys[prev].time); float tn = Mathf.Min(time + kD, curve.keys[next].time); float vp = curve.Evaluate(tp); float vn = curve.Evaluate(tn); if (Mathf.Approximately(tn, tp)) return (vn - vp > 0f) ? float.PositiveInfinity : float.NegativeInfinity; return (vn - vp) / (tn - tp); } #endregion } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/CurveEditor.cs.meta ================================================ fileFormatVersion: 2 guid: afb349ef0bffd144db2bdd25630f648e timeCreated: 1472650750 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/EditorGUIHelper.cs ================================================ using System; using UnityEngine; using System.Collections.Generic; using System.Globalization; using System.Reflection; using UnityEngine.PostProcessing; namespace UnityEditor.PostProcessing { public static class EditorGUIHelper { static EditorGUIHelper() { s_GUIContentCache = new Dictionary(); } #region GUIContent caching static Dictionary s_GUIContentCache; public static GUIContent GetContent(string textAndTooltip) { if (string.IsNullOrEmpty(textAndTooltip)) return GUIContent.none; GUIContent content; if (!s_GUIContentCache.TryGetValue(textAndTooltip, out content)) { var s = textAndTooltip.Split('|'); content = new GUIContent(s[0]); if (s.Length > 1 && !string.IsNullOrEmpty(s[1])) content.tooltip = s[1]; s_GUIContentCache.Add(textAndTooltip, content); } return content; } #endregion public static bool Header(string title, SerializedProperty group, Action resetAction) { var rect = GUILayoutUtility.GetRect(16f, 22f, FxStyles.header); GUI.Box(rect, title, FxStyles.header); var display = group == null || group.isExpanded; var foldoutRect = new Rect(rect.x + 4f, rect.y + 2f, 13f, 13f); var e = Event.current; var popupRect = new Rect(rect.x + rect.width - FxStyles.paneOptionsIcon.width - 5f, rect.y + FxStyles.paneOptionsIcon.height / 2f + 1f, FxStyles.paneOptionsIcon.width, FxStyles.paneOptionsIcon.height); GUI.DrawTexture(popupRect, FxStyles.paneOptionsIcon); if (e.type == EventType.Repaint) FxStyles.headerFoldout.Draw(foldoutRect, false, false, display, false); if (e.type == EventType.MouseDown) { if (popupRect.Contains(e.mousePosition)) { var popup = new GenericMenu(); popup.AddItem(GetContent("Reset"), false, () => resetAction()); popup.AddSeparator(string.Empty); popup.AddItem(GetContent("Copy Settings"), false, () => CopySettings(group)); if (CanPaste(group)) popup.AddItem(GetContent("Paste Settings"), false, () => PasteSettings(group)); else popup.AddDisabledItem(GetContent("Paste Settings")); popup.ShowAsContext(); } else if (rect.Contains(e.mousePosition) && group != null) { display = !display; if (group != null) group.isExpanded = !group.isExpanded; e.Use(); } } return display; } public static bool Header(string title, SerializedProperty group, SerializedProperty enabledField, Action resetAction) { var field = ReflectionUtils.GetFieldInfoFromPath(enabledField.serializedObject.targetObject, enabledField.propertyPath); object parent = null; PropertyInfo prop = null; if (field != null && field.IsDefined(typeof(GetSetAttribute), false)) { var attr = (GetSetAttribute)field.GetCustomAttributes(typeof(GetSetAttribute), false)[0]; parent = ReflectionUtils.GetParentObject(enabledField.propertyPath, enabledField.serializedObject.targetObject); prop = parent.GetType().GetProperty(attr.name); } var display = group == null || group.isExpanded; var enabled = enabledField.boolValue; var rect = GUILayoutUtility.GetRect(16f, 22f, FxStyles.header); GUI.Box(rect, title, FxStyles.header); var toggleRect = new Rect(rect.x + 4f, rect.y + 4f, 13f, 13f); var e = Event.current; var popupRect = new Rect(rect.x + rect.width - FxStyles.paneOptionsIcon.width - 5f, rect.y + FxStyles.paneOptionsIcon.height / 2f + 1f, FxStyles.paneOptionsIcon.width, FxStyles.paneOptionsIcon.height); GUI.DrawTexture(popupRect, FxStyles.paneOptionsIcon); if (e.type == EventType.Repaint) FxStyles.headerCheckbox.Draw(toggleRect, false, false, enabled, false); if (e.type == EventType.MouseDown) { const float kOffset = 2f; toggleRect.x -= kOffset; toggleRect.y -= kOffset; toggleRect.width += kOffset * 2f; toggleRect.height += kOffset * 2f; if (toggleRect.Contains(e.mousePosition)) { enabledField.boolValue = !enabledField.boolValue; if (prop != null) prop.SetValue(parent, enabledField.boolValue, null); e.Use(); } else if (popupRect.Contains(e.mousePosition)) { var popup = new GenericMenu(); popup.AddItem(GetContent("Reset"), false, () => resetAction()); popup.AddSeparator(string.Empty); popup.AddItem(GetContent("Copy Settings"), false, () => CopySettings(group)); if (CanPaste(group)) popup.AddItem(GetContent("Paste Settings"), false, () => PasteSettings(group)); else popup.AddDisabledItem(GetContent("Paste Settings")); popup.ShowAsContext(); } else if (rect.Contains(e.mousePosition) && group != null) { display = !display; group.isExpanded = !group.isExpanded; e.Use(); } } return display; } static void CopySettings(SerializedProperty settings) { var t = typeof(PostProcessingProfile); var settingsStruct = ReflectionUtils.GetFieldValueFromPath(settings.serializedObject.targetObject, ref t, settings.propertyPath); var serializedString = t.ToString() + '|' + JsonUtility.ToJson(settingsStruct); EditorGUIUtility.systemCopyBuffer = serializedString; } static bool CanPaste(SerializedProperty settings) { var data = EditorGUIUtility.systemCopyBuffer; if (string.IsNullOrEmpty(data)) return false; var parts = data.Split('|'); if (string.IsNullOrEmpty(parts[0])) return false; var field = ReflectionUtils.GetFieldInfoFromPath(settings.serializedObject.targetObject, settings.propertyPath); return parts[0] == field.FieldType.ToString(); } static void PasteSettings(SerializedProperty settings) { Undo.RecordObject(settings.serializedObject.targetObject, "Paste effect settings"); var field = ReflectionUtils.GetFieldInfoFromPath(settings.serializedObject.targetObject, settings.propertyPath); var json = EditorGUIUtility.systemCopyBuffer.Substring(field.FieldType.ToString().Length + 1); var obj = JsonUtility.FromJson(json, field.FieldType); var parent = ReflectionUtils.GetParentObject(settings.propertyPath, settings.serializedObject.targetObject); field.SetValue(parent, obj, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance, null, CultureInfo.CurrentCulture); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/EditorGUIHelper.cs.meta ================================================ fileFormatVersion: 2 guid: 7226e17fa48c86148a3d15584e21b4cb timeCreated: 1460477750 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/EditorResources.cs ================================================ using UnityEngine; namespace UnityEditor.PostProcessing { using UnityObject = Object; static class EditorResources { static string m_EditorResourcesPath = string.Empty; internal static string editorResourcesPath { get { if (string.IsNullOrEmpty(m_EditorResourcesPath)) { string path; if (SearchForEditorResourcesPath(out path)) m_EditorResourcesPath = path; else Debug.LogError("Unable to locate editor resources. Make sure the PostProcessing package has been installed correctly."); } return m_EditorResourcesPath; } } internal static T Load(string name) where T : UnityObject { return AssetDatabase.LoadAssetAtPath(editorResourcesPath + name); } static bool SearchForEditorResourcesPath(out string path) { path = string.Empty; string searchStr = "/PostProcessing/Editor Resources/"; string str = null; foreach (var assetPath in AssetDatabase.GetAllAssetPaths()) { if (assetPath.Contains(searchStr)) { str = assetPath; break; } } if (str == null) return false; path = str.Substring(0, str.LastIndexOf(searchStr) + searchStr.Length); return true; } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/EditorResources.cs.meta ================================================ fileFormatVersion: 2 guid: a66d7b0165140a1439be89b5afc000fb timeCreated: 1476177015 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/FxStyles.cs ================================================ using UnityEngine; namespace UnityEditor.PostProcessing { public static class FxStyles { public static GUIStyle tickStyleRight; public static GUIStyle tickStyleLeft; public static GUIStyle tickStyleCenter; public static GUIStyle preSlider; public static GUIStyle preSliderThumb; public static GUIStyle preButton; public static GUIStyle preDropdown; public static GUIStyle preLabel; public static GUIStyle hueCenterCursor; public static GUIStyle hueRangeCursor; public static GUIStyle centeredBoldLabel; public static GUIStyle wheelThumb; public static Vector2 wheelThumbSize; public static GUIStyle header; public static GUIStyle headerCheckbox; public static GUIStyle headerFoldout; public static Texture2D playIcon; public static Texture2D checkerIcon; public static Texture2D paneOptionsIcon; public static GUIStyle centeredMiniLabel; static FxStyles() { tickStyleRight = new GUIStyle("Label") { alignment = TextAnchor.MiddleRight, fontSize = 9 }; tickStyleLeft = new GUIStyle("Label") { alignment = TextAnchor.MiddleLeft, fontSize = 9 }; tickStyleCenter = new GUIStyle("Label") { alignment = TextAnchor.MiddleCenter, fontSize = 9 }; preSlider = new GUIStyle("PreSlider"); preSliderThumb = new GUIStyle("PreSliderThumb"); preButton = new GUIStyle("PreButton"); preDropdown = new GUIStyle("preDropdown"); preLabel = new GUIStyle("ShurikenLabel"); hueCenterCursor = new GUIStyle("ColorPicker2DThumb") { normal = { background = (Texture2D)EditorGUIUtility.LoadRequired("Builtin Skins/DarkSkin/Images/ShurikenPlus.png") }, fixedWidth = 6, fixedHeight = 6 }; hueRangeCursor = new GUIStyle(hueCenterCursor) { normal = { background = (Texture2D)EditorGUIUtility.LoadRequired("Builtin Skins/DarkSkin/Images/CircularToggle_ON.png") } }; wheelThumb = new GUIStyle("ColorPicker2DThumb"); centeredBoldLabel = new GUIStyle(GUI.skin.GetStyle("Label")) { alignment = TextAnchor.UpperCenter, fontStyle = FontStyle.Bold }; centeredMiniLabel = new GUIStyle(EditorStyles.centeredGreyMiniLabel) { alignment = TextAnchor.UpperCenter }; wheelThumbSize = new Vector2( !Mathf.Approximately(wheelThumb.fixedWidth, 0f) ? wheelThumb.fixedWidth : wheelThumb.padding.horizontal, !Mathf.Approximately(wheelThumb.fixedHeight, 0f) ? wheelThumb.fixedHeight : wheelThumb.padding.vertical ); header = new GUIStyle("ShurikenModuleTitle") { font = (new GUIStyle("Label")).font, border = new RectOffset(15, 7, 4, 4), fixedHeight = 22, contentOffset = new Vector2(20f, -2f) }; headerCheckbox = new GUIStyle("ShurikenCheckMark"); headerFoldout = new GUIStyle("Foldout"); playIcon = (Texture2D)EditorGUIUtility.LoadRequired("Builtin Skins/DarkSkin/Images/IN foldout act.png"); checkerIcon = (Texture2D)EditorGUIUtility.LoadRequired("Icons/CheckerFloor.png"); if (EditorGUIUtility.isProSkin) paneOptionsIcon = (Texture2D)EditorGUIUtility.LoadRequired("Builtin Skins/DarkSkin/Images/pane options.png"); else paneOptionsIcon = (Texture2D)EditorGUIUtility.LoadRequired("Builtin Skins/LightSkin/Images/pane options.png"); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/FxStyles.cs.meta ================================================ fileFormatVersion: 2 guid: 8f31cf52f05e80c4ea48570d0c3c8f59 timeCreated: 1461744717 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/ReflectionUtils.cs ================================================ using System; using System.Collections.Generic; using System.Linq.Expressions; using System.Reflection; using System.Text; namespace UnityEditor.PostProcessing { public static class ReflectionUtils { static Dictionary, FieldInfo> s_FieldInfoFromPaths = new Dictionary, FieldInfo>(); public static FieldInfo GetFieldInfoFromPath(object source, string path) { FieldInfo field = null; var kvp = new KeyValuePair(source, path); if (!s_FieldInfoFromPaths.TryGetValue(kvp, out field)) { var splittedPath = path.Split('.'); var type = source.GetType(); foreach (var t in splittedPath) { field = type.GetField(t, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance); if (field == null) break; type = field.FieldType; } s_FieldInfoFromPaths.Add(kvp, field); } return field; } public static string GetFieldPath(Expression> expr) { MemberExpression me; switch (expr.Body.NodeType) { case ExpressionType.Convert: case ExpressionType.ConvertChecked: var ue = expr.Body as UnaryExpression; me = (ue != null ? ue.Operand : null) as MemberExpression; break; default: me = expr.Body as MemberExpression; break; } var members = new List(); while (me != null) { members.Add(me.Member.Name); me = me.Expression as MemberExpression; } var sb = new StringBuilder(); for (int i = members.Count - 1; i >= 0; i--) { sb.Append(members[i]); if (i > 0) sb.Append('.'); } return sb.ToString(); } public static object GetFieldValue(object source, string name) { var type = source.GetType(); while (type != null) { var f = type.GetField(name, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance); if (f != null) return f.GetValue(source); type = type.BaseType; } return null; } public static object GetFieldValueFromPath(object source, ref Type baseType, string path) { var splittedPath = path.Split('.'); object srcObject = source; foreach (var t in splittedPath) { var fieldInfo = baseType.GetField(t, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance); if (fieldInfo == null) { baseType = null; break; } baseType = fieldInfo.FieldType; srcObject = GetFieldValue(srcObject, t); } return baseType == null ? null : srcObject; } public static object GetParentObject(string path, object obj) { var fields = path.Split('.'); if (fields.Length == 1) return obj; var info = obj.GetType().GetField(fields[0], BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); obj = info.GetValue(obj); return GetParentObject(string.Join(".", fields, 1, fields.Length - 1), obj); } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils/ReflectionUtils.cs.meta ================================================ fileFormatVersion: 2 guid: 71f7e805a7fc35046afbcf5c2639d116 timeCreated: 1466604313 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor/Utils.meta ================================================ fileFormatVersion: 2 guid: b52c69ccefdae7545bfb4d0bf9b7df71 folderAsset: yes timeCreated: 1467189428 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/HistogramCompute.compute ================================================ #include "UnityCG.cginc" RWStructuredBuffer _Histogram; Texture2D _Source; CBUFFER_START (Params) uint _IsLinear; float4 _Res; uint4 _Channels; CBUFFER_END groupshared uint4 gs_histogram[256]; #define GROUP_SIZE 16 #pragma kernel KHistogramGather [numthreads(GROUP_SIZE, GROUP_SIZE,1)] void KHistogramGather(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID) { const uint localThreadId = groupThreadId.y * GROUP_SIZE + groupThreadId.x; if (localThreadId < 256) gs_histogram[localThreadId] = uint4(0, 0, 0, 0); GroupMemoryBarrierWithGroupSync(); if (dispatchThreadId.x < (uint)_Res.x && dispatchThreadId.y < (uint)_Res.y) { // We want a gamma histogram (like Photoshop & all) float3 color = saturate(_Source[dispatchThreadId].xyz); if (_IsLinear > 0) color = LinearToGammaSpace(color); // Convert color & luminance to histogram bin uint3 idx_c = (uint3)(round(color * 255.0)); uint idx_l = (uint)(round(dot(color.rgb, float3(0.2125, 0.7154, 0.0721)) * 255.0)); // Fill the group shared histogram if (_Channels.x > 0u) InterlockedAdd(gs_histogram[idx_c.x].x, 1); // Red if (_Channels.y > 0u) InterlockedAdd(gs_histogram[idx_c.y].y, 1); // Green if (_Channels.z > 0u) InterlockedAdd(gs_histogram[idx_c.z].z, 1); // Blue if (_Channels.w > 0u) InterlockedAdd(gs_histogram[idx_l].w, 1); // Luminance } GroupMemoryBarrierWithGroupSync(); // Merge if (localThreadId < 256) { uint4 h = gs_histogram[localThreadId]; if (_Channels.x > 0u && h.x > 0) InterlockedAdd(_Histogram[localThreadId].x, h.x); // Red if (_Channels.y > 0u && h.y > 0) InterlockedAdd(_Histogram[localThreadId].y, h.y); // Green if (_Channels.z > 0u && h.z > 0) InterlockedAdd(_Histogram[localThreadId].z, h.z); // Blue if (_Channels.w > 0u && h.w > 0) InterlockedAdd(_Histogram[localThreadId].w, h.w); // Luminance } } // Scaling pass groupshared uint4 gs_pyramid[256]; #pragma kernel KHistogramScale [numthreads(16,16,1)] void KHistogramScale(uint2 groupThreadId : SV_GroupThreadID) { const uint localThreadId = groupThreadId.y * 16 + groupThreadId.x; gs_pyramid[localThreadId] = _Histogram[localThreadId]; GroupMemoryBarrierWithGroupSync(); // Parallel reduction to find the max value UNITY_UNROLL for(uint i = 256 >> 1; i > 0; i >>= 1) { if(localThreadId < i) gs_pyramid[localThreadId] = max(gs_pyramid[localThreadId], gs_pyramid[localThreadId + i]); GroupMemoryBarrierWithGroupSync(); } // Actual scaling float4 factor = _Res.y / (float4)gs_pyramid[0]; _Histogram[localThreadId] = (uint4)round(_Histogram[localThreadId] * factor); } #pragma kernel KHistogramClear [numthreads(GROUP_SIZE, GROUP_SIZE, 1)] void KHistogramClear(uint2 dispatchThreadId : SV_DispatchThreadID) { if (dispatchThreadId.x < (uint)_Res.x && dispatchThreadId.y < (uint)_Res.y) _Histogram[dispatchThreadId.y * _Res.x + dispatchThreadId.x] = uint4(0u, 0u, 0u, 0u); } ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/HistogramCompute.compute.meta ================================================ fileFormatVersion: 2 guid: 51b7e4b4448c98f4a849081110fd6212 timeCreated: 1459956391 licenseType: Store ComputeShaderImporter: currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/HistogramRender.shader ================================================ Shader "Hidden/Post FX/Monitors/Histogram Render" { SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGINCLUDE #pragma fragmentoption ARB_precision_hint_fastest #pragma target 5.0 #include "UnityCG.cginc" StructuredBuffer _Histogram; float2 _Size; uint _Channel; float4 _ColorR; float4 _ColorG; float4 _ColorB; float4 _ColorL; float4 FragSingleChannel(v2f_img i) : SV_Target { const float4 COLORS[4] = { _ColorR, _ColorG, _ColorB, _ColorL }; float remapI = i.uv.x * 255.0; uint index = floor(remapI); float delta = frac(remapI); float v1 = _Histogram[index][_Channel]; float v2 = _Histogram[min(index + 1, 255)][_Channel]; float h = v1 * (1.0 - delta) + v2 * delta; uint y = (uint)round(i.uv.y * _Size.y); float4 color = float4(0.1, 0.1, 0.1, 1.0); float fill = step(y, h); color = lerp(color, COLORS[_Channel], fill); return color; } float4 FragRgbMerged(v2f_img i) : SV_Target { const float4 COLORS[3] = { _ColorR, _ColorG, _ColorB }; float4 targetColor = float4(0.1, 0.1, 0.1, 1.0); float4 emptyColor = float4(0.0, 0.0, 0.0, 1.0); float remapI = i.uv.x * 255.0; uint index = floor(remapI); float delta = frac(remapI); for (int j = 0; j < 3; j++) { float v1 = _Histogram[index][j]; float v2 = _Histogram[min(index + 1, 255)][j]; float h = v1 * (1.0 - delta) + v2 * delta; uint y = (uint)round(i.uv.y * _Size.y); float fill = step(y, h); float4 color = lerp(emptyColor, COLORS[j], fill); targetColor += color; } return saturate(targetColor); } float4 FragRgbSplitted(v2f_img i) : SV_Target { const float4 COLORS[3] = {_ColorR, _ColorG, _ColorB}; const float limitB = round(_Size.y / 3.0); const float limitG = limitB * 2; float4 color = float4(0.1, 0.1, 0.1, 1.0); uint channel; float offset; if (i.pos.y < limitB) { channel = 2; offset = 0.0; } else if (i.pos.y < limitG) { channel = 1; offset = limitB; } else { channel = 0; offset = limitG; } float remapI = i.uv.x * 255.0; uint index = floor(remapI); float delta = frac(remapI); float v1 = offset + _Histogram[index][channel] / 3.0; float v2 = offset + _Histogram[min(index + 1, 255)][channel] / 3.0; float h = v1 * (1.0 - delta) + v2 * delta; uint y = (uint)round(i.uv.y * _Size.y); float fill = step(y, h); color = lerp(color, COLORS[channel], fill); return color; } ENDCG // (0) Channel Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragSingleChannel ENDCG } // (1) RGB merged Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragRgbMerged ENDCG } // (2) RGB splitted Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragRgbSplitted ENDCG } } FallBack off } ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/HistogramRender.shader.meta ================================================ fileFormatVersion: 2 guid: 965efa32cf2345647a1c987546e08f86 timeCreated: 1459956391 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/ParadeRender.shader ================================================ Shader "Hidden/Post FX/Monitors/Parade Render" { SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGINCLUDE #pragma fragmentoption ARB_precision_hint_fastest #pragma target 5.0 #include "UnityCG.cginc" StructuredBuffer _Waveform; float4 _Size; float _Exposure; float3 Tonemap(float3 x, float exposure) { const float a = 6.2; const float b = 0.5; const float c = 1.7; const float d = 0.06; x *= exposure; x = max((0.0).xxx, x - (0.004).xxx); x = (x * (a * x + b)) / (x * (a * x + c) + d); return x * x; } float4 FragParade(v2f_img i) : SV_Target { const float3 red = float3(1.8, 0.03, 0.02); const float3 green = float3(0.02, 1.3, 0.05); const float3 blue = float3(0.0, 0.45, 1.75); float3 color = float3(0.0, 0.0, 0.0); const uint limitR = _Size.x / 3; const uint limitG = limitR * 2; if (i.pos.x < (float)limitR) { uint2 uvI = i.pos.xy; color = _Waveform[uvI.y + uvI.x * _Size.y].r * red; } else if (i.pos.x < (float)limitG) { uint2 uvI = uint2(i.pos.x - limitR, i.pos.y); color = _Waveform[uvI.y + uvI.x * _Size.y].g * green; } else { uint2 uvI = uint2(i.pos.x - limitG, i.pos.y); color = _Waveform[uvI.y + uvI.x * _Size.y].b * blue; } color = Tonemap(color, _Exposure); color += (0.1).xxx; return float4(saturate(color), 1.0); } ENDCG // (0) Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragParade ENDCG } } FallBack off } ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/ParadeRender.shader.meta ================================================ fileFormatVersion: 2 guid: 5ae1bfc1dd20ac04e8b74aa0f2f12eea timeCreated: 1459956391 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/VectorscopeCompute.compute ================================================ #include "UnityCG.cginc" RWStructuredBuffer _Vectorscope; Texture2D _Source; CBUFFER_START (Params) uint _IsLinear; float4 _Res; CBUFFER_END #define GROUP_SIZE 32 float3 RgbToYUV(float3 c) { float Y = 0.299 * c.r + 0.587 * c.g + 0.114 * c.b; float U = -0.169 * c.r - 0.331 * c.g + 0.500 * c.b; float V = 0.500 * c.r - 0.419 * c.g - 0.081 * c.b; return float3(Y, U, V); } #pragma kernel KVectorscope [numthreads(GROUP_SIZE,GROUP_SIZE,1)] void KVectorscope(uint2 dispatchThreadId : SV_DispatchThreadID) { if (dispatchThreadId.x < (uint)_Res.x && dispatchThreadId.y < (uint)_Res.y) { float3 color = saturate(_Source[dispatchThreadId].xyz); if (_IsLinear > 0) color = LinearToGammaSpace(color); float3 yuv = RgbToYUV(color); if (length(yuv.yz) > 0.49) yuv.yz = normalize(yuv.yz) * 0.49; yuv.yz += (0.5).xx; uint u = (uint)floor(yuv.y * _Res.x); uint v = (uint)floor(yuv.z * _Res.y); InterlockedAdd(_Vectorscope[v * _Res.x + u], 1); } } #pragma kernel KVectorscopeClear [numthreads(GROUP_SIZE,GROUP_SIZE,1)] void KVectorscopeClear(uint2 dispatchThreadId : SV_DispatchThreadID) { if (dispatchThreadId.x < (uint)_Res.x && dispatchThreadId.y < (uint)_Res.y) _Vectorscope[dispatchThreadId.y * _Res.x + dispatchThreadId.x] = 0u; } ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/VectorscopeCompute.compute.meta ================================================ fileFormatVersion: 2 guid: 45de9ff58691e934c9810dc23de2ba50 timeCreated: 1459956391 licenseType: Store ComputeShaderImporter: currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/VectorscopeRender.shader ================================================ Shader "Hidden/Post FX/Monitors/Vectorscope Render" { SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGINCLUDE #pragma fragmentoption ARB_precision_hint_fastest #pragma target 5.0 #include "UnityCG.cginc" StructuredBuffer _Vectorscope; float2 _Size; float _Exposure; float Tonemap(float x, float exposure) { const float a = 6.2; const float b = 0.5; const float c = 1.7; const float d = 0.06; x *= exposure; x = max(0.0, x - 0.004); x = (x * (a * x + b)) / (x * (a * x + c) + d); return x * x; } float3 YuvToRgb(float3 c) { float R = c.x + 0.000 * c.y + 1.403 * c.z; float G = c.x - 0.344 * c.y - 0.714 * c.z; float B = c.x - 1.773 * c.y + 0.000 * c.z; return float3(R, G, B); } float4 FragBackground(v2f_img i) : SV_Target { i.uv.x = 1.0 - i.uv.x; float2 uv = i.uv - (0.5).xx; float3 c = YuvToRgb(float3(0.5, uv.x, uv.y)); float dist = sqrt(dot(uv, uv)); float delta = fwidth(dist); float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist); float alphaIn = smoothstep(0.495 - delta, 0.495 + delta, dist); uint2 uvI = i.pos.xy; uint v = _Vectorscope[uvI.x + uvI.y * _Size.x]; float vt = saturate(Tonemap(v, _Exposure)); float4 color = float4(lerp(c, (0.0).xxx, vt), alphaOut); color.rgb += alphaIn; return color; } float4 FragNoBackground(v2f_img i) : SV_Target { i.uv.x = 1.0 - i.uv.x; float2 uv = i.uv - (0.5).xx; float dist = sqrt(dot(uv, uv)); float delta = fwidth(dist); float alphaOut = 1.0 - smoothstep(0.5 - delta, 0.5 + delta, dist); float alphaIn = smoothstep(0.495 - delta, 0.495 + delta, dist); uint2 uvI = i.pos.xy; uint v = _Vectorscope[uvI.x + uvI.y * _Size.x]; float vt = saturate(Tonemap(v, _Exposure)); float4 color = float4((1.0).xxx, vt + alphaIn * alphaOut); return color; } ENDCG // (0) Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragBackground ENDCG } // (1) Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragNoBackground ENDCG } } FallBack off } ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/VectorscopeRender.shader.meta ================================================ fileFormatVersion: 2 guid: 1c4298cd35ef7834e892898e49d61ecd timeCreated: 1461756159 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/WaveformCompute.compute ================================================ #include "UnityCG.cginc" RWStructuredBuffer _Waveform; Texture2D _Source; CBUFFER_START (Params) uint _IsLinear; uint4 _Channels; CBUFFER_END #define COLUMNS 384 #pragma kernel KWaveform [numthreads(1,COLUMNS,1)] void KWaveform(uint2 dispatchThreadId : SV_DispatchThreadID) { // We want a gamma corrected colors float3 color = _Source[dispatchThreadId].rgb; if (_IsLinear > 0u) color = LinearToGammaSpace(color); color = saturate(color); // Convert color & luminance to histogram bins const float kColumnsMinusOne = COLUMNS - 1.0; uint3 idx_c = (uint3)(round(color * kColumnsMinusOne)); uint idx_l = (uint)(round(dot(color.rgb, float3(0.2126, 0.7152, 0.0722)) * kColumnsMinusOne)); // A lot of atomic operations will be skipped so there's no need to over-think this one. uint j = dispatchThreadId.x * COLUMNS; if (_Channels.x > 0u && idx_c.x > 0u) InterlockedAdd(_Waveform[j + idx_c.x].x, 1u); // Red if (_Channels.y > 0u && idx_c.y > 0u) InterlockedAdd(_Waveform[j + idx_c.y].y, 1u); // Green if (_Channels.z > 0u && idx_c.z > 0u) InterlockedAdd(_Waveform[j + idx_c.z].z, 1u); // Blue if (_Channels.w > 0u) InterlockedAdd(_Waveform[j + idx_l].w, 1u); // Luminance } #pragma kernel KWaveformClear [numthreads(1, COLUMNS, 1)] void KWaveformClear(uint2 dispatchThreadId : SV_DispatchThreadID) { _Waveform[dispatchThreadId.x * COLUMNS + dispatchThreadId.y] = uint4(0u, 0u, 0u, 0u); } ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/WaveformCompute.compute.meta ================================================ fileFormatVersion: 2 guid: 9d9b886f7a8fe7b4baf56624c42e3420 timeCreated: 1459956392 licenseType: Store ComputeShaderImporter: currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/WaveformRender.shader ================================================ Shader "Hidden/Post FX/Monitors/Waveform Render" { SubShader { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGINCLUDE #pragma fragmentoption ARB_precision_hint_fastest #pragma target 5.0 #include "UnityCG.cginc" StructuredBuffer _Waveform; float2 _Size; float4 _Channels; float _Exposure; float3 Tonemap(float3 x, float exposure) { const float a = 6.2; const float b = 0.5; const float c = 1.7; const float d = 0.06; x *= exposure; x = max((0.0).xxx, x - (0.004).xxx); x = (x * (a * x + b)) / (x * (a * x + c) + d); return x * x; } float4 FragWaveform(v2f_img i) : SV_Target { const float3 red = float3(1.4, 0.03, 0.02); const float3 green = float3(0.02, 1.1, 0.05); const float3 blue = float3(0.0, 0.25, 1.5); float3 color = float3(0.0, 0.0, 0.0); uint2 uvI = i.pos.xy; float4 w = _Waveform[uvI.y + uvI.x * _Size.y]; // Waveform data is stored in columns instead of rows color += red * w.r * _Channels.r; color += green * w.g * _Channels.g; color += blue * w.b * _Channels.b; color += w.aaa * _Channels.a * 1.5; color = Tonemap(color, _Exposure); color += (0.1).xxx; return float4(saturate(color), 1.0); } ENDCG // (0) Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragWaveform ENDCG } } FallBack off } ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors/WaveformRender.shader.meta ================================================ fileFormatVersion: 2 guid: 8b3e43c50424ab2428a9c172843bc66d timeCreated: 1459956391 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/Monitors.meta ================================================ fileFormatVersion: 2 guid: e7358848dd8737c459f4636f1c075835 folderAsset: yes timeCreated: 1460361782 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/UI/CurveBackground.shader ================================================ Shader "Hidden/Post FX/UI/Curve Background" { CGINCLUDE #pragma target 3.0 #include "UnityCG.cginc" float _DisabledState; float3 HsvToRgb(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } float4 FragHue(v2f_img i) : SV_Target { float3 hsv = HsvToRgb(float3(i.uv.x, 1.0, 0.2)); float4 color = float4((0.0).xxx, 1.0); color.rgb = lerp(color.rgb, hsv, smoothstep(0.5, 1.1, 1.0 - i.uv.y)) + lerp(color.rgb, hsv, smoothstep(0.5, 1.1, i.uv.y)); color.rgb += (0.15).xxx; return float4(color.rgb, color.a * _DisabledState); } float4 FragSat(v2f_img i) : SV_Target { float4 color = float4((0.0).xxx, 1.0); float sat = i.uv.x / 2; color.rgb += lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, 1.0 - i.uv.y)) + lerp(color.rgb, (sat).xxx, smoothstep(0.5, 1.2, i.uv.y)); color.rgb += (0.15).xxx; return float4(color.rgb, color.a * _DisabledState); } ENDCG SubShader { Cull Off ZWrite Off ZTest Always // (0) Hue Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragHue ENDCG } // (1) Sat/lum Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragSat ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/UI/CurveBackground.shader.meta ================================================ fileFormatVersion: 2 guid: b1b2bfb2897659e45983f0c3e7dda2c8 timeCreated: 1460970196 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/UI/MotionBlendingIcon.png.meta ================================================ fileFormatVersion: 2 guid: c0fa58091049bd24394fa15b0b6d4c5a timeCreated: 1468326774 licenseType: Store TextureImporter: fileIDToRecycleName: {} serializedVersion: 2 mipmaps: mipMapMode: 0 enableMipMap: 0 linearTexture: 1 correctGamma: 0 fadeOut: 0 borderMipMap: 0 mipMapFadeDistanceStart: 1 mipMapFadeDistanceEnd: 3 bumpmap: convertToNormalMap: 0 externalNormalMap: 0 heightScale: 0.25 normalMapFilter: 0 isReadable: 0 grayScaleToAlpha: 0 generateCubemap: 0 cubemapConvolution: 0 cubemapConvolutionSteps: 7 cubemapConvolutionExponent: 1.5 seamlessCubemap: 0 textureFormat: -1 maxTextureSize: 2048 textureSettings: filterMode: -1 aniso: 1 mipBias: -1 wrapMode: 1 nPOTScale: 0 lightmap: 0 rGBM: 0 compressionQuality: 50 allowsAlphaSplitting: 0 spriteMode: 0 spriteExtrude: 1 spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} spriteBorder: {x: 0, y: 0, z: 0, w: 0} spritePixelsToUnits: 100 alphaIsTransparency: 1 spriteTessellationDetail: -1 textureType: 2 buildTargetSettings: [] spriteSheet: serializedVersion: 2 sprites: [] outline: [] spritePackingTag: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/UI/Trackball.shader ================================================ Shader "Hidden/Post FX/UI/Trackball" { CGINCLUDE #include "UnityCG.cginc" #define PI 3.14159265359 #define PI2 6.28318530718 float _Offset; float _DisabledState; float2 _Resolution; // x: size, y: size / 2 float3 HsvToRgb(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } float4 CreateWheel(v2f_img i, float crossColor, float offsetColor) { const float kHueOuterRadius = 0.45; const float kHueInnerRadius = 0.38; const float kLumOuterRadius = 0.495; const float kLumInnerRadius = 0.48; float4 color = (0.0).xxxx; float2 uvc = i.uv - (0.5).xx; float dist = sqrt(dot(uvc, uvc)); float delta = fwidth(dist); float angle = atan2(uvc.x, uvc.y); // Cross { float radius = (0.5 - kHueInnerRadius) * _Resolution.x + 1.0; float2 pixel = (_Resolution.xx - 1.0) * i.uv + 1.0; float vline = step(floor(fmod(pixel.x, _Resolution.y)), 0.0); vline *= step(radius, pixel.y) * step(pixel.y, _Resolution.x - radius); float hline = step(floor(fmod(pixel.y, _Resolution.y)), 0.0); hline *= step(radius, pixel.x) * step(pixel.x, _Resolution.x - radius); color += hline.xxxx * (1.0).xxxx; color += vline.xxxx * (1.0).xxxx; color = saturate(color); color *= half4((crossColor).xxx, 0.05); } // Hue { float alphaOut = smoothstep(kHueOuterRadius - delta, kHueOuterRadius + delta, dist); float alphaIn = smoothstep(kHueInnerRadius - delta, kHueInnerRadius + delta, dist); float hue = angle; hue = 1.0 - ((hue > 0.0) ? hue : PI2 + hue) / PI2; float4 c = float4(HsvToRgb(float3(hue, 1.0, 1.0)), 1.0); color += lerp((0.0).xxxx, c, alphaIn - alphaOut); } // Offset { float alphaOut = smoothstep(kLumOuterRadius - delta, kLumOuterRadius + delta, dist); float alphaIn = smoothstep(kLumInnerRadius - delta, kLumInnerRadius + delta / 2, dist); float4 c = float4((offsetColor).xxx, 1.0); float a = PI * _Offset; if (_Offset >= 0 && angle < a && angle > 0.0) c = float4((1.0).xxx, 0.5); else if (angle > a && angle < 0.0) c = float4((1.0).xxx, 0.5); color += lerp((0.0).xxxx, c, alphaIn - alphaOut); } return color * _DisabledState; } float4 FragTrackballDark(v2f_img i) : SV_Target { return CreateWheel(i, 1.0, 0.15); } float4 FragTrackballLight(v2f_img i) : SV_Target { return CreateWheel(i, 0.0, 0.3); } ENDCG SubShader { Cull Off ZWrite Off ZTest Always // (0) Dark skin Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragTrackballDark ENDCG } // (1) Light skin Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment FragTrackballLight ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/UI/Trackball.shader.meta ================================================ fileFormatVersion: 2 guid: 4bf49309c7ab9eb42a86774d2c09b4fa timeCreated: 1460627788 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources/UI.meta ================================================ fileFormatVersion: 2 guid: df37d60cc69b7b04d9705a74938179e7 folderAsset: yes timeCreated: 1460627771 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor Resources.meta ================================================ fileFormatVersion: 2 guid: 83715878d3a8db441aa5636641db69a3 folderAsset: yes timeCreated: 1476176392 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Editor.meta ================================================ fileFormatVersion: 2 guid: e0e418747b892364db5c5f4451e67ede folderAsset: yes timeCreated: 1466586258 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Bluenoise64/COPYING.txt ================================================ Creative Commons Legal Code CC0 1.0 Universal CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE LEGAL SERVICES. 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This work is published from: Germany. The work is made available under the terms of the Creative Commons CC0 Public Domain Dedication. For more information please visit: https://creativecommons.org/publicdomain/zero/1.0/ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Bluenoise64/LICENSE.txt.meta ================================================ fileFormatVersion: 2 guid: 48ffda675aa0afa4f9eec3a5d5487aeb timeCreated: 1485181015 licenseType: Store TextScriptImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Bluenoise64.meta ================================================ fileFormatVersion: 2 guid: 2be7cf05ee8fb17438022d4869299900 folderAsset: yes timeCreated: 1485107615 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/ACES.cginc ================================================ #ifndef __ACES__ #define __ACES__ /** * https://github.com/ampas/aces-dev * * Academy Color Encoding System (ACES) software and tools are provided by the * Academy under the following terms and conditions: A worldwide, royalty-free, * non-exclusive right to copy, modify, create derivatives, and use, in source and * binary forms, is hereby granted, subject to acceptance of this license. * * Copyright 2015 Academy of Motion Picture Arts and Sciences (A.M.P.A.S.). * Portions contributed by others as indicated. All rights reserved. * * Performance of any of the aforementioned acts indicates acceptance to be bound * by the following terms and conditions: * * * Copies of source code, in whole or in part, must retain the above copyright * notice, this list of conditions and the Disclaimer of Warranty. * * * Use in binary form must retain the above copyright notice, this list of * conditions and the Disclaimer of Warranty in the documentation and/or other * materials provided with the distribution. * * * Nothing in this license shall be deemed to grant any rights to trademarks, * copyrights, patents, trade secrets or any other intellectual property of * A.M.P.A.S. or any contributors, except as expressly stated herein. * * * Neither the name "A.M.P.A.S." nor the name of any other contributors to this * software may be used to endorse or promote products derivative of or based on * this software without express prior written permission of A.M.P.A.S. or the * contributors, as appropriate. * * This license shall be construed pursuant to the laws of the State of * California, and any disputes related thereto shall be subject to the * jurisdiction of the courts therein. * * Disclaimer of Warranty: THIS SOFTWARE IS PROVIDED BY A.M.P.A.S. AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, * THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND * NON-INFRINGEMENT ARE DISCLAIMED. IN NO EVENT SHALL A.M.P.A.S., OR ANY * CONTRIBUTORS OR DISTRIBUTORS, BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, RESITUTIONARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * WITHOUT LIMITING THE GENERALITY OF THE FOREGOING, THE ACADEMY SPECIFICALLY * DISCLAIMS ANY REPRESENTATIONS OR WARRANTIES WHATSOEVER RELATED TO PATENT OR * OTHER INTELLECTUAL PROPERTY RIGHTS IN THE ACADEMY COLOR ENCODING SYSTEM, OR * APPLICATIONS THEREOF, HELD BY PARTIES OTHER THAN A.M.P.A.S.,WHETHER DISCLOSED OR * UNDISCLOSED. */ //#define CUSTOM_WHITE_POINT /* Basic usage : half4 color = tex2D(_MainTex, i.uv); half3 aces = unity_to_ACES(color.rgb); half3 oces = RRT(aces); half3 odt = ODT_RGBmonitor_100nits_dim(oces); return half4(odt, color.a); If you want to customize the white point, uncomment the previous define and set uniforms accordingly: float whitePoint = 48f; // Default ACES value material.SetFloat("CINEMA_WHITE", whitePoint); material.SetFloat("CINEMA_DARK", whitePoint / 2400f); */ #include "Common.cginc" #define ACEScc_MAX 1.4679964 #define ACEScc_MIDGRAY 0.4135884 // // Precomputed matrices (pre-transposed) // See https://github.com/ampas/aces-dev/blob/master/transforms/ctl/README-MATRIX.md // static const half3x3 sRGB_2_AP0 = { 0.4397010, 0.3829780, 0.1773350, 0.0897923, 0.8134230, 0.0967616, 0.0175440, 0.1115440, 0.8707040 }; static const half3x3 sRGB_2_AP1 = { 0.61319, 0.33951, 0.04737, 0.07021, 0.91634, 0.01345, 0.02062, 0.10957, 0.86961 }; static const half3x3 AP0_2_sRGB = { 2.52169, -1.13413, -0.38756, -0.27648, 1.37272, -0.09624, -0.01538, -0.15298, 1.16835, }; static const half3x3 AP1_2_sRGB = { 1.70505, -0.62179, -0.08326, -0.13026, 1.14080, -0.01055, -0.02400, -0.12897, 1.15297, }; static const half3x3 AP0_2_AP1_MAT = { 1.4514393161, -0.2365107469, -0.2149285693, -0.0765537734, 1.1762296998, -0.0996759264, 0.0083161484, -0.0060324498, 0.9977163014 }; static const half3x3 AP1_2_AP0_MAT = { 0.6954522414, 0.1406786965, 0.1638690622, 0.0447945634, 0.8596711185, 0.0955343182, -0.0055258826, 0.0040252103, 1.0015006723 }; static const half3x3 AP1_2_XYZ_MAT = { 0.6624541811, 0.1340042065, 0.1561876870, 0.2722287168, 0.6740817658, 0.0536895174, -0.0055746495, 0.0040607335, 1.0103391003 }; static const half3x3 XYZ_2_AP1_MAT = { 1.6410233797, -0.3248032942, -0.2364246952, -0.6636628587, 1.6153315917, 0.0167563477, 0.0117218943, -0.0082844420, 0.9883948585 }; static const half3x3 XYZ_2_REC709_MAT = { 3.2409699419, -1.5373831776, -0.4986107603, -0.9692436363, 1.8759675015, 0.0415550574, 0.0556300797, -0.2039769589, 1.0569715142 }; static const half3x3 XYZ_2_REC2020_MAT = { 1.7166511880, -0.3556707838, -0.2533662814, -0.6666843518, 1.6164812366, 0.0157685458, 0.0176398574, -0.0427706133, 0.9421031212 }; static const half3x3 XYZ_2_DCIP3_MAT = { 2.7253940305, -1.0180030062, -0.4401631952, -0.7951680258, 1.6897320548, 0.0226471906, 0.0412418914, -0.0876390192, 1.1009293786 }; static const half3 AP1_RGB2Y = half3(0.272229, 0.674082, 0.0536895); static const half3x3 RRT_SAT_MAT = { 0.9708890, 0.0269633, 0.00214758, 0.0108892, 0.9869630, 0.00214758, 0.0108892, 0.0269633, 0.96214800 }; static const half3x3 ODT_SAT_MAT = { 0.949056, 0.0471857, 0.00375827, 0.019056, 0.9771860, 0.00375827, 0.019056, 0.0471857, 0.93375800 }; static const half3x3 D60_2_D65_CAT = { 0.98722400, -0.00611327, 0.0159533, -0.00759836, 1.00186000, 0.0053302, 0.00307257, -0.00509595, 1.0816800 }; // // Unity to ACES // // converts Unity raw (sRGB primaries) to // ACES2065-1 (AP0 w/ linear encoding) // half3 unity_to_ACES(half3 x) { x = mul(sRGB_2_AP0, x); return x; } // // ACES to Unity // // converts ACES2065-1 (AP0 w/ linear encoding) // Unity raw (sRGB primaries) to // half3 ACES_to_unity(half3 x) { x = mul(AP0_2_sRGB, x); return x; } // // Unity to ACEScg // // converts Unity raw (sRGB primaries) to // ACEScg (AP1 w/ linear encoding) // half3 unity_to_ACEScg(half3 x) { x = mul(sRGB_2_AP1, x); return x; } // // ACEScg to Unity // // converts ACEScg (AP1 w/ linear encoding) to // Unity raw (sRGB primaries) // half3 ACEScg_to_unity(half3 x) { x = mul(AP1_2_sRGB, x); return x; } // // ACES Color Space Conversion - ACES to ACEScc // // converts ACES2065-1 (AP0 w/ linear encoding) to // ACEScc (AP1 w/ logarithmic encoding) // // This transform follows the formulas from section 4.4 in S-2014-003 // half ACES_to_ACEScc(half x) { if (x <= 0.0) return -0.35828683; // = (log2(pow(2.0, -15.0) * 0.5) + 9.72) / 17.52 else if (x < pow(2.0, -15.0)) return (log2(pow(2.0, -16.0) + x * 0.5) + 9.72) / 17.52; else // (x >= pow(2.0, -15.0)) return (log2(x) + 9.72) / 17.52; } half3 ACES_to_ACEScc(half3 x) { x = clamp(x, 0.0, HALF_MAX); // x is clamped to [0, HALF_MAX], skip the <= 0 check return (x < 0.00003051757) ? (log2(0.00001525878 + x * 0.5) + 9.72) / 17.52 : (log2(x) + 9.72) / 17.52; /* return half3( ACES_to_ACEScc(x.r), ACES_to_ACEScc(x.g), ACES_to_ACEScc(x.b) ); */ } // // ACES Color Space Conversion - ACEScc to ACES // // converts ACEScc (AP1 w/ ACESlog encoding) to // ACES2065-1 (AP0 w/ linear encoding) // // This transform follows the formulas from section 4.4 in S-2014-003 // half ACEScc_to_ACES(half x) { // TODO: Optimize me if (x < -0.3013698630) // (9.72 - 15) / 17.52 return (pow(2.0, x * 17.52 - 9.72) - pow(2.0, -16.0)) * 2.0; else if (x < (log2(HALF_MAX) + 9.72) / 17.52) return pow(2.0, x * 17.52 - 9.72); else // (x >= (log2(HALF_MAX) + 9.72) / 17.52) return HALF_MAX; } half3 ACEScc_to_ACES(half3 x) { return half3( ACEScc_to_ACES(x.r), ACEScc_to_ACES(x.g), ACEScc_to_ACES(x.b) ); } // // ACES Color Space Conversion - ACES to ACEScg // // converts ACES2065-1 (AP0 w/ linear encoding) to // ACEScg (AP1 w/ linear encoding) // half3 ACES_to_ACEScg(half3 x) { return mul(AP0_2_AP1_MAT, x); } // // ACES Color Space Conversion - ACEScg to ACES // // converts ACEScg (AP1 w/ linear encoding) to // ACES2065-1 (AP0 w/ linear encoding) // half3 ACEScg_to_ACES(half3 x) { return mul(AP1_2_AP0_MAT, x); } // // Reference Rendering Transform (RRT) // // Input is ACES // Output is OCES // half rgb_2_saturation(half3 rgb) { const half TINY = 1e-10; half mi = Min3(rgb); half ma = Max3(rgb); return (max(ma, TINY) - max(mi, TINY)) / max(ma, 1e-2); } half rgb_2_yc(half3 rgb) { const half ycRadiusWeight = 1.75; // Converts RGB to a luminance proxy, here called YC // YC is ~ Y + K * Chroma // Constant YC is a cone-shaped surface in RGB space, with the tip on the // neutral axis, towards white. // YC is normalized: RGB 1 1 1 maps to YC = 1 // // ycRadiusWeight defaults to 1.75, although can be overridden in function // call to rgb_2_yc // ycRadiusWeight = 1 -> YC for pure cyan, magenta, yellow == YC for neutral // of same value // ycRadiusWeight = 2 -> YC for pure red, green, blue == YC for neutral of // same value. half r = rgb.x; half g = rgb.y; half b = rgb.z; half chroma = sqrt(b * (b - g) + g * (g - r) + r * (r - b)); return (b + g + r + ycRadiusWeight * chroma) / 3.0; } half rgb_2_hue(half3 rgb) { // Returns a geometric hue angle in degrees (0-360) based on RGB values. // For neutral colors, hue is undefined and the function will return a quiet NaN value. half hue; if (rgb.x == rgb.y && rgb.y == rgb.z) hue = 0.0; // RGB triplets where RGB are equal have an undefined hue else hue = (180.0 / UNITY_PI) * atan2(sqrt(3.0) * (rgb.y - rgb.z), 2.0 * rgb.x - rgb.y - rgb.z); if (hue < 0.0) hue = hue + 360.0; return hue; } half center_hue(half hue, half centerH) { half hueCentered = hue - centerH; if (hueCentered < -180.0) hueCentered = hueCentered + 360.0; else if (hueCentered > 180.0) hueCentered = hueCentered - 360.0; return hueCentered; } half sigmoid_shaper(half x) { // Sigmoid function in the range 0 to 1 spanning -2 to +2. half t = max(1.0 - abs(x / 2.0), 0.0); half y = 1.0 + sign(x) * (1.0 - t * t); return y / 2.0; } half glow_fwd(half ycIn, half glowGainIn, half glowMid) { half glowGainOut; if (ycIn <= 2.0 / 3.0 * glowMid) glowGainOut = glowGainIn; else if (ycIn >= 2.0 * glowMid) glowGainOut = 0.0; else glowGainOut = glowGainIn * (glowMid / ycIn - 1.0 / 2.0); return glowGainOut; } /* half cubic_basis_shaper ( half x, half w // full base width of the shaper function (in degrees) ) { half M[4][4] = { { -1.0 / 6, 3.0 / 6, -3.0 / 6, 1.0 / 6 }, { 3.0 / 6, -6.0 / 6, 3.0 / 6, 0.0 / 6 }, { -3.0 / 6, 0.0 / 6, 3.0 / 6, 0.0 / 6 }, { 1.0 / 6, 4.0 / 6, 1.0 / 6, 0.0 / 6 } }; half knots[5] = { -w / 2.0, -w / 4.0, 0.0, w / 4.0, w / 2.0 }; half y = 0.0; if ((x > knots[0]) && (x < knots[4])) { half knot_coord = (x - knots[0]) * 4.0 / w; int j = knot_coord; half t = knot_coord - j; half monomials[4] = { t*t*t, t*t, t, 1.0 }; // (if/else structure required for compatibility with CTL < v1.5.) if (j == 3) { y = monomials[0] * M[0][0] + monomials[1] * M[1][0] + monomials[2] * M[2][0] + monomials[3] * M[3][0]; } else if (j == 2) { y = monomials[0] * M[0][1] + monomials[1] * M[1][1] + monomials[2] * M[2][1] + monomials[3] * M[3][1]; } else if (j == 1) { y = monomials[0] * M[0][2] + monomials[1] * M[1][2] + monomials[2] * M[2][2] + monomials[3] * M[3][2]; } else if (j == 0) { y = monomials[0] * M[0][3] + monomials[1] * M[1][3] + monomials[2] * M[2][3] + monomials[3] * M[3][3]; } else { y = 0.0; } } return y * 3.0 / 2.0; } */ static const half3x3 M = { 0.5, -1.0, 0.5, -1.0, 1.0, 0.0, 0.5, 0.5, 0.0 }; half segmented_spline_c5_fwd(half x) { const half coefsLow[6] = { -4.0000000000, -4.0000000000, -3.1573765773, -0.4852499958, 1.8477324706, 1.8477324706 }; // coefs for B-spline between minPoint and midPoint (units of log luminance) const half coefsHigh[6] = { -0.7185482425, 2.0810307172, 3.6681241237, 4.0000000000, 4.0000000000, 4.0000000000 }; // coefs for B-spline between midPoint and maxPoint (units of log luminance) const half2 minPoint = half2(0.18 * exp2(-15.0), 0.0001); // {luminance, luminance} linear extension below this const half2 midPoint = half2(0.18, 0.48); // {luminance, luminance} const half2 maxPoint = half2(0.18 * exp2(18.0), 10000.0); // {luminance, luminance} linear extension above this const half slopeLow = 0.0; // log-log slope of low linear extension const half slopeHigh = 0.0; // log-log slope of high linear extension const int N_KNOTS_LOW = 4; const int N_KNOTS_HIGH = 4; // Check for negatives or zero before taking the log. If negative or zero, // set to ACESMIN.1 float xCheck = x; if (xCheck <= 0.0) xCheck = 0.00006103515; // = pow(2.0, -14.0); half logx = log10(xCheck); half logy; if (logx <= log10(minPoint.x)) { logy = logx * slopeLow + (log10(minPoint.y) - slopeLow * log10(minPoint.x)); } else if ((logx > log10(minPoint.x)) && (logx < log10(midPoint.x))) { half knot_coord = (N_KNOTS_LOW - 1) * (logx - log10(minPoint.x)) / (log10(midPoint.x) - log10(minPoint.x)); int j = knot_coord; half t = knot_coord - j; half3 cf = half3(coefsLow[j], coefsLow[j + 1], coefsLow[j + 2]); half3 monomials = half3(t * t, t, 1.0); logy = dot(monomials, mul(M, cf)); } else if ((logx >= log10(midPoint.x)) && (logx < log10(maxPoint.x))) { half knot_coord = (N_KNOTS_HIGH - 1) * (logx - log10(midPoint.x)) / (log10(maxPoint.x) - log10(midPoint.x)); int j = knot_coord; half t = knot_coord - j; half3 cf = half3(coefsHigh[j], coefsHigh[j + 1], coefsHigh[j + 2]); half3 monomials = half3(t * t, t, 1.0); logy = dot(monomials, mul(M, cf)); } else { //if (logIn >= log10(maxPoint.x)) { logy = logx * slopeHigh + (log10(maxPoint.y) - slopeHigh * log10(maxPoint.x)); } return pow(10.0, logy); } half segmented_spline_c9_fwd(half x) { const half coefsLow[10] = { -1.6989700043, -1.6989700043, -1.4779000000, -1.2291000000, -0.8648000000, -0.4480000000, 0.0051800000, 0.4511080334, 0.9113744414, 0.9113744414 }; // coefs for B-spline between minPoint and midPoint (units of log luminance) const half coefsHigh[10] = { 0.5154386965, 0.8470437783, 1.1358000000, 1.3802000000, 1.5197000000, 1.5985000000, 1.6467000000, 1.6746091357, 1.6878733390, 1.6878733390 }; // coefs for B-spline between midPoint and maxPoint (units of log luminance) const half2 minPoint = half2(segmented_spline_c5_fwd(0.18 * exp2(-6.5)), 0.02); // {luminance, luminance} linear extension below this const half2 midPoint = half2(segmented_spline_c5_fwd(0.18), 4.8); // {luminance, luminance} const half2 maxPoint = half2(segmented_spline_c5_fwd(0.18 * exp2(6.5)), 48.0); // {luminance, luminance} linear extension above this const half slopeLow = 0.0; // log-log slope of low linear extension const half slopeHigh = 0.04; // log-log slope of high linear extension const int N_KNOTS_LOW = 8; const int N_KNOTS_HIGH = 8; // Check for negatives or zero before taking the log. If negative or zero, // set to OCESMIN. half xCheck = x; if (xCheck <= 0.0) xCheck = 1e-4; half logx = log10(xCheck); half logy; if (logx <= log10(minPoint.x)) { logy = logx * slopeLow + (log10(minPoint.y) - slopeLow * log10(minPoint.x)); } else if ((logx > log10(minPoint.x)) && (logx < log10(midPoint.x))) { half knot_coord = (N_KNOTS_LOW - 1) * (logx - log10(minPoint.x)) / (log10(midPoint.x) - log10(minPoint.x)); int j = knot_coord; half t = knot_coord - j; half3 cf = half3(coefsLow[j], coefsLow[j + 1], coefsLow[j + 2]); half3 monomials = half3(t * t, t, 1.0); logy = dot(monomials, mul(M, cf)); } else if ((logx >= log10(midPoint.x)) && (logx < log10(maxPoint.x))) { half knot_coord = (N_KNOTS_HIGH - 1) * (logx - log10(midPoint.x)) / (log10(maxPoint.x) - log10(midPoint.x)); int j = knot_coord; half t = knot_coord - j; half3 cf = half3(coefsHigh[j], coefsHigh[j + 1], coefsHigh[j + 2]); half3 monomials = half3(t * t, t, 1.0); logy = dot(monomials, mul(M, cf)); } else { //if (logIn >= log10(maxPoint.x)) { logy = logx * slopeHigh + (log10(maxPoint.y) - slopeHigh * log10(maxPoint.x)); } return pow(10.0, logy); } static const half RRT_GLOW_GAIN = 0.05; static const half RRT_GLOW_MID = 0.08; static const half RRT_RED_SCALE = 0.82; static const half RRT_RED_PIVOT = 0.03; static const half RRT_RED_HUE = 0.0; static const half RRT_RED_WIDTH = 135.0; static const half RRT_SAT_FACTOR = 0.96; half3 RRT(half3 aces) { // --- Glow module --- // half saturation = rgb_2_saturation(aces); half ycIn = rgb_2_yc(aces); half s = sigmoid_shaper((saturation - 0.4) / 0.2); half addedGlow = 1.0 + glow_fwd(ycIn, RRT_GLOW_GAIN * s, RRT_GLOW_MID); aces *= addedGlow; // --- Red modifier --- // half hue = rgb_2_hue(aces); half centeredHue = center_hue(hue, RRT_RED_HUE); half hueWeight; { //hueWeight = cubic_basis_shaper(centeredHue, RRT_RED_WIDTH); hueWeight = smoothstep(0.0, 1.0, 1.0 - abs(2.0 * centeredHue / RRT_RED_WIDTH)); hueWeight *= hueWeight; } aces.r += hueWeight * saturation * (RRT_RED_PIVOT - aces.r) * (1.0 - RRT_RED_SCALE); // --- ACES to RGB rendering space --- // aces = clamp(aces, 0.0, HALF_MAX); // avoids saturated negative colors from becoming positive in the matrix half3 rgbPre = mul(AP0_2_AP1_MAT, aces); rgbPre = clamp(rgbPre, 0, HALF_MAX); // --- Global desaturation --- // //rgbPre = mul(RRT_SAT_MAT, rgbPre); rgbPre = lerp(dot(rgbPre, AP1_RGB2Y).xxx, rgbPre, RRT_SAT_FACTOR.xxx); // --- Apply the tonescale independently in rendering-space RGB --- // half3 rgbPost; rgbPost.x = segmented_spline_c5_fwd(rgbPre.x); rgbPost.y = segmented_spline_c5_fwd(rgbPre.y); rgbPost.z = segmented_spline_c5_fwd(rgbPre.z); // --- RGB rendering space to OCES --- // half3 rgbOces = mul(AP1_2_AP0_MAT, rgbPost); return rgbOces; } // // Output Device Transform // half3 Y_2_linCV(half3 Y, half Ymax, half Ymin) { return (Y - Ymin) / (Ymax - Ymin); } half3 XYZ_2_xyY(half3 XYZ) { half divisor = max(dot(XYZ, (1.0).xxx), 1e-4); return half3(XYZ.xy / divisor, XYZ.y); } half3 xyY_2_XYZ(half3 xyY) { half m = xyY.z / max(xyY.y, 1e-4); half3 XYZ = half3(xyY.xz, (1.0 - xyY.x - xyY.y)); XYZ.xz *= m; return XYZ; } static const half DIM_SURROUND_GAMMA = 0.9811; half3 darkSurround_to_dimSurround(half3 linearCV) { half3 XYZ = mul(AP1_2_XYZ_MAT, linearCV); half3 xyY = XYZ_2_xyY(XYZ); xyY.z = clamp(xyY.z, 0.0, HALF_MAX); xyY.z = pow(xyY.z, DIM_SURROUND_GAMMA); XYZ = xyY_2_XYZ(xyY); return mul(XYZ_2_AP1_MAT, XYZ); } half moncurve_r(half y, half gamma, half offs) { // Reverse monitor curve half x; const half yb = pow(offs * gamma / ((gamma - 1.0) * (1.0 + offs)), gamma); const half rs = pow((gamma - 1.0) / offs, gamma - 1.0) * pow((1.0 + offs) / gamma, gamma); if (y >= yb) x = (1.0 + offs) * pow(y, 1.0 / gamma) - offs; else x = y * rs; return x; } half bt1886_r(half L, half gamma, half Lw, half Lb) { // The reference EOTF specified in Rec. ITU-R BT.1886 // L = a(max[(V+b),0])^g half a = pow(pow(Lw, 1.0 / gamma) - pow(Lb, 1.0 / gamma), gamma); half b = pow(Lb, 1.0 / gamma) / (pow(Lw, 1.0 / gamma) - pow(Lb, 1.0 / gamma)); half V = pow(max(L / a, 0.0), 1.0 / gamma) - b; return V; } half roll_white_fwd( half x, // color value to adjust (white scaled to around 1.0) half new_wht, // white adjustment (e.g. 0.9 for 10% darkening) half width // adjusted width (e.g. 0.25 for top quarter of the tone scale) ) { const half x0 = -1.0; const half x1 = x0 + width; const half y0 = -new_wht; const half y1 = x1; const half m1 = (x1 - x0); const half a = y0 - y1 + m1; const half b = 2.0 * (y1 - y0) - m1; const half c = y0; const half t = (-x - x0) / (x1 - x0); half o = 0.0; if (t < 0.0) o = -(t * b + c); else if (t > 1.0) o = x; else o = -((t * a + b) * t + c); return o; } half3 linear_to_sRGB(half3 x) { return (x <= 0.0031308 ? (x * 12.9232102) : 1.055 * pow(x, 1.0 / 2.4) - 0.055); } half3 linear_to_bt1886(half3 x, half gamma, half Lw, half Lb) { // Good enough approximation for now, may consider using the exact formula instead // TODO: Experiment return pow(max(x, 0.0), 1.0 / 2.4); // Correct implementation (Reference EOTF specified in Rec. ITU-R BT.1886) : // L = a(max[(V+b),0])^g half invgamma = 1.0 / gamma; half p_Lw = pow(Lw, invgamma); half p_Lb = pow(Lb, invgamma); half3 a = pow(p_Lw - p_Lb, gamma).xxx; half3 b = (p_Lb / p_Lw - p_Lb).xxx; half3 V = pow(max(x / a, 0.0), invgamma.xxx) - b; return V; } #if defined(CUSTOM_WHITE_POINT) half CINEMA_WHITE; half CINEMA_BLACK; #else static const half CINEMA_WHITE = 48.0; static const half CINEMA_BLACK = CINEMA_WHITE / 2400.0; #endif static const half ODT_SAT_FACTOR = 0.93; // ODT.Academy.RGBmonitor_100nits_dim.a1.0.3 // ACES 1.0 Output - sRGB // // Output Device Transform - RGB computer monitor // // // Summary : // This transform is intended for mapping OCES onto a desktop computer monitor // typical of those used in motion picture visual effects production. These // monitors may occasionally be referred to as "sRGB" displays, however, the // monitor for which this transform is designed does not exactly match the // specifications in IEC 61966-2-1:1999. // // The assumed observer adapted white is D65, and the viewing environment is // that of a dim surround. // // The monitor specified is intended to be more typical of those found in // visual effects production. // // Device Primaries : // Primaries are those specified in Rec. ITU-R BT.709 // CIE 1931 chromaticities: x y Y // Red: 0.64 0.33 // Green: 0.3 0.6 // Blue: 0.15 0.06 // White: 0.3127 0.329 100 cd/m^2 // // Display EOTF : // The reference electro-optical transfer function specified in // IEC 61966-2-1:1999. // // Signal Range: // This transform outputs full range code values. // // Assumed observer adapted white point: // CIE 1931 chromaticities: x y // 0.3127 0.329 // // Viewing Environment: // This ODT has a compensation for viewing environment variables more typical // of those associated with video mastering. // half3 ODT_RGBmonitor_100nits_dim(half3 oces) { // OCES to RGB rendering space half3 rgbPre = mul(AP0_2_AP1_MAT, oces); // Apply the tonescale independently in rendering-space RGB half3 rgbPost; rgbPost.x = segmented_spline_c9_fwd(rgbPre.x); rgbPost.y = segmented_spline_c9_fwd(rgbPre.y); rgbPost.z = segmented_spline_c9_fwd(rgbPre.z); // Scale luminance to linear code value half3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK); // Apply gamma adjustment to compensate for dim surround linearCV = darkSurround_to_dimSurround(linearCV); // Apply desaturation to compensate for luminance difference //linearCV = mul(ODT_SAT_MAT, linearCV); linearCV = lerp(dot(linearCV, AP1_RGB2Y).xxx, linearCV, ODT_SAT_FACTOR.xxx); // Convert to display primary encoding // Rendering space RGB to XYZ half3 XYZ = mul(AP1_2_XYZ_MAT, linearCV); // Apply CAT from ACES white point to assumed observer adapted white point XYZ = mul(D60_2_D65_CAT, XYZ); // CIE XYZ to display primaries linearCV = mul(XYZ_2_REC709_MAT, XYZ); // Handle out-of-gamut values // Clip values < 0 or > 1 (i.e. projecting outside the display primaries) linearCV = saturate(linearCV); // TODO: Revisit when it is possible to deactivate Unity default framebuffer encoding // with sRGB opto-electrical transfer function (OETF). /* // Encode linear code values with transfer function half3 outputCV; // moncurve_r with gamma of 2.4 and offset of 0.055 matches the EOTF found in IEC 61966-2-1:1999 (sRGB) const half DISPGAMMA = 2.4; const half OFFSET = 0.055; outputCV.x = moncurve_r(linearCV.x, DISPGAMMA, OFFSET); outputCV.y = moncurve_r(linearCV.y, DISPGAMMA, OFFSET); outputCV.z = moncurve_r(linearCV.z, DISPGAMMA, OFFSET); outputCV = linear_to_sRGB(linearCV); */ // Unity already draws to a sRGB target return linearCV; } // ODT.Academy.RGBmonitor_D60sim_100nits_dim.a1.0.3 // ACES 1.0 Output - sRGB (D60 sim.) // // Output Device Transform - RGB computer monitor (D60 simulation) // // // Summary : // This transform is intended for mapping OCES onto a desktop computer monitor // typical of those used in motion picture visual effects production. These // monitors may occasionally be referred to as "sRGB" displays, however, the // monitor for which this transform is designed does not exactly match the // specifications in IEC 61966-2-1:1999. // // The assumed observer adapted white is D60, and the viewing environment is // that of a dim surround. // // The monitor specified is intended to be more typical of those found in // visual effects production. // // Device Primaries : // Primaries are those specified in Rec. ITU-R BT.709 // CIE 1931 chromaticities: x y Y // Red: 0.64 0.33 // Green: 0.3 0.6 // Blue: 0.15 0.06 // White: 0.3127 0.329 100 cd/m^2 // // Display EOTF : // The reference electro-optical transfer function specified in // IEC 61966-2-1:1999. // // Signal Range: // This transform outputs full range code values. // // Assumed observer adapted white point: // CIE 1931 chromaticities: x y // 0.32168 0.33767 // // Viewing Environment: // This ODT has a compensation for viewing environment variables more typical // of those associated with video mastering. // half3 ODT_RGBmonitor_D60sim_100nits_dim(half3 oces) { // OCES to RGB rendering space half3 rgbPre = mul(AP0_2_AP1_MAT, oces); // Apply the tonescale independently in rendering-space RGB half3 rgbPost; rgbPost.x = segmented_spline_c9_fwd(rgbPre.x); rgbPost.y = segmented_spline_c9_fwd(rgbPre.y); rgbPost.z = segmented_spline_c9_fwd(rgbPre.z); // Scale luminance to linear code value half3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK); // --- Compensate for different white point being darker --- // // This adjustment is to correct an issue that exists in ODTs where the device // is calibrated to a white chromaticity other than D60. In order to simulate // D60 on such devices, unequal code values are sent to the display to achieve // neutrals at D60. In order to produce D60 on a device calibrated to the DCI // white point (i.e. equal code values yield CIE x,y chromaticities of 0.314, // 0.351) the red channel is higher than green and blue to compensate for the // "greenish" DCI white. This is the correct behavior but it means that as // highlight increase, the red channel will hit the device maximum first and // clip, resulting in a chromaticity shift as the green and blue channels // continue to increase. // To avoid this clipping error, a slight scale factor is applied to allow the // ODTs to simulate D60 within the D65 calibration white point. // Scale and clamp white to avoid casted highlights due to D60 simulation const half SCALE = 0.955; linearCV = min(linearCV, 1.0) * SCALE; // Apply gamma adjustment to compensate for dim surround linearCV = darkSurround_to_dimSurround(linearCV); // Apply desaturation to compensate for luminance difference //linearCV = mul(ODT_SAT_MAT, linearCV); linearCV = lerp(dot(linearCV, AP1_RGB2Y).xxx, linearCV, ODT_SAT_FACTOR.xxx); // Convert to display primary encoding // Rendering space RGB to XYZ half3 XYZ = mul(AP1_2_XYZ_MAT, linearCV); // CIE XYZ to display primaries linearCV = mul(XYZ_2_REC709_MAT, XYZ); // Handle out-of-gamut values // Clip values < 0 or > 1 (i.e. projecting outside the display primaries) linearCV = saturate(linearCV); // TODO: Revisit when it is possible to deactivate Unity default framebuffer encoding // with sRGB opto-electrical transfer function (OETF). /* // Encode linear code values with transfer function half3 outputCV; // moncurve_r with gamma of 2.4 and offset of 0.055 matches the EOTF found in IEC 61966-2-1:1999 (sRGB) const half DISPGAMMA = 2.4; const half OFFSET = 0.055; outputCV.x = moncurve_r(linearCV.x, DISPGAMMA, OFFSET); outputCV.y = moncurve_r(linearCV.y, DISPGAMMA, OFFSET); outputCV.z = moncurve_r(linearCV.z, DISPGAMMA, OFFSET); outputCV = linear_to_sRGB(linearCV); */ // Unity already draws to a sRGB target return linearCV; } // ODT.Academy.Rec709_100nits_dim.a1.0.3 // ACES 1.0 Output - Rec.709 // // Output Device Transform - Rec709 // // // Summary : // This transform is intended for mapping OCES onto a Rec.709 broadcast monitor // that is calibrated to a D65 white point at 100 cd/m^2. The assumed observer // adapted white is D65, and the viewing environment is a dim surround. // // A possible use case for this transform would be HDTV/video mastering. // // Device Primaries : // Primaries are those specified in Rec. ITU-R BT.709 // CIE 1931 chromaticities: x y Y // Red: 0.64 0.33 // Green: 0.3 0.6 // Blue: 0.15 0.06 // White: 0.3127 0.329 100 cd/m^2 // // Display EOTF : // The reference electro-optical transfer function specified in // Rec. ITU-R BT.1886. // // Signal Range: // By default, this transform outputs full range code values. If instead a // SMPTE "legal" signal is desired, there is a runtime flag to output // SMPTE legal signal. In ctlrender, this can be achieved by appending // '-param1 legalRange 1' after the '-ctl odt.ctl' string. // // Assumed observer adapted white point: // CIE 1931 chromaticities: x y // 0.3127 0.329 // // Viewing Environment: // This ODT has a compensation for viewing environment variables more typical // of those associated with video mastering. // half3 ODT_Rec709_100nits_dim(half3 oces) { // OCES to RGB rendering space half3 rgbPre = mul(AP0_2_AP1_MAT, oces); // Apply the tonescale independently in rendering-space RGB half3 rgbPost; rgbPost.x = segmented_spline_c9_fwd(rgbPre.x); rgbPost.y = segmented_spline_c9_fwd(rgbPre.y); rgbPost.z = segmented_spline_c9_fwd(rgbPre.z); // Scale luminance to linear code value half3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK); // Apply gamma adjustment to compensate for dim surround linearCV = darkSurround_to_dimSurround(linearCV); // Apply desaturation to compensate for luminance difference //linearCV = mul(ODT_SAT_MAT, linearCV); linearCV = lerp(dot(linearCV, AP1_RGB2Y).xxx, linearCV, ODT_SAT_FACTOR.xxx); // Convert to display primary encoding // Rendering space RGB to XYZ half3 XYZ = mul(AP1_2_XYZ_MAT, linearCV); // Apply CAT from ACES white point to assumed observer adapted white point XYZ = mul(D60_2_D65_CAT, XYZ); // CIE XYZ to display primaries linearCV = mul(XYZ_2_REC709_MAT, XYZ); // Handle out-of-gamut values // Clip values < 0 or > 1 (i.e. projecting outside the display primaries) linearCV = saturate(linearCV); // Encode linear code values with transfer function const half DISPGAMMA = 2.4; const half L_W = 1.0; const half L_B = 0.0; half3 outputCV = linear_to_bt1886(linearCV, DISPGAMMA, L_W, L_B); // TODO: Implement support for legal range. // NOTE: Unity framebuffer encoding is encoded with sRGB opto-electrical transfer function (OETF) // by default which will result in double perceptual encoding, thus for now if one want to use // this ODT, he needs to decode its output with sRGB electro-optical transfer function (EOTF) to // compensate for Unity default behaviour. return outputCV; } // ODT.Academy.Rec709_D60sim_100nits_dim.a1.0.3 // ACES 1.0 Output - Rec.709 (D60 sim.) // // Output Device Transform - Rec709 (D60 simulation) // // // Summary : // This transform is intended for mapping OCES onto a Rec.709 broadcast monitor // that is calibrated to a D65 white point at 100 cd/m^2. The assumed observer // adapted white is D60, and the viewing environment is a dim surround. // // A possible use case for this transform would be cinema "soft-proofing". // // Device Primaries : // Primaries are those specified in Rec. ITU-R BT.709 // CIE 1931 chromaticities: x y Y // Red: 0.64 0.33 // Green: 0.3 0.6 // Blue: 0.15 0.06 // White: 0.3127 0.329 100 cd/m^2 // // Display EOTF : // The reference electro-optical transfer function specified in // Rec. ITU-R BT.1886. // // Signal Range: // By default, this transform outputs full range code values. If instead a // SMPTE "legal" signal is desired, there is a runtime flag to output // SMPTE legal signal. In ctlrender, this can be achieved by appending // '-param1 legalRange 1' after the '-ctl odt.ctl' string. // // Assumed observer adapted white point: // CIE 1931 chromaticities: x y // 0.32168 0.33767 // // Viewing Environment: // This ODT has a compensation for viewing environment variables more typical // of those associated with video mastering. // half3 ODT_Rec709_D60sim_100nits_dim(half3 oces) { // OCES to RGB rendering space half3 rgbPre = mul(AP0_2_AP1_MAT, oces); // Apply the tonescale independently in rendering-space RGB half3 rgbPost; rgbPost.x = segmented_spline_c9_fwd(rgbPre.x); rgbPost.y = segmented_spline_c9_fwd(rgbPre.y); rgbPost.z = segmented_spline_c9_fwd(rgbPre.z); // Scale luminance to linear code value half3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK); // --- Compensate for different white point being darker --- // // This adjustment is to correct an issue that exists in ODTs where the device // is calibrated to a white chromaticity other than D60. In order to simulate // D60 on such devices, unequal code values must be sent to the display to achieve // the chromaticities of D60. More specifically, in order to produce D60 on a device // calibrated to a D65 white point (i.e. equal code values yield CIE x,y // chromaticities of 0.3127, 0.329) the red channel must be slightly higher than // that of green and blue in order to compensate for the relatively more "blue-ish" // D65 white. This unequalness of color channels is the correct behavior but it // means that as neutral highlights increase, the red channel will hit the // device maximum first and clip, resulting in a small chromaticity shift as the // green and blue channels continue to increase to their maximums. // To avoid this clipping error, a slight scale factor is applied to allow the // ODTs to simulate D60 within the D65 calibration white point. // Scale and clamp white to avoid casted highlights due to D60 simulation const half SCALE = 0.955; linearCV = min(linearCV, 1.0) * SCALE; // Apply gamma adjustment to compensate for dim surround linearCV = darkSurround_to_dimSurround(linearCV); // Apply desaturation to compensate for luminance difference //linearCV = mul(ODT_SAT_MAT, linearCV); linearCV = lerp(dot(linearCV, AP1_RGB2Y).xxx, linearCV, ODT_SAT_FACTOR.xxx); // Convert to display primary encoding // Rendering space RGB to XYZ half3 XYZ = mul(AP1_2_XYZ_MAT, linearCV); // CIE XYZ to display primaries linearCV = mul(XYZ_2_REC709_MAT, XYZ); // Handle out-of-gamut values // Clip values < 0 or > 1 (i.e. projecting outside the display primaries) linearCV = saturate(linearCV); // Encode linear code values with transfer function const half DISPGAMMA = 2.4; const half L_W = 1.0; const half L_B = 0.0; half3 outputCV = linear_to_bt1886(linearCV, DISPGAMMA, L_W, L_B); // TODO: Implement support for legal range. // NOTE: Unity framebuffer encoding is encoded with sRGB opto-electrical transfer function (OETF) // by default which will result in double perceptual encoding, thus for now if one want to use // this ODT, he needs to decode its output with sRGB electro-optical transfer function (EOTF) to // compensate for Unity default behaviour. return outputCV; } // ODT.Academy.Rec2020_100nits_dim.a1.0.3 // ACES 1.0 Output - Rec.2020 // // Output Device Transform - Rec2020 // // // Summary : // This transform is intended for mapping OCES onto a Rec.2020 broadcast // monitor that is calibrated to a D65 white point at 100 cd/m^2. The assumed // observer adapted white is D65, and the viewing environment is that of a dim // surround. // // A possible use case for this transform would be UHDTV/video mastering. // // Device Primaries : // Primaries are those specified in Rec. ITU-R BT.2020 // CIE 1931 chromaticities: x y Y // Red: 0.708 0.292 // Green: 0.17 0.797 // Blue: 0.131 0.046 // White: 0.3127 0.329 100 cd/m^2 // // Display EOTF : // The reference electro-optical transfer function specified in // Rec. ITU-R BT.1886. // // Signal Range: // By default, this transform outputs full range code values. If instead a // SMPTE "legal" signal is desired, there is a runtime flag to output // SMPTE legal signal. In ctlrender, this can be achieved by appending // '-param1 legalRange 1' after the '-ctl odt.ctl' string. // // Assumed observer adapted white point: // CIE 1931 chromaticities: x y // 0.3127 0.329 // // Viewing Environment: // This ODT has a compensation for viewing environment variables more typical // of those associated with video mastering. // half3 ODT_Rec2020_100nits_dim(half3 oces) { // OCES to RGB rendering space half3 rgbPre = mul(AP0_2_AP1_MAT, oces); // Apply the tonescale independently in rendering-space RGB half3 rgbPost; rgbPost.x = segmented_spline_c9_fwd(rgbPre.x); rgbPost.y = segmented_spline_c9_fwd(rgbPre.y); rgbPost.z = segmented_spline_c9_fwd(rgbPre.z); // Scale luminance to linear code value half3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK); // Apply gamma adjustment to compensate for dim surround linearCV = darkSurround_to_dimSurround(linearCV); // Apply desaturation to compensate for luminance difference //linearCV = mul(ODT_SAT_MAT, linearCV); linearCV = lerp(dot(linearCV, AP1_RGB2Y).xxx, linearCV, ODT_SAT_FACTOR.xxx); // Convert to display primary encoding // Rendering space RGB to XYZ half3 XYZ = mul(AP1_2_XYZ_MAT, linearCV); // Apply CAT from ACES white point to assumed observer adapted white point XYZ = mul(D60_2_D65_CAT, XYZ); // CIE XYZ to display primaries linearCV = mul(XYZ_2_REC2020_MAT, XYZ); // Handle out-of-gamut values // Clip values < 0 or > 1 (i.e. projecting outside the display primaries) linearCV = saturate(linearCV); // Encode linear code values with transfer function const half DISPGAMMA = 2.4; const half L_W = 1.0; const half L_B = 0.0; half3 outputCV = linear_to_bt1886(linearCV, DISPGAMMA, L_W, L_B); // TODO: Implement support for legal range. // NOTE: Unity framebuffer encoding is encoded with sRGB opto-electrical transfer function (OETF) // by default which will result in double perceptual encoding, thus for now if one want to use // this ODT, he needs to decode its output with sRGB electro-optical transfer function (EOTF) to // compensate for Unity default behaviour. return outputCV; } // ODT.Academy.P3DCI_48nits.a1.0.3 // ACES 1.0 Output - P3-DCI // // Output Device Transform - P3DCI (D60 Simulation) // // // Summary : // This transform is intended for mapping OCES onto a P3 digital cinema // projector that is calibrated to a DCI white point at 48 cd/m^2. The assumed // observer adapted white is D60, and the viewing environment is that of a dark // theater. // // Device Primaries : // CIE 1931 chromaticities: x y Y // Red: 0.68 0.32 // Green: 0.265 0.69 // Blue: 0.15 0.06 // White: 0.314 0.351 48 cd/m^2 // // Display EOTF : // Gamma: 2.6 // // Assumed observer adapted white point: // CIE 1931 chromaticities: x y // 0.32168 0.33767 // // Viewing Environment: // Environment specified in SMPTE RP 431-2-2007 // half3 ODT_P3DCI_48nits(half3 oces) { // OCES to RGB rendering space half3 rgbPre = mul(AP0_2_AP1_MAT, oces); // Apply the tonescale independently in rendering-space RGB half3 rgbPost; rgbPost.x = segmented_spline_c9_fwd(rgbPre.x); rgbPost.y = segmented_spline_c9_fwd(rgbPre.y); rgbPost.z = segmented_spline_c9_fwd(rgbPre.z); // Scale luminance to linear code value half3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK); // --- Compensate for different white point being darker --- // // This adjustment is to correct an issue that exists in ODTs where the device // is calibrated to a white chromaticity other than D60. In order to simulate // D60 on such devices, unequal code values are sent to the display to achieve // neutrals at D60. In order to produce D60 on a device calibrated to the DCI // white point (i.e. equal code values yield CIE x,y chromaticities of 0.314, // 0.351) the red channel is higher than green and blue to compensate for the // "greenish" DCI white. This is the correct behavior but it means that as // highlight increase, the red channel will hit the device maximum first and // clip, resulting in a chromaticity shift as the green and blue channels // continue to increase. // To avoid this clipping error, a slight scale factor is applied to allow the // ODTs to simulate D60 within the D65 calibration white point. However, the // magnitude of the scale factor required for the P3DCI ODT was considered too // large. Therefore, the scale factor was reduced and the additional required // compression was achieved via a reshaping of the highlight rolloff in // conjunction with the scale. The shape of this rolloff was determined // throught subjective experiments and deemed to best reproduce the // "character" of the highlights in the P3D60 ODT. // Roll off highlights to avoid need for as much scaling const half NEW_WHT = 0.918; const half ROLL_WIDTH = 0.5; linearCV.x = roll_white_fwd(linearCV.x, NEW_WHT, ROLL_WIDTH); linearCV.y = roll_white_fwd(linearCV.y, NEW_WHT, ROLL_WIDTH); linearCV.z = roll_white_fwd(linearCV.z, NEW_WHT, ROLL_WIDTH); // Scale and clamp white to avoid casted highlights due to D60 simulation const half SCALE = 0.96; linearCV = min(linearCV, NEW_WHT) * SCALE; // Convert to display primary encoding // Rendering space RGB to XYZ half3 XYZ = mul(AP1_2_XYZ_MAT, linearCV); // CIE XYZ to display primaries linearCV = mul(XYZ_2_DCIP3_MAT, XYZ); // Handle out-of-gamut values // Clip values < 0 or > 1 (i.e. projecting outside the display primaries) linearCV = saturate(linearCV); // Encode linear code values with transfer function const half DISPGAMMA = 2.6; half3 outputCV = pow(linearCV, 1.0 / DISPGAMMA); // NOTE: Unity framebuffer encoding is encoded with sRGB opto-electrical transfer function (OETF) // by default which will result in double perceptual encoding, thus for now if one want to use // this ODT, he needs to decode its output with sRGB electro-optical transfer function (EOTF) to // compensate for Unity default behaviour. return outputCV; } #endif // __ACES__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/ACES.cginc.meta ================================================ fileFormatVersion: 2 guid: b8d56fc3449f426408c23c723b58d7b5 timeCreated: 1460363486 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/AmbientOcclusion.cginc ================================================ // Upgrade NOTE: commented out 'float4x4 _WorldToCamera', a built-in variable // Upgrade NOTE: replaced '_WorldToCamera' with 'unity_WorldToCamera' #ifndef __AMBIENT_OCCLUSION__ #define __AMBIENT_OCCLUSION__ #include "UnityCG.cginc" #include "Common.cginc" // -------- // Options for further customization // -------- // By default, a 5-tap Gaussian with the linear sampling technique is used // in the bilateral noise filter. It can be replaced with a 7-tap Gaussian // with adaptive sampling by enabling the macro below. Although the // differences are not noticeable in most cases, it may provide preferable // results with some special usage (e.g. NPR without textureing). // #define BLUR_HIGH_QUALITY // By default, a fixed sampling pattern is used in the AO estimator. Although // this gives preferable results in most cases, a completely random sampling // pattern could give aesthetically better results. Disable the macro below // to use such a random pattern instead of the fixed one. #define FIX_SAMPLING_PATTERN // The SampleNormal function normalizes samples from G-buffer because // they're possibly unnormalized. We can eliminate this if it can be said // that there is no wrong shader that outputs unnormalized normals. // #define VALIDATE_NORMALS // The constant below determines the contrast of occlusion. This allows // users to control over/under occlusion. At the moment, this is not exposed // to the editor because it�s rarely useful. static const float kContrast = 0.6; // The constant below controls the geometry-awareness of the bilateral // filter. The higher value, the more sensitive it is. static const float kGeometryCoeff = 0.8; // The constants below are used in the AO estimator. Beta is mainly used // for suppressing self-shadowing noise, and Epsilon is used to prevent // calculation underflow. See the paper (Morgan 2011 http://goo.gl/2iz3P) // for further details of these constants. static const float kBeta = 0.002; // -------- // System built-in variables sampler2D _CameraGBufferTexture2; sampler2D_float _CameraDepthTexture; sampler2D _CameraDepthNormalsTexture; float4 _CameraDepthTexture_ST; // Sample count #if !defined(SHADER_API_GLES) int _SampleCount; #else // GLES2: In many cases, dynamic looping is not supported. static const int _SampleCount = 3; #endif // Source texture properties sampler2D _OcclusionTexture; float4 _OcclusionTexture_TexelSize; // Other parameters half _Intensity; float _Radius; float _Downsample; float3 _FogParams; // x: density, y: start, z: end // Accessors for packed AO/normal buffer fixed4 PackAONormal(fixed ao, fixed3 n) { return fixed4(ao, n * 0.5 + 0.5); } fixed GetPackedAO(fixed4 p) { return p.r; } fixed3 GetPackedNormal(fixed4 p) { return p.gba * 2.0 - 1.0; } // Boundary check for depth sampler // (returns a very large value if it lies out of bounds) float CheckBounds(float2 uv, float d) { float ob = any(uv < 0) + any(uv > 1); #if defined(UNITY_REVERSED_Z) ob += (d <= 0.00001); #else ob += (d >= 0.99999); #endif return ob * 1e8; } // Depth/normal sampling functions float SampleDepth(float2 uv) { #if defined(SOURCE_GBUFFER) || defined(SOURCE_DEPTH) float d = LinearizeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv)); #else float4 cdn = tex2D(_CameraDepthNormalsTexture, uv); float d = DecodeFloatRG(cdn.zw); #endif return d * _ProjectionParams.z + CheckBounds(uv, d); } float3 SampleNormal(float2 uv) { #if defined(SOURCE_GBUFFER) float3 norm = tex2D(_CameraGBufferTexture2, uv).xyz; norm = norm * 2 - any(norm); // gets (0,0,0) when norm == 0 norm = mul((float3x3)unity_WorldToCamera, norm); #if defined(VALIDATE_NORMALS) norm = normalize(norm); #endif return norm; #else float4 cdn = tex2D(_CameraDepthNormalsTexture, uv); return DecodeViewNormalStereo(cdn) * float3(1.0, 1.0, -1.0); #endif } float SampleDepthNormal(float2 uv, out float3 normal) { #if defined(SOURCE_GBUFFER) || defined(SOURCE_DEPTH) normal = SampleNormal(uv); return SampleDepth(uv); #else float4 cdn = tex2D(_CameraDepthNormalsTexture, uv); normal = DecodeViewNormalStereo(cdn) * float3(1.0, 1.0, -1.0); float d = DecodeFloatRG(cdn.zw); return d * _ProjectionParams.z + CheckBounds(uv, d); #endif } // Normal vector comparer (for geometry-aware weighting) half CompareNormal(half3 d1, half3 d2) { return smoothstep(kGeometryCoeff, 1.0, dot(d1, d2)); } // Common vertex shader struct VaryingsMultitex { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; // Original UV half2 uv01 : TEXCOORD1; // Alternative UV (supports v-flip case) half2 uvSPR : TEXCOORD2; // Single pass stereo rendering UV }; VaryingsMultitex VertMultitex(AttributesDefault v) { half2 uvAlt = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0.0) uvAlt.y = 1.0 - uvAlt.y; #endif VaryingsMultitex o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uv01 = uvAlt; o.uvSPR = UnityStereoTransformScreenSpaceTex(uvAlt); return o; } // Trigonometric function utility float2 CosSin(float theta) { float sn, cs; sincos(theta, sn, cs); return float2(cs, sn); } // Pseudo random number generator with 2D coordinates float UVRandom(float u, float v) { float f = dot(float2(12.9898, 78.233), float2(u, v)); return frac(43758.5453 * sin(f)); } // Check if the camera is perspective. // (returns 1.0 when orthographic) float CheckPerspective(float x) { return lerp(x, 1.0, unity_OrthoParams.w); } // Reconstruct view-space position from UV and depth. // p11_22 = (unity_CameraProjection._11, unity_CameraProjection._22) // p13_31 = (unity_CameraProjection._13, unity_CameraProjection._23) float3 ReconstructViewPos(float2 uv, float depth, float2 p11_22, float2 p13_31) { return float3((uv * 2.0 - 1.0 - p13_31) / p11_22 * CheckPerspective(depth), depth); } // Sample point picker float3 PickSamplePoint(float2 uv, float index) { // Uniformaly distributed points on a unit sphere http://goo.gl/X2F1Ho #if defined(FIX_SAMPLING_PATTERN) float gn = GradientNoise(uv * _Downsample); // FIXME: This was added to avoid a NVIDIA driver issue. // vvvvvvvvvvvv float u = frac(UVRandom(0.0, index + uv.x * 1e-10) + gn) * 2.0 - 1.0; float theta = (UVRandom(1.0, index + uv.x * 1e-10) + gn) * UNITY_PI_2; #else float u = UVRandom(uv.x + _Time.x, uv.y + index) * 2.0 - 1.0; float theta = UVRandom(-uv.x - _Time.x, uv.y + index) * UNITY_PI_2; #endif float3 v = float3(CosSin(theta) * sqrt(1.0 - u * u), u); // Make them distributed between [0, _Radius] float l = sqrt((index + 1.0) / _SampleCount) * _Radius; return v * l; } // Fog handling in forward half ComputeFog(float z) { half fog = 0.0; #if FOG_LINEAR fog = (_FogParams.z - z) / (_FogParams.z - _FogParams.y); #elif FOG_EXP fog = exp2(-_FogParams.x * z); #else // FOG_EXP2 fog = _FogParams.x * z; fog = exp2(-fog * fog); #endif return saturate(fog); } float ComputeDistance(float depth) { float dist = depth * _ProjectionParams.z; dist -= _ProjectionParams.y; return dist; } // // Distance-based AO estimator based on Morgan 2011 http://goo.gl/2iz3P // half4 FragAO(VaryingsMultitex i) : SV_Target { float2 uv = i.uv; // Parameters used in coordinate conversion float3x3 proj = (float3x3)unity_CameraProjection; float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22); float2 p13_31 = float2(unity_CameraProjection._13, unity_CameraProjection._23); // View space normal and depth float3 norm_o; float depth_o = SampleDepthNormal(UnityStereoScreenSpaceUVAdjust(uv, _CameraDepthTexture_ST), norm_o); #if defined(SOURCE_DEPTHNORMALS) // Offset the depth value to avoid precision error. // (depth in the DepthNormals mode has only 16-bit precision) depth_o -= _ProjectionParams.z / 65536; #endif // Reconstruct the view-space position. float3 vpos_o = ReconstructViewPos(i.uv01, depth_o, p11_22, p13_31); float ao = 0.0; for (int s = 0; s < _SampleCount; s++) { // Sample point #if defined(SHADER_API_D3D11) // This 'floor(1.0001 * s)' operation is needed to avoid a NVidia // shader issue. This issue is only observed on DX11. float3 v_s1 = PickSamplePoint(uv, floor(1.0001 * s)); #else float3 v_s1 = PickSamplePoint(uv, s); #endif v_s1 = faceforward(v_s1, -norm_o, v_s1); float3 vpos_s1 = vpos_o + v_s1; // Reproject the sample point float3 spos_s1 = mul(proj, vpos_s1); float2 uv_s1_01 = (spos_s1.xy / CheckPerspective(vpos_s1.z) + 1.0) * 0.5; // Depth at the sample point float depth_s1 = SampleDepth(UnityStereoScreenSpaceUVAdjust(uv_s1_01, _CameraDepthTexture_ST)); // Relative position of the sample point float3 vpos_s2 = ReconstructViewPos(uv_s1_01, depth_s1, p11_22, p13_31); float3 v_s2 = vpos_s2 - vpos_o; // Estimate the obscurance value float a1 = max(dot(v_s2, norm_o) - kBeta * depth_o, 0.0); float a2 = dot(v_s2, v_s2) + EPSILON; ao += a1 / a2; } ao *= _Radius; // intensity normalization // Apply other parameters. ao = pow(ao * _Intensity / _SampleCount, kContrast); // Apply fog when enabled (forward-only) #if !FOG_OFF float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv)); d = ComputeDistance(d); ao *= ComputeFog(d); #endif return PackAONormal(ao, norm_o); } // Geometry-aware separable bilateral filter half4 FragBlur(VaryingsMultitex i) : SV_Target { #if defined(BLUR_HORIZONTAL) // Horizontal pass: Always use 2 texels interval to match to // the dither pattern. float2 delta = float2(_MainTex_TexelSize.x * 2.0, 0.0); #else // Vertical pass: Apply _Downsample to match to the dither // pattern in the original occlusion buffer. float2 delta = float2(0.0, _MainTex_TexelSize.y / _Downsample * 2.0); #endif #if defined(BLUR_HIGH_QUALITY) // High quality 7-tap Gaussian with adaptive sampling fixed4 p0 = tex2D(_MainTex, i.uvSPR); fixed4 p1a = tex2D(_MainTex, i.uvSPR - delta); fixed4 p1b = tex2D(_MainTex, i.uvSPR + delta); fixed4 p2a = tex2D(_MainTex, i.uvSPR - delta * 2.0); fixed4 p2b = tex2D(_MainTex, i.uvSPR + delta * 2.0); fixed4 p3a = tex2D(_MainTex, i.uvSPR - delta * 3.2307692308); fixed4 p3b = tex2D(_MainTex, i.uvSPR + delta * 3.2307692308); #if defined(BLUR_SAMPLE_CENTER_NORMAL) fixed3 n0 = SampleNormal(i.uvSPR); #else fixed3 n0 = GetPackedNormal(p0); #endif half w0 = 0.37004405286; half w1a = CompareNormal(n0, GetPackedNormal(p1a)) * 0.31718061674; half w1b = CompareNormal(n0, GetPackedNormal(p1b)) * 0.31718061674; half w2a = CompareNormal(n0, GetPackedNormal(p2a)) * 0.19823788546; half w2b = CompareNormal(n0, GetPackedNormal(p2b)) * 0.19823788546; half w3a = CompareNormal(n0, GetPackedNormal(p3a)) * 0.11453744493; half w3b = CompareNormal(n0, GetPackedNormal(p3b)) * 0.11453744493; half s; s = GetPackedAO(p0) * w0; s += GetPackedAO(p1a) * w1a; s += GetPackedAO(p1b) * w1b; s += GetPackedAO(p2a) * w2a; s += GetPackedAO(p2b) * w2b; s += GetPackedAO(p3a) * w3a; s += GetPackedAO(p3b) * w3b; s /= w0 + w1a + w1b + w2a + w2b + w3a + w3b; #else // Fater 5-tap Gaussian with linear sampling fixed4 p0 = tex2D(_MainTex, i.uvSPR); fixed4 p1a = tex2D(_MainTex, i.uvSPR - delta * 1.3846153846); fixed4 p1b = tex2D(_MainTex, i.uvSPR + delta * 1.3846153846); fixed4 p2a = tex2D(_MainTex, i.uvSPR - delta * 3.2307692308); fixed4 p2b = tex2D(_MainTex, i.uvSPR + delta * 3.2307692308); #if defined(BLUR_SAMPLE_CENTER_NORMAL) fixed3 n0 = SampleNormal(i.uvSPR); #else fixed3 n0 = GetPackedNormal(p0); #endif half w0 = 0.2270270270; half w1a = CompareNormal(n0, GetPackedNormal(p1a)) * 0.3162162162; half w1b = CompareNormal(n0, GetPackedNormal(p1b)) * 0.3162162162; half w2a = CompareNormal(n0, GetPackedNormal(p2a)) * 0.0702702703; half w2b = CompareNormal(n0, GetPackedNormal(p2b)) * 0.0702702703; half s; s = GetPackedAO(p0) * w0; s += GetPackedAO(p1a) * w1a; s += GetPackedAO(p1b) * w1b; s += GetPackedAO(p2a) * w2a; s += GetPackedAO(p2b) * w2b; s /= w0 + w1a + w1b + w2a + w2b; #endif return PackAONormal(s, n0); } // Gamma encoding (only needed in gamma lighting mode) half EncodeAO(half x) { half x_g = 1.0 - max(1.055 * pow(1.0 - x, 0.416666667) - 0.055, 0.0); // ColorSpaceLuminance.w == 0 (gamma) or 1 (linear) return lerp(x_g, x, unity_ColorSpaceLuminance.w); } // Geometry-aware bilateral filter (single pass/small kernel) half BlurSmall(sampler2D tex, float2 uv, float2 delta) { fixed4 p0 = tex2D(tex, uv); fixed4 p1 = tex2D(tex, uv + float2(-delta.x, -delta.y)); fixed4 p2 = tex2D(tex, uv + float2(+delta.x, -delta.y)); fixed4 p3 = tex2D(tex, uv + float2(-delta.x, +delta.y)); fixed4 p4 = tex2D(tex, uv + float2(+delta.x, +delta.y)); fixed3 n0 = GetPackedNormal(p0); half w0 = 1.0; half w1 = CompareNormal(n0, GetPackedNormal(p1)); half w2 = CompareNormal(n0, GetPackedNormal(p2)); half w3 = CompareNormal(n0, GetPackedNormal(p3)); half w4 = CompareNormal(n0, GetPackedNormal(p4)); half s; s = GetPackedAO(p0) * w0; s += GetPackedAO(p1) * w1; s += GetPackedAO(p2) * w2; s += GetPackedAO(p3) * w3; s += GetPackedAO(p4) * w4; return s / (w0 + w1 + w2 + w3 + w4); } // Final composition shader half4 FragComposition(VaryingsMultitex i) : SV_Target { float2 delta = _MainTex_TexelSize.xy / _Downsample; half ao = BlurSmall(_OcclusionTexture, i.uvSPR, delta); half4 color = tex2D(_MainTex, i.uvSPR); #if !defined(DEBUG_COMPOSITION) color.rgb *= 1.0 - EncodeAO(ao); #else color.rgb = 1.0 - EncodeAO(ao); #endif return color; } // Final composition shader (ambient-only mode) VaryingsDefault VertCompositionGBuffer(AttributesDefault v) { VaryingsDefault o; o.pos = v.vertex; #if UNITY_UV_STARTS_AT_TOP o.uv = v.texcoord.xy * float2(1.0, -1.0) + float2(0.0, 1.0); #else o.uv = v.texcoord.xy; #endif o.uvSPR = UnityStereoTransformScreenSpaceTex(o.uv); return o; } #if !SHADER_API_GLES // excluding the MRT pass under GLES2 struct CompositionOutput { half4 gbuffer0 : SV_Target0; half4 gbuffer3 : SV_Target1; }; CompositionOutput FragCompositionGBuffer(VaryingsDefault i) { // Workaround: _OcclusionTexture_Texelsize hasn't been set properly // for some reasons. Use _ScreenParams instead. float2 delta = (_ScreenParams.zw - 1.0) / _Downsample; half ao = BlurSmall(_OcclusionTexture, i.uvSPR, delta); CompositionOutput o; o.gbuffer0 = half4(0.0, 0.0, 0.0, ao); o.gbuffer3 = half4((half3)EncodeAO(ao), 0.0); return o; } #else fixed4 FragCompositionGBuffer(VaryingsDefault i) : SV_Target0 { return 0.0; } #endif #endif // __AMBIENT_OCCLUSION__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/AmbientOcclusion.cginc.meta ================================================ fileFormatVersion: 2 guid: 447591ee3d9d4204899be5fe25968ea0 timeCreated: 1473323470 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/AmbientOcclusion.shader ================================================ Shader "Hidden/Post FX/Ambient Occlusion" { CGINCLUDE #pragma target 3.0 ENDCG SubShader { ZTest Always Cull Off ZWrite Off // 0: Occlusion estimation with CameraDepthTexture Pass { CGPROGRAM #pragma vertex VertMultitex #pragma fragment FragAO #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2 #define SOURCE_DEPTH #include "AmbientOcclusion.cginc" ENDCG } // 1: Occlusion estimation with CameraDepthNormalsTexture Pass { CGPROGRAM #pragma vertex VertMultitex #pragma fragment FragAO #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2 #define SOURCE_DEPTHNORMALS #include "AmbientOcclusion.cginc" ENDCG } // 2: Occlusion estimation with G-Buffer Pass { CGPROGRAM #pragma vertex VertMultitex #pragma fragment FragAO #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2 #define SOURCE_GBUFFER #include "AmbientOcclusion.cginc" ENDCG } // 3: Separable blur (horizontal pass) with CameraDepthNormalsTexture Pass { CGPROGRAM #pragma vertex VertMultitex #pragma fragment FragBlur #define SOURCE_DEPTHNORMALS #define BLUR_HORIZONTAL #define BLUR_SAMPLE_CENTER_NORMAL #include "AmbientOcclusion.cginc" ENDCG } // 4: Separable blur (horizontal pass) with G-Buffer Pass { CGPROGRAM #pragma vertex VertMultitex #pragma fragment FragBlur #define SOURCE_GBUFFER #define BLUR_HORIZONTAL #define BLUR_SAMPLE_CENTER_NORMAL #include "AmbientOcclusion.cginc" ENDCG } // 5: Separable blur (vertical pass) Pass { CGPROGRAM #pragma vertex VertMultitex #pragma fragment FragBlur #define BLUR_VERTICAL #include "AmbientOcclusion.cginc" ENDCG } // 6: Final composition Pass { CGPROGRAM #pragma vertex VertMultitex #pragma fragment FragComposition #include "AmbientOcclusion.cginc" ENDCG } // 7: Final composition (ambient only mode) Pass { Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha CGPROGRAM #pragma vertex VertCompositionGBuffer #pragma fragment FragCompositionGBuffer #include "AmbientOcclusion.cginc" ENDCG } // 8: Debug visualization Pass { CGPROGRAM #pragma vertex VertMultitex #pragma fragment FragComposition #define DEBUG_COMPOSITION #include "AmbientOcclusion.cginc" ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/AmbientOcclusion.shader.meta ================================================ fileFormatVersion: 2 guid: e881ae5627d1cc84395303acfbca6fb2 timeCreated: 1462280790 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Blit.shader ================================================ Shader "Hidden/Post FX/Blit" { Properties { _MainTex("Main Texture", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" #include "Common.cginc" struct Varyings { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; Varyings VertBlit(AttributesDefault v) { Varyings o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); return o; } half4 FragBlit(Varyings i) : SV_Target { half4 col = tex2D(_MainTex, i.uv); return col; } ENDCG SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex VertBlit #pragma fragment FragBlit ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Blit.shader.meta ================================================ fileFormatVersion: 2 guid: 7d89469544dfa214eabdbf37fca76f40 timeCreated: 1474297975 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Bloom.cginc ================================================ #ifndef __BLOOM__ #define __BLOOM__ #include "Common.cginc" // Brightness function half Brightness(half3 c) { return Max3(c); } // 3-tap median filter half3 Median(half3 a, half3 b, half3 c) { return a + b + c - min(min(a, b), c) - max(max(a, b), c); } // Downsample with a 4x4 box filter half3 DownsampleFilter(sampler2D tex, float2 uv, float2 texelSize) { float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0); half3 s; s = DecodeHDR(tex2D(tex, uv + d.xy)); s += DecodeHDR(tex2D(tex, uv + d.zy)); s += DecodeHDR(tex2D(tex, uv + d.xw)); s += DecodeHDR(tex2D(tex, uv + d.zw)); return s * (1.0 / 4.0); } // Downsample with a 4x4 box filter + anti-flicker filter half3 DownsampleAntiFlickerFilter(sampler2D tex, float2 uv, float2 texelSize) { float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0); half3 s1 = DecodeHDR(tex2D(tex, uv + d.xy)); half3 s2 = DecodeHDR(tex2D(tex, uv + d.zy)); half3 s3 = DecodeHDR(tex2D(tex, uv + d.xw)); half3 s4 = DecodeHDR(tex2D(tex, uv + d.zw)); // Karis's luma weighted average (using brightness instead of luma) half s1w = 1.0 / (Brightness(s1) + 1.0); half s2w = 1.0 / (Brightness(s2) + 1.0); half s3w = 1.0 / (Brightness(s3) + 1.0); half s4w = 1.0 / (Brightness(s4) + 1.0); half one_div_wsum = 1.0 / (s1w + s2w + s3w + s4w); return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum; } half3 UpsampleFilter(sampler2D tex, float2 uv, float2 texelSize, float sampleScale) { #if MOBILE_OR_CONSOLE // 4-tap bilinear upsampler float4 d = texelSize.xyxy * float4(-1.0, -1.0, 1.0, 1.0) * (sampleScale * 0.5); half3 s; s = DecodeHDR(tex2D(tex, uv + d.xy)); s += DecodeHDR(tex2D(tex, uv + d.zy)); s += DecodeHDR(tex2D(tex, uv + d.xw)); s += DecodeHDR(tex2D(tex, uv + d.zw)); return s * (1.0 / 4.0); #else // 9-tap bilinear upsampler (tent filter) float4 d = texelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0) * sampleScale; half3 s; s = DecodeHDR(tex2D(tex, uv - d.xy)); s += DecodeHDR(tex2D(tex, uv - d.wy)) * 2.0; s += DecodeHDR(tex2D(tex, uv - d.zy)); s += DecodeHDR(tex2D(tex, uv + d.zw)) * 2.0; s += DecodeHDR(tex2D(tex, uv)) * 4.0; s += DecodeHDR(tex2D(tex, uv + d.xw)) * 2.0; s += DecodeHDR(tex2D(tex, uv + d.zy)); s += DecodeHDR(tex2D(tex, uv + d.wy)) * 2.0; s += DecodeHDR(tex2D(tex, uv + d.xy)); return s * (1.0 / 16.0); #endif } #endif // __BLOOM__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Bloom.cginc.meta ================================================ fileFormatVersion: 2 guid: 7d1f4dd94c8e6e940b0730076ea7d6d9 timeCreated: 1462980395 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Bloom.shader ================================================ // // Kino/Bloom v2 - Bloom filter for Unity // // Copyright (C) 2015, 2016 Keijiro Takahashi // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // Shader "Hidden/Post FX/Bloom" { Properties { _MainTex ("", 2D) = "" {} _BaseTex ("", 2D) = "" {} _AutoExposure ("", 2D) = "" {} } CGINCLUDE #pragma target 3.0 #include "UnityCG.cginc" #include "Bloom.cginc" #include "Common.cginc" sampler2D _BaseTex; float2 _BaseTex_TexelSize; sampler2D _AutoExposure; float _PrefilterOffs; float _Threshold; float3 _Curve; float _SampleScale; // ----------------------------------------------------------------------------- // Vertex shaders struct VaryingsMultitex { float4 pos : SV_POSITION; float2 uvMain : TEXCOORD0; float2 uvBase : TEXCOORD1; }; VaryingsMultitex VertMultitex(AttributesDefault v) { VaryingsMultitex o; o.pos = UnityObjectToClipPos(v.vertex); o.uvMain = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); o.uvBase = o.uvMain; #if UNITY_UV_STARTS_AT_TOP if (_BaseTex_TexelSize.y < 0.0) o.uvBase.y = 1.0 - o.uvBase.y; #endif return o; } // ----------------------------------------------------------------------------- // Fragment shaders half4 FetchAutoExposed(sampler2D tex, float2 uv) { float autoExposure = 1.0; uv = UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST); autoExposure = tex2D(_AutoExposure, uv).r; return tex2D(tex, uv) * autoExposure; } half4 FragPrefilter(VaryingsDefault i) : SV_Target { float2 uv = i.uv + _MainTex_TexelSize.xy * _PrefilterOffs; #if ANTI_FLICKER float3 d = _MainTex_TexelSize.xyx * float3(1.0, 1.0, 0.0); half4 s0 = SafeHDR(FetchAutoExposed(_MainTex, uv)); half3 s1 = SafeHDR(FetchAutoExposed(_MainTex, uv - d.xz).rgb); half3 s2 = SafeHDR(FetchAutoExposed(_MainTex, uv + d.xz).rgb); half3 s3 = SafeHDR(FetchAutoExposed(_MainTex, uv - d.zy).rgb); half3 s4 = SafeHDR(FetchAutoExposed(_MainTex, uv + d.zy).rgb); half3 m = Median(Median(s0.rgb, s1, s2), s3, s4); #else half4 s0 = SafeHDR(FetchAutoExposed(_MainTex, uv)); half3 m = s0.rgb; #endif #if UNITY_COLORSPACE_GAMMA m = GammaToLinearSpace(m); #endif // Pixel brightness half br = Brightness(m); // Under-threshold part: quadratic curve half rq = clamp(br - _Curve.x, 0.0, _Curve.y); rq = _Curve.z * rq * rq; // Combine and apply the brightness response curve. m *= max(rq, br - _Threshold) / max(br, 1e-5); return EncodeHDR(m); } half4 FragDownsample1(VaryingsDefault i) : SV_Target { #if ANTI_FLICKER return EncodeHDR(DownsampleAntiFlickerFilter(_MainTex, i.uvSPR, _MainTex_TexelSize.xy)); #else return EncodeHDR(DownsampleFilter(_MainTex, i.uvSPR, _MainTex_TexelSize.xy)); #endif } half4 FragDownsample2(VaryingsDefault i) : SV_Target { return EncodeHDR(DownsampleFilter(_MainTex, i.uvSPR, _MainTex_TexelSize.xy)); } half4 FragUpsample(VaryingsMultitex i) : SV_Target { half3 base = DecodeHDR(tex2D(_BaseTex, i.uvBase)); half3 blur = UpsampleFilter(_MainTex, i.uvMain, _MainTex_TexelSize.xy, _SampleScale); return EncodeHDR(base + blur); } ENDCG SubShader { ZTest Always Cull Off ZWrite Off Pass { CGPROGRAM #pragma multi_compile __ ANTI_FLICKER #pragma multi_compile __ UNITY_COLORSPACE_GAMMA #pragma vertex VertDefault #pragma fragment FragPrefilter ENDCG } Pass { CGPROGRAM #pragma multi_compile __ ANTI_FLICKER #pragma vertex VertDefault #pragma fragment FragDownsample1 ENDCG } Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragDownsample2 ENDCG } Pass { CGPROGRAM #pragma vertex VertMultitex #pragma fragment FragUpsample ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Bloom.shader.meta ================================================ fileFormatVersion: 2 guid: 4ceb73bc148699b469361531d6062548 timeCreated: 1462953634 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/BuiltinDebugViews.shader ================================================ Shader "Hidden/Post FX/Builtin Debug Views" { CGINCLUDE #include "UnityCG.cginc" #include "Common.cginc" #pragma exclude_renderers d3d11_9x sampler2D_float _CameraDepthTexture; sampler2D_float _CameraDepthNormalsTexture; sampler2D_float _CameraMotionVectorsTexture; float4 _CameraDepthTexture_ST; float4 _CameraDepthNormalsTexture_ST; float4 _CameraMotionVectorsTexture_ST; #if SOURCE_GBUFFER sampler2D _CameraGBufferTexture2; float4 _CameraGBufferTexture2_ST; #endif // ----------------------------------------------------------------------------- // Depth float _DepthScale; float4 FragDepth(VaryingsDefault i) : SV_Target { float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv, _CameraDepthTexture_ST)); depth = Linear01Depth(depth) * _DepthScale; float3 d = depth.xxx; #if !UNITY_COLORSPACE_GAMMA d = GammaToLinearSpace(d); #endif return float4(d, 1.0); } // ----------------------------------------------------------------------------- // Normals float3 SampleNormal(float2 uv) { #if SOURCE_GBUFFER float3 norm = tex2D(_CameraGBufferTexture2, uv).xyz * 2.0 - 1.0; return mul((float3x3)unity_WorldToCamera, norm); #else float4 cdn = tex2D(_CameraDepthNormalsTexture, uv); return DecodeViewNormalStereo(cdn) * float3(1.0, 1.0, -1.0); #endif } float4 FragNormals(VaryingsDefault i) : SV_Target { float3 n = SampleNormal(UnityStereoScreenSpaceUVAdjust(i.uv, _CameraDepthNormalsTexture_ST)); #if UNITY_COLORSPACE_GAMMA n = LinearToGammaSpace(n); #endif return float4(n, 1.0); } // ----------------------------------------------------------------------------- // Motion vectors float _Opacity; float _Amplitude; float4 _Scale; float4 FragMovecsOpacity(VaryingsDefault i) : SV_Target { float4 src = tex2D(_MainTex, i.uv); return float4(src.rgb * _Opacity, src.a); } // Convert a motion vector into RGBA color. float4 VectorToColor(float2 mv) { float phi = atan2(mv.x, mv.y); float hue = (phi / UNITY_PI + 1.0) * 0.5; float r = abs(hue * 6.0 - 3.0) - 1.0; float g = 2.0 - abs(hue * 6.0 - 2.0); float b = 2.0 - abs(hue * 6.0 - 4.0); float a = length(mv); return saturate(float4(r, g, b, a)); } float4 FragMovecsImaging(VaryingsDefault i) : SV_Target { float4 src = tex2D(_MainTex, i.uv); float2 mv = tex2D(_CameraMotionVectorsTexture, i.uv).rg * _Amplitude; #if UNITY_UV_STARTS_AT_TOP mv.y *= -1.0; #endif float4 mc = VectorToColor(mv); float3 rgb = src.rgb; #if !UNITY_COLORSPACE_GAMMA rgb = LinearToGammaSpace(rgb); #endif rgb = lerp(rgb, mc.rgb, mc.a * _Opacity); #if !UNITY_COLORSPACE_GAMMA rgb = GammaToLinearSpace(rgb); #endif return float4(rgb, src.a); } struct VaryingsArrows { float4 vertex : SV_POSITION; float2 scoord : TEXCOORD; float4 color : COLOR; }; VaryingsArrows VertArrows(AttributesDefault v) { // Retrieve the motion vector. float4 uv = float4(v.texcoord.xy, 0.0, 0.0); #if UNITY_UV_STARTS_AT_TOP uv.y = 1.0 - uv.y; #endif float2 mv = tex2Dlod(_CameraMotionVectorsTexture, uv).rg * _Amplitude; #if UNITY_UV_STARTS_AT_TOP mv.y *= -1.0; #endif // Arrow color float4 color = VectorToColor(mv); // Make a rotation matrix based on the motion vector. float2x2 rot = float2x2(mv.y, mv.x, -mv.x, mv.y); // Rotate and scale the body of the arrow. float2 pos = mul(rot, v.vertex.zy) * _Scale.xy; // Normalized variant of the motion vector and the rotation matrix. float2 mv_n = normalize(mv); float2x2 rot_n = float2x2(mv_n.y, mv_n.x, -mv_n.x, mv_n.y); // Rotate and scale the head of the arrow. float2 head = float2(v.vertex.x, -abs(v.vertex.x)) * 0.3; head *= saturate(color.a); pos += mul(rot_n, head) * _Scale.xy; // Offset the arrow position. pos += v.texcoord.xy * 2.0 - 1.0; // Convert to the screen coordinates. float2 scoord = (pos + 1.0) * 0.5 * _ScreenParams.xy; // Snap to a pixel-perfect position. scoord = round(scoord); // Bring back to the normalized screen space. pos = (scoord + 0.5) * (_ScreenParams.zw - 1.0) * 2.0 - 1.0; // Color tweaks color.rgb = GammaToLinearSpace(lerp(color.rgb, 1.0, 0.5)); color.a *= _Opacity; // Output VaryingsArrows o; o.vertex = float4(pos, 0.0, 1.0); o.scoord = scoord; o.color = saturate(color); return o; } float4 FragMovecsArrows(VaryingsArrows i) : SV_Target { // Pseudo anti-aliasing. float aa = length(frac(i.scoord) - 0.5) / 0.707; aa *= (aa * (aa * 0.305306011 + 0.682171111) + 0.012522878); // gamma return float4(i.color.rgb, i.color.a * aa); } ENDCG SubShader { Cull Off ZWrite Off ZTest Always // (0) - Depth Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragDepth ENDCG } // (1) - Normals Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragNormals #pragma multi_compile __ SOURCE_GBUFFER ENDCG } // (2) - Motion vectors - Opacity Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragMovecsOpacity ENDCG } // (3) - Motion vectors - Imaging Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragMovecsImaging #pragma multi_compile __ UNITY_COLORSPACE_GAMMA ENDCG } // (4) - Motion vectors - Arrows Pass { Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex VertArrows #pragma fragment FragMovecsArrows ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/BuiltinDebugViews.shader.meta ================================================ fileFormatVersion: 2 guid: 72127ba7dd8c6b04bb3f29c7ee669813 timeCreated: 1468224802 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/ColorGrading.cginc ================================================ #ifndef __COLOR_GRADING__ #define __COLOR_GRADING__ #include "ACES.cginc" #include "Common.cginc" // Set to 1 to use more precise but more expensive log/linear conversions. I haven't found a proper // use case for the high precision version yet so I'm leaving this to 0. #define COLOR_GRADING_PRECISE_LOG 0 // // Alexa LogC converters (El 1000) // See http://www.vocas.nl/webfm_send/964 // It's a good fit to store HDR values in log as the range is pretty wide (1 maps to ~58.85666) and // is quick enough to compute. // struct ParamsLogC { half cut; half a, b, c, d, e, f; }; static const ParamsLogC LogC = { 0.011361, // cut 5.555556, // a 0.047996, // b 0.244161, // c 0.386036, // d 5.301883, // e 0.092819 // f }; half LinearToLogC_Precise(half x) { half o; if (x > LogC.cut) o = LogC.c * log10(LogC.a * x + LogC.b) + LogC.d; else o = LogC.e * x + LogC.f; return o; } half3 LinearToLogC(half3 x) { #if COLOR_GRADING_PRECISE_LOG return half3( LinearToLogC_Precise(x.x), LinearToLogC_Precise(x.y), LinearToLogC_Precise(x.z) ); #else return LogC.c * log10(LogC.a * x + LogC.b) + LogC.d; #endif } half LogCToLinear_Precise(half x) { half o; if (x > LogC.e * LogC.cut + LogC.f) o = (pow(10.0, (x - LogC.d) / LogC.c) - LogC.b) / LogC.a; else o = (x - LogC.f) / LogC.e; return o; } half3 LogCToLinear(half3 x) { #if COLOR_GRADING_PRECISE_LOG return half3( LogCToLinear_Precise(x.x), LogCToLinear_Precise(x.y), LogCToLinear_Precise(x.z) ); #else return (pow(10.0, (x - LogC.d) / LogC.c) - LogC.b) / LogC.a; #endif } // // White balance // Recommended workspace: ACEScg (linear) // static const half3x3 LIN_2_LMS_MAT = { 3.90405e-1, 5.49941e-1, 8.92632e-3, 7.08416e-2, 9.63172e-1, 1.35775e-3, 2.31082e-2, 1.28021e-1, 9.36245e-1 }; static const half3x3 LMS_2_LIN_MAT = { 2.85847e+0, -1.62879e+0, -2.48910e-2, -2.10182e-1, 1.15820e+0, 3.24281e-4, -4.18120e-2, -1.18169e-1, 1.06867e+0 }; half3 WhiteBalance(half3 c, half3 balance) { half3 lms = mul(LIN_2_LMS_MAT, c); lms *= balance; return mul(LMS_2_LIN_MAT, lms); } // // Luminance (Rec.709 primaries according to ACES specs) // half AcesLuminance(half3 c) { return dot(c, half3(0.2126, 0.7152, 0.0722)); } // // Offset, Power, Slope (ASC-CDL) // Works in Log & Linear. Results will be different but still correct. // half3 OffsetPowerSlope(half3 c, half3 offset, half3 power, half3 slope) { half3 so = c * slope + offset; so = so > (0.0).xxx ? pow(so, power) : so; return so; } // // Lift, Gamma (pre-inverted), Gain // Recommended workspace: ACEScg (linear) // half3 LiftGammaGain(half3 c, half3 lift, half3 invgamma, half3 gain) { //return gain * (lift * (1.0 - c) + pow(max(c, kEpsilon), invgamma)); //return pow(gain * (c + lift * (1.0 - c)), invgamma); half3 power = invgamma; half3 offset = lift * gain; half3 slope = ((1.0).xxx - lift) * gain; return OffsetPowerSlope(c, offset, power, slope); } // // Saturation (should be used after offset/power/slope) // Recommended workspace: ACEScc (log) // Optimal range: [0.0, 2.0] // half3 Saturation(half3 c, half sat) { half luma = AcesLuminance(c); return luma.xxx + sat * (c - luma.xxx); } // // Basic contrast curve // Recommended workspace: ACEScc (log) // Optimal range: [0.0, 2.0] // half3 ContrastLog(half3 c, half con) { return (c - ACEScc_MIDGRAY) * con + ACEScc_MIDGRAY; } // // Hue, Saturation, Value // Ranges: // Hue [0.0, 1.0] // Sat [0.0, 1.0] // Lum [0.0, HALF_MAX] // half3 RgbToHsv(half3 c) { half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); half4 p = lerp(half4(c.bg, K.wz), half4(c.gb, K.xy), step(c.b, c.g)); half4 q = lerp(half4(p.xyw, c.r), half4(c.r, p.yzx), step(p.x, c.r)); half d = q.x - min(q.w, q.y); half e = EPSILON; return half3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } half3 HsvToRgb(half3 c) { half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); half3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } half RotateHue(half value, half low, half hi) { return (value < low) ? value + hi : (value > hi) ? value - hi : value; } // // Remaps Y/R/G/B values // half3 YrgbCurve(half3 c, sampler2D curveTex) { const float kHalfPixel = (1.0 / 128.0) / 2.0; // Y c += kHalfPixel.xxx; float mr = tex2D(curveTex, float2(c.r, 0.75)).a; float mg = tex2D(curveTex, float2(c.g, 0.75)).a; float mb = tex2D(curveTex, float2(c.b, 0.75)).a; c = saturate(float3(mr, mg, mb)); // RGB c += kHalfPixel.xxx; float r = tex2D(curveTex, float2(c.r, 0.75)).r; float g = tex2D(curveTex, float2(c.g, 0.75)).g; float b = tex2D(curveTex, float2(c.b, 0.75)).b; return saturate(half3(r, g, b)); } // // (X) Hue VS Hue - Remaps hue on a curve according to the current hue // Input is Hue [0.0, 1.0] // Output is Hue [0.0, 1.0] // half SecondaryHueHue(half hue, sampler2D curveTex) { half offset = saturate(tex2D(curveTex, half2(hue, 0.25)).x) - 0.5; hue += offset; hue = RotateHue(hue, 0.0, 1.0); return hue; } // // (Y) Hue VS Saturation - Remaps saturation on a curve according to the current hue // Input is Hue [0.0, 1.0] // Output is Saturation multiplier [0.0, 2.0] // half SecondaryHueSat(half hue, sampler2D curveTex) { return saturate(tex2D(curveTex, half2(hue, 0.25)).y) * 2.0; } // // (Z) Saturation VS Saturation - Remaps saturation on a curve according to the current saturation // Input is Saturation [0.0, 1.0] // Output is Saturation multiplier [0.0, 2.0] // half SecondarySatSat(half sat, sampler2D curveTex) { return saturate(tex2D(curveTex, half2(sat, 0.25)).z) * 2.0; } // // (W) Luminance VS Saturation - Remaps saturation on a curve according to the current luminance // Input is Luminance [0.0, 1.0] // Output is Saturation multiplier [0.0, 2.0] // half SecondaryLumSat(half lum, sampler2D curveTex) { return saturate(tex2D(curveTex, half2(lum, 0.25)).w) * 2.0; } // // Channel mixing (same as Photoshop's and DaVinci's Resolve) // Recommended workspace: ACEScg (linear) // Input mixers should be in range [-2.0;2.0] // half3 ChannelMixer(half3 c, half3 red, half3 green, half3 blue) { return half3( dot(c, red), dot(c, green), dot(c, blue) ); } // // LUT grading // scaleOffset = (1 / lut_width, 1 / lut_height, lut_height - 1) // half3 ApplyLut2d(sampler2D tex, half3 uvw, half3 scaleOffset) { // Strip format where `height = sqrt(width)` uvw.z *= scaleOffset.z; half shift = floor(uvw.z); uvw.xy = uvw.xy * scaleOffset.z * scaleOffset.xy + scaleOffset.xy * 0.5; uvw.x += shift * scaleOffset.y; uvw.xyz = lerp(tex2D(tex, uvw.xy).rgb, tex2D(tex, uvw.xy + half2(scaleOffset.y, 0)).rgb, uvw.z - shift); return uvw; } half3 ApplyLut3d(sampler3D tex, half3 uvw) { return tex3D(tex, uvw).rgb; } #endif // __COLOR_GRADING__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/ColorGrading.cginc.meta ================================================ fileFormatVersion: 2 guid: 26a62c2e30be83547bdfa9fe837165e3 timeCreated: 1460363486 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Common.cginc ================================================ #ifndef __COMMON__ #define __COMMON__ #include "UnityCG.cginc" // Mobile: use RGBM instead of float/half RGB #define USE_RGBM defined(SHADER_API_MOBILE) #define MOBILE_OR_CONSOLE (defined(SHADER_API_MOBILE) || defined(SHADER_API_PSSL) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_WIIU)) #if defined(SHADER_API_PSSL) // No support for sampler2D_half on PS4 in 5.4 #define sampler2D_half sampler2D_float #endif // ----------------------------------------------------------------------------- // Uniforms #if defined(SEPARATE_TEXTURE_SAMPLER) Texture2D _MainTex; SamplerState sampler_MainTex; #else sampler2D _MainTex; #endif float4 _MainTex_TexelSize; float4 _MainTex_ST; // ----------------------------------------------------------------------------- // Vertex shaders struct AttributesDefault { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct VaryingsDefault { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uvSPR : TEXCOORD1; // Single Pass Stereo UVs }; VaryingsDefault VertDefault(AttributesDefault v) { VaryingsDefault o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uvSPR = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); return o; } // ----------------------------------------------------------------------------- // Maths stuff #define HALF_MAX 65504.0 #define EPSILON 1.0e-4 #define UNITY_PI_2 (UNITY_PI * 2.0) inline half Min3(half3 x) { return min(x.x, min(x.y, x.z)); } inline half Min3(half x, half y, half z) { return min(x, min(y, z)); } inline half Max3(half3 x) { return max(x.x, max(x.y, x.z)); } inline half Max3(half x, half y, half z) { return max(x, max(y, z)); } inline half Min4(half4 x) { return min(x.x, min(x.y, min(x.z, x.w))); } inline half Min4(half x, half y, half z, half w) { return min(x, min(y, min(z, w))); } inline half Max4(half4 x) { return max(x.x, max(x.y, max(x.z, x.w))); } inline half Max4(half x, half y, half z, half w) { return max(x, max(y, min(z, w))); } inline half Pow2(half x) { return x * x; } inline half2 Pow2(half2 x) { return x * x; } inline half3 Pow2(half3 x) { return x * x; } inline half4 Pow2(half4 x) { return x * x; } inline half Pow3(half x) { return x * x * x; } inline half2 Pow3(half2 x) { return x * x * x; } inline half3 Pow3(half3 x) { return x * x * x; } inline half4 Pow3(half4 x) { return x * x * x; } #ifndef UNITY_STANDARD_BRDF_INCLUDED inline half Pow4(half x) { return x * x * x * x; } inline half2 Pow4(half2 x) { return x * x * x * x; } inline half3 Pow4(half3 x) { return x * x * x * x; } inline half4 Pow4(half4 x) { return x * x * x * x; } #endif // Returns the largest vector of v1 and v2 inline half2 MaxV(half2 v1, half2 v2) { return dot(v1, v1) < dot(v2, v2) ? v2 : v1; } inline half3 MaxV(half3 v1, half3 v2) { return dot(v1, v1) < dot(v2, v2) ? v2 : v1; } inline half4 MaxV(half4 v1, half4 v2) { return dot(v1, v1) < dot(v2, v2) ? v2 : v1; } // Clamp HDR value within a safe range inline half SafeHDR(half c) { return min(c, HALF_MAX); } inline half2 SafeHDR(half2 c) { return min(c, HALF_MAX); } inline half3 SafeHDR(half3 c) { return min(c, HALF_MAX); } inline half4 SafeHDR(half4 c) { return min(c, HALF_MAX); } // Compatibility function #if (SHADER_TARGET < 50 && !defined(SHADER_API_PSSL)) float rcp(float value) { return 1.0 / value; } #endif // Tonemapper from http://gpuopen.com/optimized-reversible-tonemapper-for-resolve/ float4 FastToneMap(in float4 color) { return float4(color.rgb * rcp(Max3(color.rgb) + 1.), color.a); } float4 FastToneMap(in float4 color, in float weight) { return float4(color.rgb * rcp(weight * Max3(color.rgb) + 1.), color.a); } float4 FastToneUnmap(in float4 color) { return float4(color.rgb * rcp(1. - Max3(color.rgb)), color.a); } // Interleaved gradient function from Jimenez 2014 http://goo.gl/eomGso float GradientNoise(float2 uv) { uv = floor(uv * _ScreenParams.xy); float f = dot(float2(0.06711056, 0.00583715), uv); return frac(52.9829189 * frac(f)); } // Z buffer depth to linear 0-1 depth // Handles orthographic projection correctly float LinearizeDepth(float z) { float isOrtho = unity_OrthoParams.w; float isPers = 1.0 - unity_OrthoParams.w; z *= _ZBufferParams.x; return (1.0 - isOrtho * z) / (isPers * z + _ZBufferParams.y); } // ----------------------------------------------------------------------------- // RGBM encoding/decoding half4 EncodeHDR(float3 rgb) { #if USE_RGBM rgb *= 1.0 / 8.0; float m = max(max(rgb.r, rgb.g), max(rgb.b, 1e-6)); m = ceil(m * 255.0) / 255.0; return half4(rgb / m, m); #else return half4(rgb, 0.0); #endif } float3 DecodeHDR(half4 rgba) { #if USE_RGBM return rgba.rgb * rgba.a * 8.0; #else return rgba.rgb; #endif } #endif // __COMMON__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Common.cginc.meta ================================================ fileFormatVersion: 2 guid: eb88496804341c648b32a75843d92ccb timeCreated: 1465205118 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/DepthOfField.cginc ================================================ #ifndef __DEPTH_OF_FIELD__ #define __DEPTH_OF_FIELD__ #if SHADER_TARGET >= 50 // Use separate texture/sampler objects on Shader Model 5.0 #define SEPARATE_TEXTURE_SAMPLER #define DOF_DECL_TEX2D(tex) Texture2D tex; SamplerState sampler##tex #define DOF_TEX2D(tex, coord) tex.Sample(sampler##tex, coord) #else #define DOF_DECL_TEX2D(tex) sampler2D tex #define DOF_TEX2D(tex, coord) tex2D(tex, coord) #endif #include "Common.cginc" #include "DiskKernels.cginc" DOF_DECL_TEX2D(_CameraDepthTexture); DOF_DECL_TEX2D(_CameraMotionVectorsTexture); DOF_DECL_TEX2D(_CoCTex); // Camera parameters float _Distance; float _LensCoeff; // f^2 / (N * (S1 - f) * film_width * 2) float _MaxCoC; float _RcpMaxCoC; float _RcpAspect; half3 _TaaParams; // Jitter.x, Jitter.y, Blending struct VaryingsDOF { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; half2 uvAlt : TEXCOORD1; }; // Common vertex shader with single pass stereo rendering support VaryingsDOF VertDOF(AttributesDefault v) { half2 uvAlt = v.texcoord; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0.0) uvAlt.y = 1.0 - uvAlt.y; #endif VaryingsDOF o; o.pos = UnityObjectToClipPos(v.vertex); #if defined(UNITY_SINGLE_PASS_STEREO) o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); o.uvAlt = UnityStereoScreenSpaceUVAdjust(uvAlt, _MainTex_ST); #else o.uv = v.texcoord; o.uvAlt = uvAlt; #endif return o; } // CoC calculation half4 FragCoC(VaryingsDOF i) : SV_Target { float depth = LinearEyeDepth(DOF_TEX2D(_CameraDepthTexture, i.uv)); half coc = (depth - _Distance) * _LensCoeff / max(depth, 1e-5); return saturate(coc * 0.5 * _RcpMaxCoC + 0.5); } // Temporal filter half4 FragTempFilter(VaryingsDOF i) : SV_Target { float3 uvOffs = _MainTex_TexelSize.xyy * float3(1, 1, 0); #if defined(SEPARATE_TEXTURE_SAMPLER) half4 cocTL = _CoCTex.GatherRed(sampler_CoCTex, i.uv - uvOffs.xy * 0.5); // top-left half4 cocBR = _CoCTex.GatherRed(sampler_CoCTex, i.uv + uvOffs.xy * 0.5); // bottom-right half coc1 = cocTL.x; // top half coc2 = cocTL.z; // left half coc3 = cocBR.x; // bottom half coc4 = cocBR.z; // right #else half coc1 = DOF_TEX2D(_CoCTex, i.uv - uvOffs.xz).r; // top half coc2 = DOF_TEX2D(_CoCTex, i.uv - uvOffs.zy).r; // left half coc3 = DOF_TEX2D(_CoCTex, i.uv + uvOffs.zy).r; // bottom half coc4 = DOF_TEX2D(_CoCTex, i.uv + uvOffs.xz).r; // right #endif // Dejittered center sample. half coc0 = DOF_TEX2D(_CoCTex, i.uv - _TaaParams.xy).r; // CoC dilation: determine the closest point in the four neighbors. float3 closest = float3(0, 0, coc0); closest = coc1 < closest.z ? float3(-uvOffs.xz, coc1) : closest; closest = coc2 < closest.z ? float3(-uvOffs.zy, coc2) : closest; closest = coc3 < closest.z ? float3(+uvOffs.zy, coc3) : closest; closest = coc4 < closest.z ? float3(+uvOffs.xz, coc4) : closest; // Sample the history buffer with the motion vector at the closest point. float2 motion = DOF_TEX2D(_CameraMotionVectorsTexture, i.uv + closest.xy).xy; half cocHis = DOF_TEX2D(_MainTex, i.uv - motion).r; // Neighborhood clamping. half cocMin = closest.z; half cocMax = max(max(max(max(coc0, coc1), coc2), coc3), coc4); cocHis = clamp(cocHis, cocMin, cocMax); // Blend with the history. return lerp(coc0, cocHis, _TaaParams.z); } // Prefilter: downsampling and premultiplying. half4 FragPrefilter(VaryingsDOF i) : SV_Target { #if defined(SEPARATE_TEXTURE_SAMPLER) // Sample source colors. half4 c_r = _MainTex.GatherRed (sampler_MainTex, i.uv); half4 c_g = _MainTex.GatherGreen(sampler_MainTex, i.uv); half4 c_b = _MainTex.GatherBlue (sampler_MainTex, i.uv); half3 c0 = half3(c_r.x, c_g.x, c_b.x); half3 c1 = half3(c_r.y, c_g.y, c_b.y); half3 c2 = half3(c_r.z, c_g.z, c_b.z); half3 c3 = half3(c_r.w, c_g.w, c_b.w); // Sample CoCs. half4 cocs = _CoCTex.Gather(sampler_CoCTex, i.uvAlt) * 2.0 - 1.0; half coc0 = cocs.x; half coc1 = cocs.y; half coc2 = cocs.z; half coc3 = cocs.w; #else float3 duv = _MainTex_TexelSize.xyx * float3(0.5, 0.5, -0.5); // Sample source colors. half3 c0 = DOF_TEX2D(_MainTex, i.uv - duv.xy).rgb; half3 c1 = DOF_TEX2D(_MainTex, i.uv - duv.zy).rgb; half3 c2 = DOF_TEX2D(_MainTex, i.uv + duv.zy).rgb; half3 c3 = DOF_TEX2D(_MainTex, i.uv + duv.xy).rgb; // Sample CoCs. half coc0 = DOF_TEX2D(_CoCTex, i.uvAlt - duv.xy).r * 2.0 - 1.0; half coc1 = DOF_TEX2D(_CoCTex, i.uvAlt - duv.zy).r * 2.0 - 1.0; half coc2 = DOF_TEX2D(_CoCTex, i.uvAlt + duv.zy).r * 2.0 - 1.0; half coc3 = DOF_TEX2D(_CoCTex, i.uvAlt + duv.xy).r * 2.0 - 1.0; #endif // Apply CoC and luma weights to reduce bleeding and flickering. float w0 = abs(coc0) / (Max3(c0) + 1.0); float w1 = abs(coc1) / (Max3(c1) + 1.0); float w2 = abs(coc2) / (Max3(c2) + 1.0); float w3 = abs(coc3) / (Max3(c3) + 1.0); // Weighted average of the color samples half3 avg = c0 * w0 + c1 * w1 + c2 * w2 + c3 * w3; avg /= max(w0 + w1 + w2 + w3, 1e-5); // Select the largest CoC value. half coc_min = Min4(coc0, coc1, coc2, coc3); half coc_max = Max4(coc0, coc1, coc2, coc3); half coc = (-coc_min > coc_max ? coc_min : coc_max) * _MaxCoC; // Premultiply CoC again. avg *= smoothstep(0, _MainTex_TexelSize.y * 2, abs(coc)); #if defined(UNITY_COLORSPACE_GAMMA) avg = GammaToLinearSpace(avg); #endif return half4(avg, coc); } // Bokeh filter with disk-shaped kernels half4 FragBlur(VaryingsDOF i) : SV_Target { half4 samp0 = DOF_TEX2D(_MainTex, i.uv); half4 bgAcc = 0.0; // Background: far field bokeh half4 fgAcc = 0.0; // Foreground: near field bokeh UNITY_LOOP for (int si = 0; si < kSampleCount; si++) { float2 disp = kDiskKernel[si] * _MaxCoC; float dist = length(disp); float2 duv = float2(disp.x * _RcpAspect, disp.y); half4 samp = DOF_TEX2D(_MainTex, i.uv + duv); // BG: Compare CoC of the current sample and the center sample // and select smaller one. half bgCoC = max(min(samp0.a, samp.a), 0.0); // Compare the CoC to the sample distance. // Add a small margin to smooth out. const half margin = _MainTex_TexelSize.y * 2; half bgWeight = saturate((bgCoC - dist + margin) / margin); half fgWeight = saturate((-samp.a - dist + margin) / margin); // Cut influence from focused areas because they're darkened by CoC // premultiplying. This is only needed for near field. fgWeight *= step(_MainTex_TexelSize.y, -samp.a); // Accumulation bgAcc += half4(samp.rgb, 1.0) * bgWeight; fgAcc += half4(samp.rgb, 1.0) * fgWeight; } // Get the weighted average. bgAcc.rgb /= bgAcc.a + (bgAcc.a == 0.0); // zero-div guard fgAcc.rgb /= fgAcc.a + (fgAcc.a == 0.0); // BG: Calculate the alpha value only based on the center CoC. // This is a rather aggressive approximation but provides stable results. bgAcc.a = smoothstep(_MainTex_TexelSize.y, _MainTex_TexelSize.y * 2.0, samp0.a); // FG: Normalize the total of the weights. fgAcc.a *= UNITY_PI / kSampleCount; // Alpha premultiplying half alpha = saturate(fgAcc.a); half3 rgb = lerp(bgAcc.rgb, fgAcc.rgb, alpha); return half4(rgb, alpha); } // Postfilter blur half4 FragPostBlur(VaryingsDOF i) : SV_Target { // 9 tap tent filter with 4 bilinear samples const float4 duv = _MainTex_TexelSize.xyxy * float4(0.5, 0.5, -0.5, 0); half4 acc; acc = DOF_TEX2D(_MainTex, i.uv - duv.xy); acc += DOF_TEX2D(_MainTex, i.uv - duv.zy); acc += DOF_TEX2D(_MainTex, i.uv + duv.zy); acc += DOF_TEX2D(_MainTex, i.uv + duv.xy); return acc / 4.0; } #endif // __DEPTH_OF_FIELD__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/DepthOfField.cginc.meta ================================================ fileFormatVersion: 2 guid: ddc2c19b8a216d748a357ffe32ba4dc1 timeCreated: 1472211508 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/DepthOfField.shader ================================================ Shader "Hidden/Post FX/Depth Of Field" { Properties { _MainTex ("", 2D) = "black" } CGINCLUDE #pragma exclude_renderers d3d11_9x ENDCG // SubShader with SM 5.0 support // Gather intrinsics are used to reduce texture sample count. SubShader { Cull Off ZWrite Off ZTest Always Pass // 0 { Name "CoC Calculation" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragCoC #include "DepthOfField.cginc" ENDCG } Pass // 1 { Name "CoC Temporal Filter" CGPROGRAM #pragma target 5.0 #pragma vertex VertDOF #pragma fragment FragTempFilter #include "DepthOfField.cginc" ENDCG } Pass // 2 { Name "Downsample and Prefilter" CGPROGRAM #pragma target 5.0 #pragma vertex VertDOF #pragma fragment FragPrefilter #pragma multi_compile __ UNITY_COLORSPACE_GAMMA #include "DepthOfField.cginc" ENDCG } Pass // 3 { Name "Bokeh Filter (small)" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragBlur #define KERNEL_SMALL #include "DepthOfField.cginc" ENDCG } Pass // 4 { Name "Bokeh Filter (medium)" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragBlur #define KERNEL_MEDIUM #include "DepthOfField.cginc" ENDCG } Pass // 5 { Name "Bokeh Filter (large)" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragBlur #define KERNEL_LARGE #include "DepthOfField.cginc" ENDCG } Pass // 6 { Name "Bokeh Filter (very large)" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragBlur #define KERNEL_VERYLARGE #include "DepthOfField.cginc" ENDCG } Pass // 7 { Name "Postfilter" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragPostBlur #include "DepthOfField.cginc" ENDCG } } // Fallback SubShader with SM 3.0 SubShader { Cull Off ZWrite Off ZTest Always Pass // 0 { Name "CoC Calculation" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragCoC #include "DepthOfField.cginc" ENDCG } Pass // 1 { Name "CoC Temporal Filter" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragTempFilter #include "DepthOfField.cginc" ENDCG } Pass // 2 { Name "Downsample and Prefilter" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragPrefilter #pragma multi_compile __ UNITY_COLORSPACE_GAMMA #include "DepthOfField.cginc" ENDCG } Pass // 3 { Name "Bokeh Filter (small)" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragBlur #define KERNEL_SMALL #include "DepthOfField.cginc" ENDCG } Pass // 4 { Name "Bokeh Filter (medium)" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragBlur #define KERNEL_MEDIUM #include "DepthOfField.cginc" ENDCG } Pass // 5 { Name "Bokeh Filter (large)" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragBlur #define KERNEL_LARGE #include "DepthOfField.cginc" ENDCG } Pass // 6 { Name "Bokeh Filter (very large)" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragBlur #define KERNEL_VERYLARGE #include "DepthOfField.cginc" ENDCG } Pass // 7 { Name "Postfilter" CGPROGRAM #pragma target 3.0 #pragma vertex VertDOF #pragma fragment FragPostBlur #include "DepthOfField.cginc" ENDCG } } FallBack Off } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/DepthOfField.shader.meta ================================================ fileFormatVersion: 2 guid: ac8ed710934a3564686a096bb351caee timeCreated: 1465484939 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/DiskKernels.cginc ================================================ #ifndef __DISK_KERNELS__ #define __DISK_KERNELS__ #if !defined(KERNEL_SMALL) && !defined(KERNEL_MEDIUM) && \ !defined(KERNEL_LARGE) && !defined(KERNEL_VERYLARGE) static const int kSampleCount = 1; static const float2 kDiskKernel[1] = { float2(0, 0) }; #endif #if defined(KERNEL_SMALL) // rings = 2 // points per ring = 5 static const int kSampleCount = 16; static const float2 kDiskKernel[kSampleCount] = { float2(0,0), float2(0.54545456,0), float2(0.16855472,0.5187581), float2(-0.44128203,0.3206101), float2(-0.44128197,-0.3206102), float2(0.1685548,-0.5187581), float2(1,0), float2(0.809017,0.58778524), float2(0.30901697,0.95105654), float2(-0.30901703,0.9510565), float2(-0.80901706,0.5877852), float2(-1,0), float2(-0.80901694,-0.58778536), float2(-0.30901664,-0.9510566), float2(0.30901712,-0.9510565), float2(0.80901694,-0.5877853), }; #endif #if defined(KERNEL_MEDIUM) // rings = 3 // points per ring = 7 static const int kSampleCount = 22; static const float2 kDiskKernel[kSampleCount] = { float2(0,0), float2(0.53333336,0), float2(0.3325279,0.4169768), float2(-0.11867785,0.5199616), float2(-0.48051673,0.2314047), float2(-0.48051673,-0.23140468), float2(-0.11867763,-0.51996166), float2(0.33252785,-0.4169769), float2(1,0), float2(0.90096885,0.43388376), float2(0.6234898,0.7818315), float2(0.22252098,0.9749279), float2(-0.22252095,0.9749279), float2(-0.62349,0.7818314), float2(-0.90096885,0.43388382), float2(-1,0), float2(-0.90096885,-0.43388376), float2(-0.6234896,-0.7818316), float2(-0.22252055,-0.974928), float2(0.2225215,-0.9749278), float2(0.6234897,-0.7818316), float2(0.90096885,-0.43388376), }; #endif #if defined(KERNEL_LARGE) // rings = 4 // points per ring = 7 static const int kSampleCount = 43; static const float2 kDiskKernel[kSampleCount] = { float2(0,0), float2(0.36363637,0), float2(0.22672357,0.28430238), float2(-0.08091671,0.35451925), float2(-0.32762504,0.15777594), float2(-0.32762504,-0.15777591), float2(-0.08091656,-0.35451928), float2(0.22672352,-0.2843024), float2(0.6818182,0), float2(0.614297,0.29582983), float2(0.42510667,0.5330669), float2(0.15171885,0.6647236), float2(-0.15171883,0.6647236), float2(-0.4251068,0.53306687), float2(-0.614297,0.29582986), float2(-0.6818182,0), float2(-0.614297,-0.29582983), float2(-0.42510656,-0.53306705), float2(-0.15171856,-0.66472363), float2(0.1517192,-0.6647235), float2(0.4251066,-0.53306705), float2(0.614297,-0.29582983), float2(1,0), float2(0.9555728,0.2947552), float2(0.82623875,0.5633201), float2(0.6234898,0.7818315), float2(0.36534098,0.93087375), float2(0.07473,0.9972038), float2(-0.22252095,0.9749279), float2(-0.50000006,0.8660254), float2(-0.73305196,0.6801727), float2(-0.90096885,0.43388382), float2(-0.98883086,0.14904208), float2(-0.9888308,-0.14904249), float2(-0.90096885,-0.43388376), float2(-0.73305184,-0.6801728), float2(-0.4999999,-0.86602545), float2(-0.222521,-0.9749279), float2(0.07473029,-0.99720377), float2(0.36534148,-0.9308736), float2(0.6234897,-0.7818316), float2(0.8262388,-0.56332), float2(0.9555729,-0.29475483), }; #endif #if defined(KERNEL_VERYLARGE) // rings = 5 // points per ring = 7 static const int kSampleCount = 71; static const float2 kDiskKernel[kSampleCount] = { float2(0,0), float2(0.2758621,0), float2(0.1719972,0.21567768), float2(-0.061385095,0.26894566), float2(-0.24854316,0.1196921), float2(-0.24854316,-0.11969208), float2(-0.061384983,-0.2689457), float2(0.17199717,-0.21567771), float2(0.51724136,0), float2(0.46601835,0.22442262), float2(0.32249472,0.40439558), float2(0.11509705,0.50427306), float2(-0.11509704,0.50427306), float2(-0.3224948,0.40439552), float2(-0.46601835,0.22442265), float2(-0.51724136,0), float2(-0.46601835,-0.22442262), float2(-0.32249463,-0.40439564), float2(-0.11509683,-0.5042731), float2(0.11509732,-0.504273), float2(0.32249466,-0.40439564), float2(0.46601835,-0.22442262), float2(0.7586207,0), float2(0.7249173,0.22360738), float2(0.6268018,0.4273463), float2(0.47299224,0.59311354), float2(0.27715522,0.7061801), float2(0.056691725,0.75649947), float2(-0.168809,0.7396005), float2(-0.3793104,0.65698475), float2(-0.55610836,0.51599306), float2(-0.6834936,0.32915324), float2(-0.7501475,0.113066405), float2(-0.7501475,-0.11306671), float2(-0.6834936,-0.32915318), float2(-0.5561083,-0.5159932), float2(-0.37931028,-0.6569848), float2(-0.16880904,-0.7396005), float2(0.056691945,-0.7564994), float2(0.2771556,-0.7061799), float2(0.47299215,-0.59311366), float2(0.62680185,-0.4273462), float2(0.72491735,-0.22360711), float2(1,0), float2(0.9749279,0.22252093), float2(0.90096885,0.43388376), float2(0.7818315,0.6234898), float2(0.6234898,0.7818315), float2(0.43388364,0.9009689), float2(0.22252098,0.9749279), float2(0,1), float2(-0.22252095,0.9749279), float2(-0.43388385,0.90096885), float2(-0.62349,0.7818314), float2(-0.7818317,0.62348956), float2(-0.90096885,0.43388382), float2(-0.9749279,0.22252093), float2(-1,0), float2(-0.9749279,-0.22252087), float2(-0.90096885,-0.43388376), float2(-0.7818314,-0.6234899), float2(-0.6234896,-0.7818316), float2(-0.43388346,-0.900969), float2(-0.22252055,-0.974928), float2(0,-1), float2(0.2225215,-0.9749278), float2(0.4338835,-0.90096897), float2(0.6234897,-0.7818316), float2(0.78183144,-0.62348986), float2(0.90096885,-0.43388376), float2(0.9749279,-0.22252086), }; #endif #endif // __DISK_KERNELS__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/DiskKernels.cginc.meta ================================================ fileFormatVersion: 2 guid: faeb738b5a2c3ff43bd104dd5b1a275c timeCreated: 1476954194 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/EyeAdaptation.cginc ================================================ #ifndef __EYE_ADAPTATION__ #define __EYE_ADAPTATION__ // Optimal values for PS4/GCN // Using a group size of 32x32 seems to be a bit faster on Kepler/Maxwell // Don't forget to update 'EyeAdaptationController.cs' if you change these values ! #define HISTOGRAM_BINS 64 #define HISTOGRAM_TEXELS HISTOGRAM_BINS / 4 #define HISTOGRAM_THREAD_X 16 #define HISTOGRAM_THREAD_Y 16 float GetHistogramBinFromLuminance(float value, float2 scaleOffset) { return saturate(log2(value) * scaleOffset.x + scaleOffset.y); } float GetLuminanceFromHistogramBin(float bin, float2 scaleOffset) { return exp2((bin - scaleOffset.y) / scaleOffset.x); } #endif // __EYE_ADAPTATION__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/EyeAdaptation.cginc.meta ================================================ fileFormatVersion: 2 guid: d2f406cad28afda489b94594fb3ce0af timeCreated: 1465898178 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/EyeAdaptation.shader ================================================ Shader "Hidden/Post FX/Eye Adaptation" { Properties { _MainTex("Texture", 2D) = "white" {} } CGINCLUDE #pragma target 4.5 #pragma multi_compile __ AUTO_KEY_VALUE #include "UnityCG.cginc" #include "Common.cginc" #include "EyeAdaptation.cginc" // Eye adaptation pass float4 _Params; // x: lowPercent, y: highPercent, z: minBrightness, w: maxBrightness float2 _Speed; // x: down, y: up float4 _ScaleOffsetRes; // x: scale, y: offset, w: histogram pass width, h: histogram pass height float _ExposureCompensation; StructuredBuffer _Histogram; float GetBinValue(uint index, float maxHistogramValue) { return float(_Histogram[index]) * maxHistogramValue; } // Done in the vertex shader float FindMaxHistogramValue() { uint maxValue = 0u; for (uint i = 0; i < HISTOGRAM_BINS; i++) { uint h = _Histogram[i]; maxValue = max(maxValue, h); } return float(maxValue); } void FilterLuminance(uint i, float maxHistogramValue, inout float4 filter) { float binValue = GetBinValue(i, maxHistogramValue); // Filter dark areas float offset = min(filter.z, binValue); binValue -= offset; filter.zw -= offset.xx; // Filter highlights binValue = min(filter.w, binValue); filter.w -= binValue; // Luminance at the bin float luminance = GetLuminanceFromHistogramBin(float(i) / float(HISTOGRAM_BINS), _ScaleOffsetRes.xy); filter.xy += float2(luminance * binValue, binValue); } float GetAverageLuminance(float maxHistogramValue) { // Sum of all bins uint i; float totalSum = 0.0; UNITY_LOOP for (i = 0; i < HISTOGRAM_BINS; i++) totalSum += GetBinValue(i, maxHistogramValue); // Skip darker and lighter parts of the histogram to stabilize the auto exposure // x: filtered sum // y: accumulator // zw: fractions float4 filter = float4(0.0, 0.0, totalSum * _Params.xy); UNITY_LOOP for (i = 0; i < HISTOGRAM_BINS; i++) FilterLuminance(i, maxHistogramValue, filter); // Clamp to user brightness range return clamp(filter.x / max(filter.y, EPSILON), _Params.z, _Params.w); } float GetExposureMultiplier(float avgLuminance) { avgLuminance = max(EPSILON, avgLuminance); #if AUTO_KEY_VALUE half keyValue = 1.03 - (2.0 / (2.0 + log2(avgLuminance + 1.0))); #else half keyValue = _ExposureCompensation; #endif half exposure = keyValue / avgLuminance; return exposure; } float InterpolateExposure(float newExposure, float oldExposure) { float delta = newExposure - oldExposure; float speed = delta > 0.0 ? _Speed.x : _Speed.y; float exposure = oldExposure + delta * (1.0 - exp2(-unity_DeltaTime.x * speed)); //float exposure = oldExposure + delta * (unity_DeltaTime.x * speed); return exposure; } float4 FragAdaptProgressive(VaryingsDefault i) : SV_Target { float maxValue = 1.0 / FindMaxHistogramValue(); float avgLuminance = GetAverageLuminance(maxValue); float exposure = GetExposureMultiplier(avgLuminance); float prevExposure = tex2D(_MainTex, (0.5).xx); exposure = InterpolateExposure(exposure, prevExposure); return exposure.xxxx; } float4 FragAdaptFixed(VaryingsDefault i) : SV_Target { float maxValue = 1.0 / FindMaxHistogramValue(); float avgLuminance = GetAverageLuminance(maxValue); float exposure = GetExposureMultiplier(avgLuminance); return exposure.xxxx; } // ---- Editor stuff int _DebugWidth; struct VaryingsEditorHisto { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float maxValue : TEXCOORD1; float avgLuminance : TEXCOORD2; }; VaryingsEditorHisto VertEditorHisto(AttributesDefault v) { VaryingsEditorHisto o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.maxValue = 1.0 / FindMaxHistogramValue(); o.avgLuminance = GetAverageLuminance(o.maxValue); return o; } float4 FragEditorHisto(VaryingsEditorHisto i) : SV_Target { const float3 kRangeColor = float3(0.05, 0.4, 0.6); const float3 kAvgColor = float3(0.8, 0.3, 0.05); float4 color = float4(0.0, 0.0, 0.0, 0.7); uint ix = (uint)(round(i.uv.x * HISTOGRAM_BINS)); float bin = saturate(float(_Histogram[ix]) * i.maxValue); float fill = step(i.uv.y, bin); // Min / max brightness markers float luminanceMin = GetHistogramBinFromLuminance(_Params.z, _ScaleOffsetRes.xy); float luminanceMax = GetHistogramBinFromLuminance(_Params.w, _ScaleOffsetRes.xy); color.rgb += fill.rrr; if (i.uv.x > luminanceMin && i.uv.x < luminanceMax) { color.rgb = fill.rrr * kRangeColor; color.rgb += kRangeColor; } // Current average luminance marker float luminanceAvg = GetHistogramBinFromLuminance(i.avgLuminance, _ScaleOffsetRes.xy); float avgPx = luminanceAvg * _DebugWidth; if (abs(i.pos.x - avgPx) < 2) color.rgb = kAvgColor; return color; } ENDCG SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragAdaptProgressive ENDCG } Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragAdaptFixed ENDCG } Pass { CGPROGRAM #pragma vertex VertEditorHisto #pragma fragment FragEditorHisto ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/EyeAdaptation.shader.meta ================================================ fileFormatVersion: 2 guid: 81899cddfbc72494497a6db0ae045f2c timeCreated: 1465903628 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/EyeHistogram.compute ================================================ // Put the following line to 0 or comment it to disable vignette weighting #define USE_VIGNETTE_WEIGHTING 1 #include "Common.cginc" #include "EyeAdaptation.cginc" RWStructuredBuffer _Histogram; Texture2D _Source; CBUFFER_START(Params) float4 _ScaleOffsetRes; // x: scale, y: offset, z: width, w: height CBUFFER_END groupshared uint gs_histogram[HISTOGRAM_BINS]; #pragma kernel KEyeHistogram [numthreads(HISTOGRAM_THREAD_X,HISTOGRAM_THREAD_Y,1)] void KEyeHistogram(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID) { // Pretty straightforward implementation of histogram gathering using atomic ops. // I tried a few methods (no atomic ops / heavy LDS leveraging) but this one turned out to be // the fastest on desktop (Nvidia - Kepler/Maxwell) and PS4. Still need to try it on GCN/desktop // but considering it runs very fast on PS4 we can expect it to run well (?). const uint localThreadId = groupThreadId.y * HISTOGRAM_THREAD_X + groupThreadId.x; // Clears the shared memory if (localThreadId < HISTOGRAM_BINS) gs_histogram[localThreadId] = 0u; GroupMemoryBarrierWithGroupSync(); // Gather local group histogram if (dispatchThreadId.x < (uint)_ScaleOffsetRes.z && dispatchThreadId.y < (uint)_ScaleOffsetRes.w) { #if USE_VIGNETTE_WEIGHTING // Vignette weighting to put more focus on what's in the center of the screen float2 uv01 = float2(dispatchThreadId) / float2(_ScaleOffsetRes.z, _ScaleOffsetRes.w); float2 d = abs(uv01 - (0.5).xx); float vfactor = Pow2(saturate(1.0 - dot(d, d))); uint weight = (uint)(64.0 * vfactor); #else uint weight = 1u; #endif float3 color = _Source[dispatchThreadId].xyz; float luminance = Max3(color); // Looks more natural than using a Rec.709 luminance for some reason float logLuminance = GetHistogramBinFromLuminance(luminance, _ScaleOffsetRes.xy); uint idx = (uint)(logLuminance * (HISTOGRAM_BINS - 1u)); InterlockedAdd(gs_histogram[idx], weight); } GroupMemoryBarrierWithGroupSync(); // Merge everything if (localThreadId < HISTOGRAM_BINS) InterlockedAdd(_Histogram[localThreadId], gs_histogram[localThreadId]); } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/EyeHistogram.compute.meta ================================================ fileFormatVersion: 2 guid: e213272ad8ff213409a6e13b5c26b4e4 timeCreated: 1464341416 licenseType: Store ComputeShaderImporter: currentAPIMask: 4 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/FXAA.shader ================================================ Shader "Hidden/Post FX/FXAA" { Properties { _MainTex ("Texture", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" #include "Common.cginc" #include "UberSecondPass.cginc" #pragma multi_compile __ GRAIN #pragma multi_compile __ DITHERING #if defined(SHADER_API_PS3) #define FXAA_PS3 1 // Shaves off 2 cycles from the shader #define FXAA_EARLY_EXIT 0 #elif defined(SHADER_API_XBOX360) #define FXAA_360 1 // Shaves off 10ms from the shader's execution time #define FXAA_EARLY_EXIT 1 #else #define FXAA_PC 1 #endif #define FXAA_HLSL_3 1 #define FXAA_QUALITY__PRESET 39 #define FXAA_GREEN_AS_LUMA 1 #pragma target 3.0 #include "FXAA3.cginc" float3 _QualitySettings; float4 _ConsoleSettings; half4 Frag(VaryingsDefault i) : SV_Target { const float4 consoleUV = i.uv.xyxy + 0.5 * float4(-_MainTex_TexelSize.xy, _MainTex_TexelSize.xy); const float4 consoleSubpixelFrame = _ConsoleSettings.x * float4(-1.0, -1.0, 1.0, 1.0) * _MainTex_TexelSize.xyxy; const float4 consoleSubpixelFramePS3 = float4(-2.0, -2.0, 2.0, 2.0) * _MainTex_TexelSize.xyxy; const float4 consoleSubpixelFrameXBOX = float4(8.0, 8.0, -4.0, -4.0) * _MainTex_TexelSize.xyxy; #if defined(SHADER_API_XBOX360) const float4 consoleConstants = float4(1.0, -1.0, 0.25, -0.25); #else const float4 consoleConstants = float4(0.0, 0.0, 0.0, 0.0); #endif half4 color = FxaaPixelShader( UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST), UnityStereoScreenSpaceUVAdjust(consoleUV, _MainTex_ST), _MainTex, _MainTex, _MainTex, _MainTex_TexelSize.xy, consoleSubpixelFrame, consoleSubpixelFramePS3, consoleSubpixelFrameXBOX, _QualitySettings.x, _QualitySettings.y, _QualitySettings.z, _ConsoleSettings.y, _ConsoleSettings.z, _ConsoleSettings.w, consoleConstants); color.rgb = UberSecondPass(color.rgb, i.uv); return half4(color.rgb, 1.0); } ENDCG SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/FXAA.shader.meta ================================================ fileFormatVersion: 2 guid: 291f0d5b6045f4646847c59b4ce13ac5 timeCreated: 1462350540 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/FXAA3.cginc ================================================ #ifndef __FXAA3_INC__ #define __FXAA3_INC__ /*============================================================================ NVIDIA FXAA 3.11 by TIMOTHY LOTTES ------------------------------------------------------------------------------ COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. ------------------------------------------------------------------------------ TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ------------------------------------------------------------------------------ INTEGRATION CHECKLIST ------------------------------------------------------------------------------ (1.) In the shader source, setup defines for the desired configuration. When providing multiple shaders (for different presets), simply setup the defines differently in multiple files. Example, #define FXAA_PC 1 #define FXAA_HLSL_5 1 #define FXAA_QUALITY__PRESET 12 Or, #define FXAA_360 1 Or, #define FXAA_PS3 1 Etc. (2.) Then include this file, #include "Fxaa3_11.h" (3.) Then call the FXAA pixel shader from within your desired shader. Look at the FXAA Quality FxaaPixelShader() for docs on inputs. As for FXAA 3.11 all inputs for all shaders are the same to enable easy porting between platforms. return FxaaPixelShader(...); (4.) Insure pass prior to FXAA outputs RGBL (see next section). Or use, #define FXAA_GREEN_AS_LUMA 1 (5.) Setup engine to provide the following constants which are used in the FxaaPixelShader() inputs, FxaaFloat2 fxaaQualityRcpFrame, FxaaFloat4 fxaaConsoleRcpFrameOpt, FxaaFloat4 fxaaConsoleRcpFrameOpt2, FxaaFloat4 fxaaConsole360RcpFrameOpt2, FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin, FxaaFloat fxaaConsoleEdgeSharpness, FxaaFloat fxaaConsoleEdgeThreshold, FxaaFloat fxaaConsoleEdgeThresholdMin, FxaaFloat4 fxaaConsole360ConstDir Look at the FXAA Quality FxaaPixelShader() for docs on inputs. (6.) Have FXAA vertex shader run as a full screen triangle, and output "pos" and "fxaaConsolePosPos" such that inputs in the pixel shader provide, // {xy} = center of pixel FxaaFloat2 pos, // {xy__} = upper left of pixel // {__zw} = lower right of pixel FxaaFloat4 fxaaConsolePosPos, (7.) Insure the texture sampler(s) used by FXAA are set to bilinear filtering. ------------------------------------------------------------------------------ INTEGRATION - RGBL AND COLORSPACE ------------------------------------------------------------------------------ FXAA3 requires RGBL as input unless the following is set, #define FXAA_GREEN_AS_LUMA 1 In which case the engine uses green in place of luma, and requires RGB input is in a non-linear colorspace. RGB should be LDR (low dynamic range). Specifically do FXAA after tonemapping. RGB data as returned by a texture fetch can be non-linear, or linear when FXAA_GREEN_AS_LUMA is not set. Note an "sRGB format" texture counts as linear, because the result of a texture fetch is linear data. Regular "RGBA8" textures in the sRGB colorspace are non-linear. If FXAA_GREEN_AS_LUMA is not set, luma must be stored in the alpha channel prior to running FXAA. This luma should be in a perceptual space (could be gamma 2.0). Example pass before FXAA where output is gamma 2.0 encoded, color.rgb = ToneMap(color.rgb); // linear color output color.rgb = sqrt(color.rgb); // gamma 2.0 color output return color; To use FXAA, color.rgb = ToneMap(color.rgb); // linear color output color.rgb = sqrt(color.rgb); // gamma 2.0 color output color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma return color; Another example where output is linear encoded, say for instance writing to an sRGB formated render target, where the render target does the conversion back to sRGB after blending, color.rgb = ToneMap(color.rgb); // linear color output return color; To use FXAA, color.rgb = ToneMap(color.rgb); // linear color output color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma return color; Getting luma correct is required for the algorithm to work correctly. ------------------------------------------------------------------------------ BEING LINEARLY CORRECT? ------------------------------------------------------------------------------ Applying FXAA to a framebuffer with linear RGB color will look worse. This is very counter intuitive, but happends to be true in this case. The reason is because dithering artifacts will be more visiable in a linear colorspace. ------------------------------------------------------------------------------ COMPLEX INTEGRATION ------------------------------------------------------------------------------ Q. What if the engine is blending into RGB before wanting to run FXAA? A. In the last opaque pass prior to FXAA, have the pass write out luma into alpha. Then blend into RGB only. FXAA should be able to run ok assuming the blending pass did not any add aliasing. This should be the common case for particles and common blending passes. A. Or use FXAA_GREEN_AS_LUMA. ============================================================================*/ /*============================================================================ INTEGRATION KNOBS ============================================================================*/ // // FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). // FXAA_360_OPT is a prototype for the new optimized 360 version. // // 1 = Use API. // 0 = Don't use API. // /*--------------------------------------------------------------------------*/ #ifndef FXAA_PS3 #define FXAA_PS3 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_360 #define FXAA_360 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_360_OPT #define FXAA_360_OPT 0 #endif /*==========================================================================*/ #ifndef FXAA_PC // // FXAA Quality // The high quality PC algorithm. // #define FXAA_PC 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_PC_CONSOLE // // The console algorithm for PC is included // for developers targeting really low spec machines. // Likely better to just run FXAA_PC, and use a really low preset. // #define FXAA_PC_CONSOLE 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_GLSL_120 #define FXAA_GLSL_120 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_GLSL_130 #define FXAA_GLSL_130 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_HLSL_3 #define FXAA_HLSL_3 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_HLSL_4 #define FXAA_HLSL_4 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_HLSL_5 #define FXAA_HLSL_5 0 #endif /*==========================================================================*/ #ifndef FXAA_GREEN_AS_LUMA // // For those using non-linear color, // and either not able to get luma in alpha, or not wanting to, // this enables FXAA to run using green as a proxy for luma. // So with this enabled, no need to pack luma in alpha. // // This will turn off AA on anything which lacks some amount of green. // Pure red and blue or combination of only R and B, will get no AA. // // Might want to lower the settings for both, // fxaaConsoleEdgeThresholdMin // fxaaQualityEdgeThresholdMin // In order to insure AA does not get turned off on colors // which contain a minor amount of green. // // 1 = On. // 0 = Off. // #define FXAA_GREEN_AS_LUMA 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_EARLY_EXIT // // Controls algorithm's early exit path. // On PS3 turning this ON adds 2 cycles to the shader. // On 360 turning this OFF adds 10ths of a millisecond to the shader. // Turning this off on console will result in a more blurry image. // So this defaults to on. // // 1 = On. // 0 = Off. // #define FXAA_EARLY_EXIT 1 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_DISCARD // // Only valid for PC OpenGL currently. // Probably will not work when FXAA_GREEN_AS_LUMA = 1. // // 1 = Use discard on pixels which don't need AA. // For APIs which enable concurrent TEX+ROP from same surface. // 0 = Return unchanged color on pixels which don't need AA. // #define FXAA_DISCARD 0 #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_FAST_PIXEL_OFFSET // // Used for GLSL 120 only. // // 1 = GL API supports fast pixel offsets // 0 = do not use fast pixel offsets // #ifdef GL_EXT_gpu_shader4 #define FXAA_FAST_PIXEL_OFFSET 1 #endif #ifdef GL_NV_gpu_shader5 #define FXAA_FAST_PIXEL_OFFSET 1 #endif #ifdef GL_ARB_gpu_shader5 #define FXAA_FAST_PIXEL_OFFSET 1 #endif #ifndef FXAA_FAST_PIXEL_OFFSET #define FXAA_FAST_PIXEL_OFFSET 0 #endif #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_GATHER4_ALPHA // // 1 = API supports gather4 on alpha channel. // 0 = API does not support gather4 on alpha channel. // #if (FXAA_HLSL_5 == 1) #define FXAA_GATHER4_ALPHA 1 #endif #ifdef GL_ARB_gpu_shader5 #define FXAA_GATHER4_ALPHA 1 #endif #ifdef GL_NV_gpu_shader5 #define FXAA_GATHER4_ALPHA 1 #endif #ifndef FXAA_GATHER4_ALPHA #define FXAA_GATHER4_ALPHA 0 #endif #endif /*============================================================================ FXAA CONSOLE PS3 - TUNING KNOBS ============================================================================*/ #ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS // // Consoles the sharpness of edges on PS3 only. // Non-PS3 tuning is done with shader input. // // Due to the PS3 being ALU bound, // there are only two safe values here: 4 and 8. // These options use the shaders ability to a free *|/ by 2|4|8. // // 8.0 is sharper // 4.0 is softer // 2.0 is really soft (good for vector graphics inputs) // #if 1 #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 #endif #if 0 #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 #endif #if 0 #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 #endif #endif /*--------------------------------------------------------------------------*/ #ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD // // Only effects PS3. // Non-PS3 tuning is done with shader input. // // The minimum amount of local contrast required to apply algorithm. // The console setting has a different mapping than the quality setting. // // This only applies when FXAA_EARLY_EXIT is 1. // // Due to the PS3 being ALU bound, // there are only two safe values here: 0.25 and 0.125. // These options use the shaders ability to a free *|/ by 2|4|8. // // 0.125 leaves less aliasing, but is softer // 0.25 leaves more aliasing, and is sharper // #if 1 #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 #else #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 #endif #endif /*============================================================================ FXAA QUALITY - TUNING KNOBS ------------------------------------------------------------------------------ NOTE the other tuning knobs are now in the shader function inputs! ============================================================================*/ #ifndef FXAA_QUALITY__PRESET // // Choose the quality preset. // This needs to be compiled into the shader as it effects code. // Best option to include multiple presets is to // in each shader define the preset, then include this file. // // OPTIONS // ----------------------------------------------------------------------- // 10 to 15 - default medium dither (10=fastest, 15=highest quality) // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) // 39 - no dither, very expensive // // NOTES // ----------------------------------------------------------------------- // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) // 13 = about same speed as FXAA 3.9 and better than 12 // 23 = closest to FXAA 3.9 visually and performance wise // _ = the lowest digit is directly related to performance // _ = the highest digit is directly related to style // #define FXAA_QUALITY__PRESET 12 #endif /*============================================================================ FXAA QUALITY - PRESETS ============================================================================*/ /*============================================================================ FXAA QUALITY - MEDIUM DITHER PRESETS ============================================================================*/ #if (FXAA_QUALITY__PRESET == 10) #define FXAA_QUALITY__PS 3 #define FXAA_QUALITY__P0 1.5 #define FXAA_QUALITY__P1 3.0 #define FXAA_QUALITY__P2 12.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 11) #define FXAA_QUALITY__PS 4 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 3.0 #define FXAA_QUALITY__P3 12.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 12) #define FXAA_QUALITY__PS 5 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 4.0 #define FXAA_QUALITY__P4 12.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 13) #define FXAA_QUALITY__PS 6 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 4.0 #define FXAA_QUALITY__P5 12.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 14) #define FXAA_QUALITY__PS 7 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 2.0 #define FXAA_QUALITY__P5 4.0 #define FXAA_QUALITY__P6 12.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 15) #define FXAA_QUALITY__PS 8 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 2.0 #define FXAA_QUALITY__P5 2.0 #define FXAA_QUALITY__P6 4.0 #define FXAA_QUALITY__P7 12.0 #endif /*============================================================================ FXAA QUALITY - LOW DITHER PRESETS ============================================================================*/ #if (FXAA_QUALITY__PRESET == 20) #define FXAA_QUALITY__PS 3 #define FXAA_QUALITY__P0 1.5 #define FXAA_QUALITY__P1 2.0 #define FXAA_QUALITY__P2 8.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 21) #define FXAA_QUALITY__PS 4 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 8.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 22) #define FXAA_QUALITY__PS 5 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 8.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 23) #define FXAA_QUALITY__PS 6 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 2.0 #define FXAA_QUALITY__P5 8.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 24) #define FXAA_QUALITY__PS 7 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 2.0 #define FXAA_QUALITY__P5 3.0 #define FXAA_QUALITY__P6 8.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 25) #define FXAA_QUALITY__PS 8 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 2.0 #define FXAA_QUALITY__P5 2.0 #define FXAA_QUALITY__P6 4.0 #define FXAA_QUALITY__P7 8.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 26) #define FXAA_QUALITY__PS 9 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 2.0 #define FXAA_QUALITY__P5 2.0 #define FXAA_QUALITY__P6 2.0 #define FXAA_QUALITY__P7 4.0 #define FXAA_QUALITY__P8 8.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 27) #define FXAA_QUALITY__PS 10 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 2.0 #define FXAA_QUALITY__P5 2.0 #define FXAA_QUALITY__P6 2.0 #define FXAA_QUALITY__P7 2.0 #define FXAA_QUALITY__P8 4.0 #define FXAA_QUALITY__P9 8.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 28) #define FXAA_QUALITY__PS 11 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 2.0 #define FXAA_QUALITY__P5 2.0 #define FXAA_QUALITY__P6 2.0 #define FXAA_QUALITY__P7 2.0 #define FXAA_QUALITY__P8 2.0 #define FXAA_QUALITY__P9 4.0 #define FXAA_QUALITY__P10 8.0 #endif /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PRESET == 29) #define FXAA_QUALITY__PS 12 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.5 #define FXAA_QUALITY__P2 2.0 #define FXAA_QUALITY__P3 2.0 #define FXAA_QUALITY__P4 2.0 #define FXAA_QUALITY__P5 2.0 #define FXAA_QUALITY__P6 2.0 #define FXAA_QUALITY__P7 2.0 #define FXAA_QUALITY__P8 2.0 #define FXAA_QUALITY__P9 2.0 #define FXAA_QUALITY__P10 4.0 #define FXAA_QUALITY__P11 8.0 #endif /*============================================================================ FXAA QUALITY - EXTREME QUALITY ============================================================================*/ #if (FXAA_QUALITY__PRESET == 39) #define FXAA_QUALITY__PS 12 #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.0 #define FXAA_QUALITY__P2 1.0 #define FXAA_QUALITY__P3 1.0 #define FXAA_QUALITY__P4 1.0 #define FXAA_QUALITY__P5 1.5 #define FXAA_QUALITY__P6 2.0 #define FXAA_QUALITY__P7 2.0 #define FXAA_QUALITY__P8 2.0 #define FXAA_QUALITY__P9 2.0 #define FXAA_QUALITY__P10 4.0 #define FXAA_QUALITY__P11 8.0 #endif /*============================================================================ API PORTING ============================================================================*/ #if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) #define FxaaBool bool #define FxaaDiscard discard #define FxaaFloat float #define FxaaFloat2 vec2 #define FxaaFloat3 vec3 #define FxaaFloat4 vec4 #define FxaaHalf float #define FxaaHalf2 vec2 #define FxaaHalf3 vec3 #define FxaaHalf4 vec4 #define FxaaInt2 ivec2 #define FxaaSat(x) clamp(x, 0.0, 1.0) #define FxaaTex sampler2D #else #define FxaaBool bool #define FxaaDiscard clip(-1) #define FxaaFloat float #define FxaaFloat2 float2 #define FxaaFloat3 float3 #define FxaaFloat4 float4 #define FxaaHalf half #define FxaaHalf2 half2 #define FxaaHalf3 half3 #define FxaaHalf4 half4 #define FxaaSat(x) saturate(x) #endif /*--------------------------------------------------------------------------*/ #if (FXAA_GLSL_120 == 1) // Requires, // #version 120 // And at least, // #extension GL_EXT_gpu_shader4 : enable // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) #if (FXAA_FAST_PIXEL_OFFSET == 1) #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) #else #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) #endif #if (FXAA_GATHER4_ALPHA == 1) // use #extension GL_ARB_gpu_shader5 : enable #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) #define FxaaTexGreen4(t, p) textureGather(t, p, 1) #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) #endif #endif /*--------------------------------------------------------------------------*/ #if (FXAA_GLSL_130 == 1) // Requires "#version 130" or better #define FxaaTexTop(t, p) textureLod(t, p, 0.0) #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) #if (FXAA_GATHER4_ALPHA == 1) // use #extension GL_ARB_gpu_shader5 : enable #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) #define FxaaTexGreen4(t, p) textureGather(t, p, 1) #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) #endif #endif /*--------------------------------------------------------------------------*/ #if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) #define FxaaInt2 float2 #define FxaaTex sampler2D #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) #endif /*--------------------------------------------------------------------------*/ #if (FXAA_HLSL_4 == 1) #define FxaaInt2 int2 struct FxaaTex { SamplerState smpl; Texture2D tex; }; #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) #endif /*--------------------------------------------------------------------------*/ #if (FXAA_HLSL_5 == 1) #define FxaaInt2 int2 struct FxaaTex { SamplerState smpl; Texture2D tex; }; #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) #endif /*============================================================================ GREEN AS LUMA OPTION SUPPORT FUNCTION ============================================================================*/ #if (FXAA_GREEN_AS_LUMA == 0) FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } #else FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } #endif /*============================================================================ FXAA3 QUALITY - PC ============================================================================*/ #if (FXAA_PC == 1) /*--------------------------------------------------------------------------*/ FxaaFloat4 FxaaPixelShader( // // Use noperspective interpolation here (turn off perspective interpolation). // {xy} = center of pixel FxaaFloat2 pos, // // Used only for FXAA Console, and not used on the 360 version. // Use noperspective interpolation here (turn off perspective interpolation). // {xy__} = upper left of pixel // {__zw} = lower right of pixel FxaaFloat4 fxaaConsolePosPos, // // Input color texture. // {rgb_} = color in linear or perceptual color space // if (FXAA_GREEN_AS_LUMA == 0) // {___a} = luma in perceptual color space (not linear) FxaaTex tex, // // Only used on the optimized 360 version of FXAA Console. // For everything but 360, just use the same input here as for "tex". // For 360, same texture, just alias with a 2nd sampler. // This sampler needs to have an exponent bias of -1. FxaaTex fxaaConsole360TexExpBiasNegOne, // // Only used on the optimized 360 version of FXAA Console. // For everything but 360, just use the same input here as for "tex". // For 360, same texture, just alias with a 3nd sampler. // This sampler needs to have an exponent bias of -2. FxaaTex fxaaConsole360TexExpBiasNegTwo, // // Only used on FXAA Quality. // This must be from a constant/uniform. // {x_} = 1.0/screenWidthInPixels // {_y} = 1.0/screenHeightInPixels FxaaFloat2 fxaaQualityRcpFrame, // // Only used on FXAA Console. // This must be from a constant/uniform. // This effects sub-pixel AA quality and inversely sharpness. // Where N ranges between, // N = 0.50 (default) // N = 0.33 (sharper) // {x___} = -N/screenWidthInPixels // {_y__} = -N/screenHeightInPixels // {__z_} = N/screenWidthInPixels // {___w} = N/screenHeightInPixels FxaaFloat4 fxaaConsoleRcpFrameOpt, // // Only used on FXAA Console. // Not used on 360, but used on PS3 and PC. // This must be from a constant/uniform. // {x___} = -2.0/screenWidthInPixels // {_y__} = -2.0/screenHeightInPixels // {__z_} = 2.0/screenWidthInPixels // {___w} = 2.0/screenHeightInPixels FxaaFloat4 fxaaConsoleRcpFrameOpt2, // // Only used on FXAA Console. // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. // This must be from a constant/uniform. // {x___} = 8.0/screenWidthInPixels // {_y__} = 8.0/screenHeightInPixels // {__z_} = -4.0/screenWidthInPixels // {___w} = -4.0/screenHeightInPixels FxaaFloat4 fxaaConsole360RcpFrameOpt2, // // Only used on FXAA Quality. // This used to be the FXAA_QUALITY__SUBPIX define. // It is here now to allow easier tuning. // Choose the amount of sub-pixel aliasing removal. // This can effect sharpness. // 1.00 - upper limit (softer) // 0.75 - default amount of filtering // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) // 0.25 - almost off // 0.00 - completely off FxaaFloat fxaaQualitySubpix, // // Only used on FXAA Quality. // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. // It is here now to allow easier tuning. // The minimum amount of local contrast required to apply algorithm. // 0.333 - too little (faster) // 0.250 - low quality // 0.166 - default // 0.125 - high quality // 0.063 - overkill (slower) FxaaFloat fxaaQualityEdgeThreshold, // // Only used on FXAA Quality. // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. // It is here now to allow easier tuning. // Trims the algorithm from processing darks. // 0.0833 - upper limit (default, the start of visible unfiltered edges) // 0.0625 - high quality (faster) // 0.0312 - visible limit (slower) // Special notes when using FXAA_GREEN_AS_LUMA, // Likely want to set this to zero. // As colors that are mostly not-green // will appear very dark in the green channel! // Tune by looking at mostly non-green content, // then start at zero and increase until aliasing is a problem. FxaaFloat fxaaQualityEdgeThresholdMin, // // Only used on FXAA Console. // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. // It is here now to allow easier tuning. // This does not effect PS3, as this needs to be compiled in. // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. // Due to the PS3 being ALU bound, // there are only three safe values here: 2 and 4 and 8. // These options use the shaders ability to a free *|/ by 2|4|8. // For all other platforms can be a non-power of two. // 8.0 is sharper (default!!!) // 4.0 is softer // 2.0 is really soft (good only for vector graphics inputs) FxaaFloat fxaaConsoleEdgeSharpness, // // Only used on FXAA Console. // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. // It is here now to allow easier tuning. // This does not effect PS3, as this needs to be compiled in. // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. // Due to the PS3 being ALU bound, // there are only two safe values here: 1/4 and 1/8. // These options use the shaders ability to a free *|/ by 2|4|8. // The console setting has a different mapping than the quality setting. // Other platforms can use other values. // 0.125 leaves less aliasing, but is softer (default!!!) // 0.25 leaves more aliasing, and is sharper FxaaFloat fxaaConsoleEdgeThreshold, // // Only used on FXAA Console. // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. // It is here now to allow easier tuning. // Trims the algorithm from processing darks. // The console setting has a different mapping than the quality setting. // This only applies when FXAA_EARLY_EXIT is 1. // This does not apply to PS3, // PS3 was simplified to avoid more shader instructions. // 0.06 - faster but more aliasing in darks // 0.05 - default // 0.04 - slower and less aliasing in darks // Special notes when using FXAA_GREEN_AS_LUMA, // Likely want to set this to zero. // As colors that are mostly not-green // will appear very dark in the green channel! // Tune by looking at mostly non-green content, // then start at zero and increase until aliasing is a problem. FxaaFloat fxaaConsoleEdgeThresholdMin, // // Extra constants for 360 FXAA Console only. // Use zeros or anything else for other platforms. // These must be in physical constant registers and NOT immedates. // Immedates will result in compiler un-optimizing. // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) FxaaFloat4 fxaaConsole360ConstDir ) { /*--------------------------------------------------------------------------*/ FxaaFloat2 posM; posM.x = pos.x; posM.y = pos.y; #if (FXAA_GATHER4_ALPHA == 1) #if (FXAA_DISCARD == 0) FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); #if (FXAA_GREEN_AS_LUMA == 0) #define lumaM rgbyM.w #else #define lumaM rgbyM.y #endif #endif #if (FXAA_GREEN_AS_LUMA == 0) FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); #else FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); #endif #if (FXAA_DISCARD == 1) #define lumaM luma4A.w #endif #define lumaE luma4A.z #define lumaS luma4A.x #define lumaSE luma4A.y #define lumaNW luma4B.w #define lumaN luma4B.z #define lumaW luma4B.x #else FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); #if (FXAA_GREEN_AS_LUMA == 0) #define lumaM rgbyM.w #else #define lumaM rgbyM.y #endif FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(0, 1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, 0), fxaaQualityRcpFrame.xy)); FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(0, -1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); #endif /*--------------------------------------------------------------------------*/ FxaaFloat maxSM = max(lumaS, lumaM); FxaaFloat minSM = min(lumaS, lumaM); FxaaFloat maxESM = max(lumaE, maxSM); FxaaFloat minESM = min(lumaE, minSM); FxaaFloat maxWN = max(lumaN, lumaW); FxaaFloat minWN = min(lumaN, lumaW); FxaaFloat rangeMax = max(maxWN, maxESM); FxaaFloat rangeMin = min(minWN, minESM); FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; FxaaFloat range = rangeMax - rangeMin; FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); FxaaBool earlyExit = range < rangeMaxClamped; /*--------------------------------------------------------------------------*/ if (earlyExit) #if (FXAA_DISCARD == 1) FxaaDiscard; #else return rgbyM; #endif /*--------------------------------------------------------------------------*/ #if (FXAA_GATHER4_ALPHA == 0) FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, -1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, 1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); #else FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); #endif /*--------------------------------------------------------------------------*/ FxaaFloat lumaNS = lumaN + lumaS; FxaaFloat lumaWE = lumaW + lumaE; FxaaFloat subpixRcpRange = 1.0 / range; FxaaFloat subpixNSWE = lumaNS + lumaWE; FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; /*--------------------------------------------------------------------------*/ FxaaFloat lumaNESE = lumaNE + lumaSE; FxaaFloat lumaNWNE = lumaNW + lumaNE; FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; /*--------------------------------------------------------------------------*/ FxaaFloat lumaNWSW = lumaNW + lumaSW; FxaaFloat lumaSWSE = lumaSW + lumaSE; FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; /*--------------------------------------------------------------------------*/ FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; FxaaFloat lengthSign = fxaaQualityRcpFrame.x; FxaaBool horzSpan = edgeHorz >= edgeVert; FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; /*--------------------------------------------------------------------------*/ if (!horzSpan) lumaN = lumaW; if (!horzSpan) lumaS = lumaE; if (horzSpan) lengthSign = fxaaQualityRcpFrame.y; FxaaFloat subpixB = (subpixA * (1.0 / 12.0)) - lumaM; /*--------------------------------------------------------------------------*/ FxaaFloat gradientN = lumaN - lumaM; FxaaFloat gradientS = lumaS - lumaM; FxaaFloat lumaNN = lumaN + lumaM; FxaaFloat lumaSS = lumaS + lumaM; FxaaBool pairN = abs(gradientN) >= abs(gradientS); FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); if (pairN) lengthSign = -lengthSign; FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); /*--------------------------------------------------------------------------*/ FxaaFloat2 posB; posB.x = posM.x; posB.y = posM.y; FxaaFloat2 offNP; offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; offNP.y = (horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; if (!horzSpan) posB.x += lengthSign * 0.5; if (horzSpan) posB.y += lengthSign * 0.5; /*--------------------------------------------------------------------------*/ FxaaFloat2 posN; posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; FxaaFloat2 posP; posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); FxaaFloat subpixE = subpixC * subpixC; FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); /*--------------------------------------------------------------------------*/ if (!pairN) lumaNN = lumaSS; FxaaFloat gradientScaled = gradient * 1.0 / 4.0; FxaaFloat lumaMM = lumaM - lumaNN * 0.5; FxaaFloat subpixF = subpixD * subpixE; FxaaBool lumaMLTZero = lumaMM < 0.0; /*--------------------------------------------------------------------------*/ lumaEndN -= lumaNN * 0.5; lumaEndP -= lumaNN * 0.5; FxaaBool doneN = abs(lumaEndN) >= gradientScaled; FxaaBool doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; FxaaBool doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; /*--------------------------------------------------------------------------*/ if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 3) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 4) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 5) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 6) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 7) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 8) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 9) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 10) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 11) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY__PS > 12) if (doneNP) { if (!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if (!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if (!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if (!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if (!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; if (!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; doneNP = (!doneN) || (!doneP); if (!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; if (!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } /*--------------------------------------------------------------------------*/ FxaaFloat dstN = posM.x - posN.x; FxaaFloat dstP = posP.x - posM.x; if (!horzSpan) dstN = posM.y - posN.y; if (!horzSpan) dstP = posP.y - posM.y; /*--------------------------------------------------------------------------*/ FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; FxaaFloat spanLength = (dstP + dstN); FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; FxaaFloat spanLengthRcp = 1.0 / spanLength; /*--------------------------------------------------------------------------*/ FxaaBool directionN = dstN < dstP; FxaaFloat dst = min(dstN, dstP); FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; FxaaFloat subpixG = subpixF * subpixF; FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; FxaaFloat subpixH = subpixG * fxaaQualitySubpix; /*--------------------------------------------------------------------------*/ FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); if (!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; if (horzSpan) posM.y += pixelOffsetSubpix * lengthSign; #if (FXAA_DISCARD == 1) return FxaaTexTop(tex, posM); #else return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); #endif } /*==========================================================================*/ #endif /*============================================================================ FXAA3 CONSOLE - PC VERSION ------------------------------------------------------------------------------ Instead of using this on PC, I'd suggest just using FXAA Quality with #define FXAA_QUALITY__PRESET 10 Or #define FXAA_QUALITY__PRESET 20 Either are higher qualilty and almost as fast as this on modern PC GPUs. ============================================================================*/ #if (FXAA_PC_CONSOLE == 1) /*--------------------------------------------------------------------------*/ FxaaFloat4 FxaaPixelShader( // See FXAA Quality FxaaPixelShader() source for docs on Inputs! FxaaFloat2 pos, FxaaFloat4 fxaaConsolePosPos, FxaaTex tex, FxaaTex fxaaConsole360TexExpBiasNegOne, FxaaTex fxaaConsole360TexExpBiasNegTwo, FxaaFloat2 fxaaQualityRcpFrame, FxaaFloat4 fxaaConsoleRcpFrameOpt, FxaaFloat4 fxaaConsoleRcpFrameOpt2, FxaaFloat4 fxaaConsole360RcpFrameOpt2, FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin, FxaaFloat fxaaConsoleEdgeSharpness, FxaaFloat fxaaConsoleEdgeThreshold, FxaaFloat fxaaConsoleEdgeThresholdMin, FxaaFloat4 fxaaConsole360ConstDir ) { /*--------------------------------------------------------------------------*/ FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); /*--------------------------------------------------------------------------*/ FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); #if (FXAA_GREEN_AS_LUMA == 0) FxaaFloat lumaM = rgbyM.w; #else FxaaFloat lumaM = rgbyM.y; #endif /*--------------------------------------------------------------------------*/ FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); lumaNe += 1.0 / 384.0; FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); /*--------------------------------------------------------------------------*/ FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); /*--------------------------------------------------------------------------*/ FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); /*--------------------------------------------------------------------------*/ FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; /*--------------------------------------------------------------------------*/ FxaaFloat lumaMinM = min(lumaMin, lumaM); FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); FxaaFloat lumaMaxM = max(lumaMax, lumaM); FxaaFloat dirSwMinusNe = lumaSw - lumaNe; FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; FxaaFloat dirSeMinusNw = lumaSe - lumaNw; if (lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; /*--------------------------------------------------------------------------*/ FxaaFloat2 dir; dir.x = dirSwMinusNe + dirSeMinusNw; dir.y = dirSwMinusNe - dirSeMinusNw; /*--------------------------------------------------------------------------*/ FxaaFloat2 dir1 = normalize(dir.xy); FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); /*--------------------------------------------------------------------------*/ FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); /*--------------------------------------------------------------------------*/ FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); /*--------------------------------------------------------------------------*/ FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); /*--------------------------------------------------------------------------*/ #if (FXAA_GREEN_AS_LUMA == 0) FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); #else FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); #endif if (twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; return rgbyB; } /*==========================================================================*/ #endif /*============================================================================ FXAA3 CONSOLE - 360 PIXEL SHADER ------------------------------------------------------------------------------ This optimized version thanks to suggestions from Andy Luedke. Should be fully tex bound in all cases. As of the FXAA 3.11 release, I have still not tested this code, however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. And note this is replacing the old unoptimized version. If it does not work, please let me know so I can fix it. ============================================================================*/ #if (FXAA_360 == 1) /*--------------------------------------------------------------------------*/ [reduceTempRegUsage(4)] float4 FxaaPixelShader( // See FXAA Quality FxaaPixelShader() source for docs on Inputs! FxaaFloat2 pos, FxaaFloat4 fxaaConsolePosPos, FxaaTex tex, FxaaTex fxaaConsole360TexExpBiasNegOne, FxaaTex fxaaConsole360TexExpBiasNegTwo, FxaaFloat2 fxaaQualityRcpFrame, FxaaFloat4 fxaaConsoleRcpFrameOpt, FxaaFloat4 fxaaConsoleRcpFrameOpt2, FxaaFloat4 fxaaConsole360RcpFrameOpt2, FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin, FxaaFloat fxaaConsoleEdgeSharpness, FxaaFloat fxaaConsoleEdgeThreshold, FxaaFloat fxaaConsoleEdgeThresholdMin, FxaaFloat4 fxaaConsole360ConstDir ) { /*--------------------------------------------------------------------------*/ float4 lumaNwNeSwSe; #if (FXAA_GREEN_AS_LUMA == 0) asm { tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD = false tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD = false tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD = false tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD = false }; #else asm { tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD = false tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD = false tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD = false tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD = false }; #endif /*--------------------------------------------------------------------------*/ lumaNwNeSwSe.y += 1.0 / 384.0; float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); /*--------------------------------------------------------------------------*/ float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); #if (FXAA_GREEN_AS_LUMA == 0) float lumaMinM = min(lumaMin, rgbyM.w); float lumaMaxM = max(lumaMax, rgbyM.w); #else float lumaMinM = min(lumaMin, rgbyM.y); float lumaMaxM = max(lumaMax, rgbyM.y); #endif if ((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; /*--------------------------------------------------------------------------*/ float2 dir; dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); dir = normalize(dir); /*--------------------------------------------------------------------------*/ float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; /*--------------------------------------------------------------------------*/ float4 dir2; float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; /*--------------------------------------------------------------------------*/ float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); /*--------------------------------------------------------------------------*/ float4 rgbyA = rgbyN1 + rgbyP1; float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5; /*--------------------------------------------------------------------------*/ float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB; rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA; return rgbyR; } /*==========================================================================*/ #endif /*============================================================================ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) ============================================================================== The code below does not exactly match the assembly. I have a feeling that 12 cycles is possible, but was not able to get there. Might have to increase register count to get full performance. Note this shader does not use perspective interpolation. Use the following cgc options, --fenable-bx2 --fastmath --fastprecision --nofloatbindings ------------------------------------------------------------------------------ NVSHADERPERF OUTPUT ------------------------------------------------------------------------------ For reference and to aid in debug, output of NVShaderPerf should match this, Shader to schedule: 0: texpkb h0.w(TRUE), v5.zyxx, #0 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x 4: texpkb h0.w(TRUE), v5.xwxx, #0 6: addh h0.z(TRUE), -h2, h0.w 7: texpkb h1.w(TRUE), v5, #0 9: addh h0.x(TRUE), h0.z, -h1.w 10: addh h3.w(TRUE), h0.z, h1 11: texpkb h2.w(TRUE), v5.zwzz, #0 13: addh h0.z(TRUE), h3.w, -h2.w 14: addh h0.x(TRUE), h2.w, h0 15: nrmh h1.xz(TRUE), h0_n 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| 17: maxh h4.w(TRUE), h0, h1 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n 19: movr r1.zw(TRUE), v4.xxxy 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww 22: minh h5.w(TRUE), h0, h1 23: texpkb h0(TRUE), r2.xzxx, #0 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 27: maxh h4.x(TRUE), h2.z, h2.w 28: texpkb h1(TRUE), r0.zwzz, #0 30: addh_d2 h1(TRUE), h0, h1 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz 33: texpkb h0(TRUE), r0, #0 35: minh h4.z(TRUE), h2, h2.w 36: fenct TRUE 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz 39: texpkb h2(TRUE), r1, #0 41: addh_d2 h0(TRUE), h0, h2 42: maxh h2.w(TRUE), h4, h4.x 43: minh h2.x(TRUE), h5.w, h4.z 44: addh_d2 h0(TRUE), h0, h1 45: slth h2.x(TRUE), h0.w, h2 46: sgth h2.w(TRUE), h0, h2 47: movh h0(TRUE), h0 48: addx.c0 rc(TRUE), h2, h2.w 49: movh h0(c0.NE.x), h1 IPU0 ------ Simplified schedule: -------- Pass | Unit | uOp | PC: Op -----+--------+------+------------------------- 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-; | | | 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-; | | | 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0; | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---; | SCB1 | add | 10: ADDh h3.w, h0.---z, h1; | | | 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; | SCB0 | add | 14: ADDh h0.x, h2.w---, h0; | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-; | | | 5 | SCT1 | mov | 15: NRMh h1.xz, h0; | SRB | nrm | 15: NRMh h1.xz, h0; | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|; | SCB1 | max | 17: MAXh h4.w, h0, h1; | | | 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0; | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy; | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-; | SCB1 | min | 22: MINh h5.w, h0, h1; | | | 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0; | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---; | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1; | | | 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0; | SCB0/1 | add | 30: ADDh/2 h1, h0, h1; | | | 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--; | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0; | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0; | SCB1 | min | 35: MINh h4.z, h2, h2.--w-; | | | 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--; | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0; | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0; | SCB0/1 | add | 41: ADDh/2 h0, h0, h2; | | | 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---; | SCT1 | max | 42: MAXh h2.w, h4, h4.---x; | SCB0/1 | add | 44: ADDh/2 h0, h0, h1; | | | 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2; | SCT1 | set | 46: SGTh h2.w, h0, h2; | SCB0/1 | mul | 47: MOVh h0, h0; | | | 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---; | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1; Pass SCT TEX SCB 1: 0% 100% 25% 2: 0% 100% 25% 3: 0% 100% 50% 4: 0% 100% 50% 5: 0% 0% 50% 6: 100% 0% 75% 7: 0% 100% 75% 8: 0% 100% 100% 9: 0% 100% 25% 10: 0% 100% 100% 11: 50% 0% 100% 12: 50% 0% 100% 13: 25% 0% 100% MEAN: 17% 61% 67% Pass SCT0 SCT1 TEX SCB0 SCB1 1: 0% 0% 100% 0% 100% 2: 0% 0% 100% 0% 100% 3: 0% 0% 100% 100% 100% 4: 0% 0% 100% 100% 100% 5: 0% 0% 0% 100% 100% 6: 100% 100% 0% 100% 100% 7: 0% 0% 100% 100% 100% 8: 0% 0% 100% 100% 100% 9: 0% 0% 100% 0% 100% 10: 0% 0% 100% 100% 100% 11: 100% 100% 0% 100% 100% 12: 100% 100% 0% 100% 100% 13: 100% 0% 0% 100% 100% MEAN: 30% 23% 61% 76% 100% Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 Results 13 cycles, 3 r regs, 923,076,923 pixels/s ============================================================================*/ #if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) /*--------------------------------------------------------------------------*/ #pragma regcount 7 #pragma disablepc all #pragma option O3 #pragma option OutColorPrec=fp16 #pragma texformat default RGBA8 /*==========================================================================*/ half4 FxaaPixelShader( // See FXAA Quality FxaaPixelShader() source for docs on Inputs! FxaaFloat2 pos, FxaaFloat4 fxaaConsolePosPos, FxaaTex tex, FxaaTex fxaaConsole360TexExpBiasNegOne, FxaaTex fxaaConsole360TexExpBiasNegTwo, FxaaFloat2 fxaaQualityRcpFrame, FxaaFloat4 fxaaConsoleRcpFrameOpt, FxaaFloat4 fxaaConsoleRcpFrameOpt2, FxaaFloat4 fxaaConsole360RcpFrameOpt2, FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin, FxaaFloat fxaaConsoleEdgeSharpness, FxaaFloat fxaaConsoleEdgeThreshold, FxaaFloat fxaaConsoleEdgeThresholdMin, FxaaFloat4 fxaaConsole360ConstDir ) { /*--------------------------------------------------------------------------*/ // (1) half4 dir; half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); #if (FXAA_GREEN_AS_LUMA == 0) lumaNe.w += half(1.0 / 512.0); dir.x = -lumaNe.w; dir.z = -lumaNe.w; #else lumaNe.y += half(1.0 / 512.0); dir.x = -lumaNe.y; dir.z = -lumaNe.y; #endif /*--------------------------------------------------------------------------*/ // (2) half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); #if (FXAA_GREEN_AS_LUMA == 0) dir.x += lumaSw.w; dir.z += lumaSw.w; #else dir.x += lumaSw.y; dir.z += lumaSw.y; #endif /*--------------------------------------------------------------------------*/ // (3) half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); #if (FXAA_GREEN_AS_LUMA == 0) dir.x -= lumaNw.w; dir.z += lumaNw.w; #else dir.x -= lumaNw.y; dir.z += lumaNw.y; #endif /*--------------------------------------------------------------------------*/ // (4) half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); #if (FXAA_GREEN_AS_LUMA == 0) dir.x += lumaSe.w; dir.z -= lumaSe.w; #else dir.x += lumaSe.y; dir.z -= lumaSe.y; #endif /*--------------------------------------------------------------------------*/ // (5) half4 dir1_pos; dir1_pos.xy = normalize(dir.xyz).xz; half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); /*--------------------------------------------------------------------------*/ // (6) half4 dir2_pos; dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); dir1_pos.zw = pos.xy; dir2_pos.zw = pos.xy; half4 temp1N; temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; /*--------------------------------------------------------------------------*/ // (7) temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); half4 rgby1; rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; /*--------------------------------------------------------------------------*/ // (8) rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); rgby1 = (temp1N + rgby1) * 0.5; /*--------------------------------------------------------------------------*/ // (9) half4 temp2N; temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); /*--------------------------------------------------------------------------*/ // (10) half4 rgby2; rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); rgby2 = (temp2N + rgby2) * 0.5; /*--------------------------------------------------------------------------*/ // (11) // compilier moves these scalar ops up to other cycles #if (FXAA_GREEN_AS_LUMA == 0) half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); #else half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); #endif rgby2 = (rgby2 + rgby1) * 0.5; /*--------------------------------------------------------------------------*/ // (12) #if (FXAA_GREEN_AS_LUMA == 0) bool twoTapLt = rgby2.w < lumaMin; bool twoTapGt = rgby2.w > lumaMax; #else bool twoTapLt = rgby2.y < lumaMin; bool twoTapGt = rgby2.y > lumaMax; #endif /*--------------------------------------------------------------------------*/ // (13) if (twoTapLt || twoTapGt) rgby2 = rgby1; /*--------------------------------------------------------------------------*/ return rgby2; } /*==========================================================================*/ #endif /*============================================================================ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) ============================================================================== The code mostly matches the assembly. I have a feeling that 14 cycles is possible, but was not able to get there. Might have to increase register count to get full performance. Note this shader does not use perspective interpolation. Use the following cgc options, --fenable-bx2 --fastmath --fastprecision --nofloatbindings Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). Will look at fixing this for FXAA 3.12. ------------------------------------------------------------------------------ NVSHADERPERF OUTPUT ------------------------------------------------------------------------------ For reference and to aid in debug, output of NVShaderPerf should match this, Shader to schedule: 0: texpkb h0.w(TRUE), v5.zyxx, #0 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x 4: texpkb h1.w(TRUE), v5.xwxx, #0 6: addh h0.x(TRUE), h1.w, -h2.y 7: texpkb h2.w(TRUE), v5.zwzz, #0 9: minh h4.w(TRUE), h2.y, h2 10: maxh h5.x(TRUE), h2.y, h2.w 11: texpkb h0.w(TRUE), v5, #0 13: addh h3.w(TRUE), -h0, h0.x 14: addh h0.x(TRUE), h0.w, h0 15: addh h0.z(TRUE), -h2.w, h0.x 16: addh h0.x(TRUE), h2.w, h3.w 17: minh h5.y(TRUE), h0.w, h1.w 18: nrmh h2.xz(TRUE), h0_n 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w 21: movr r1.zw(TRUE), v4.xxxy 22: maxh h2.w(TRUE), h0, h1 23: fenct TRUE 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz 26: texpkb h0(TRUE), r0, #0 28: maxh h5.x(TRUE), h2.w, h5 29: minh h5.w(TRUE), h5.y, h4 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz 32: texpkb h2(TRUE), r1, #0 34: addh_d2 h2(TRUE), h0, h2 35: texpkb h1(TRUE), v4, #0 37: maxh h5.y(TRUE), h5.x, h1.w 38: minh h4.w(TRUE), h1, h5 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz 41: texpkb h0(TRUE), r0, #0 43: addh_m8 h5.z(TRUE), h5.y, -h4.w 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz 46: texpkb h3(TRUE), r2, #0 48: addh_d2 h0(TRUE), h0, h3 49: addh_d2 h3(TRUE), h0, h2 50: movh h0(TRUE), h3 51: slth h3.x(TRUE), h3.w, h5.w 52: sgth h3.w(TRUE), h3, h5.x 53: addx.c0 rc(TRUE), h3.x, h3 54: slth.c0 rc(TRUE), h5.z, h5 55: movh h0(c0.NE.w), h2 56: movh h0(c0.NE.x), h1 IPU0 ------ Simplified schedule: -------- Pass | Unit | uOp | PC: Op -----+--------+------+------------------------- 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--; | | | 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---; | | | 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---; | SCB1 | min | 9: MINh h4.w, h2.---y, h2; | | | 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0; | SCB0 | add | 14: ADDh h0.x, h0.w---, h0; | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x; | | | 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---; | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-; | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--; | | | 6 | SCT1 | mov | 18: NRMh h2.xz, h0; | SRB | nrm | 18: NRMh h2.xz, h0; | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|; | | | 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--; | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy; | SCB1 | max | 22: MAXh h2.w, h0, h1; | | | 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0; | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0; | SCB0 | max | 28: MAXh h5.x, h2.w---, h5; | SCB1 | min | 29: MINh h5.w, h5.---y, h4; | | | 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--; | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0; | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0; | SCB0/1 | add | 34: ADDh/2 h2, h0, h2; | | | 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0; | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--; | SCB1 | min | 38: MINh h4.w, h1, h5; | | | 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--; | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0; | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0; | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--; | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-; | | | 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0; | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0; | SCB0/1 | add | 48: ADDh/2 h0, h0, h3; | | | 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2; | SCB0/1 | mul | 50: MOVh h0, h3; | | | 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---; | SCT1 | set | 52: SGTh h3.w, h3, h5.---x; | SCB0 | set | 54: SLThc0 rc, h5.z---, h5; | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3; | | | 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2; | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1; Pass SCT TEX SCB 1: 0% 100% 25% 2: 0% 100% 25% 3: 0% 100% 50% 4: 0% 100% 50% 5: 50% 0% 25% 6: 0% 0% 25% 7: 100% 0% 25% 8: 0% 100% 50% 9: 0% 100% 100% 10: 0% 100% 50% 11: 0% 100% 75% 12: 0% 100% 100% 13: 100% 0% 100% 14: 50% 0% 50% 15: 100% 0% 100% MEAN: 26% 60% 56% Pass SCT0 SCT1 TEX SCB0 SCB1 1: 0% 0% 100% 100% 0% 2: 0% 0% 100% 100% 0% 3: 0% 0% 100% 100% 100% 4: 0% 0% 100% 100% 100% 5: 100% 100% 0% 100% 0% 6: 0% 0% 0% 0% 100% 7: 100% 100% 0% 0% 100% 8: 0% 0% 100% 100% 100% 9: 0% 0% 100% 100% 100% 10: 0% 0% 100% 100% 100% 11: 0% 0% 100% 100% 100% 12: 0% 0% 100% 100% 100% 13: 100% 100% 0% 100% 100% 14: 100% 100% 0% 100% 100% 15: 100% 100% 0% 100% 100% MEAN: 33% 33% 60% 86% 80% Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 Results 15 cycles, 3 r regs, 800,000,000 pixels/s ============================================================================*/ #if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) /*--------------------------------------------------------------------------*/ #pragma regcount 7 #pragma disablepc all #pragma option O2 #pragma option OutColorPrec=fp16 #pragma texformat default RGBA8 /*==========================================================================*/ half4 FxaaPixelShader( // See FXAA Quality FxaaPixelShader() source for docs on Inputs! FxaaFloat2 pos, FxaaFloat4 fxaaConsolePosPos, FxaaTex tex, FxaaTex fxaaConsole360TexExpBiasNegOne, FxaaTex fxaaConsole360TexExpBiasNegTwo, FxaaFloat2 fxaaQualityRcpFrame, FxaaFloat4 fxaaConsoleRcpFrameOpt, FxaaFloat4 fxaaConsoleRcpFrameOpt2, FxaaFloat4 fxaaConsole360RcpFrameOpt2, FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin, FxaaFloat fxaaConsoleEdgeSharpness, FxaaFloat fxaaConsoleEdgeThreshold, FxaaFloat fxaaConsoleEdgeThresholdMin, FxaaFloat4 fxaaConsole360ConstDir ) { /*--------------------------------------------------------------------------*/ // (1) half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); #if (FXAA_GREEN_AS_LUMA == 0) half lumaNe = rgbyNe.w + half(1.0 / 512.0); #else half lumaNe = rgbyNe.y + half(1.0 / 512.0); #endif /*--------------------------------------------------------------------------*/ // (2) half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); #if (FXAA_GREEN_AS_LUMA == 0) half lumaSwNegNe = lumaSw.w - lumaNe; #else half lumaSwNegNe = lumaSw.y - lumaNe; #endif /*--------------------------------------------------------------------------*/ // (3) half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); #if (FXAA_GREEN_AS_LUMA == 0) half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); half lumaMinNwSw = min(lumaNw.w, lumaSw.w); #else half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); half lumaMinNwSw = min(lumaNw.y, lumaSw.y); #endif /*--------------------------------------------------------------------------*/ // (4) half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); #if (FXAA_GREEN_AS_LUMA == 0) half dirZ = lumaNw.w + lumaSwNegNe; half dirX = -lumaNw.w + lumaSwNegNe; #else half dirZ = lumaNw.y + lumaSwNegNe; half dirX = -lumaNw.y + lumaSwNegNe; #endif /*--------------------------------------------------------------------------*/ // (5) half3 dir; dir.y = 0.0; #if (FXAA_GREEN_AS_LUMA == 0) dir.x = lumaSe.w + dirX; dir.z = -lumaSe.w + dirZ; half lumaMinNeSe = min(lumaNe, lumaSe.w); #else dir.x = lumaSe.y + dirX; dir.z = -lumaSe.y + dirZ; half lumaMinNeSe = min(lumaNe, lumaSe.y); #endif /*--------------------------------------------------------------------------*/ // (6) half4 dir1_pos; dir1_pos.xy = normalize(dir).xz; half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); /*--------------------------------------------------------------------------*/ // (7) half4 dir2_pos; dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); dir1_pos.zw = pos.xy; dir2_pos.zw = pos.xy; #if (FXAA_GREEN_AS_LUMA == 0) half lumaMaxNeSe = max(lumaNe, lumaSe.w); #else half lumaMaxNeSe = max(lumaNe, lumaSe.y); #endif /*--------------------------------------------------------------------------*/ // (8) half4 temp1N; temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); half lumaMin = min(lumaMinNwSw, lumaMinNeSe); /*--------------------------------------------------------------------------*/ // (9) half4 rgby1; rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); rgby1 = (temp1N + rgby1) * 0.5; /*--------------------------------------------------------------------------*/ // (10) half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); #if (FXAA_GREEN_AS_LUMA == 0) half lumaMaxM = max(lumaMax, rgbyM.w); half lumaMinM = min(lumaMin, rgbyM.w); #else half lumaMaxM = max(lumaMax, rgbyM.y); half lumaMinM = min(lumaMin, rgbyM.y); #endif /*--------------------------------------------------------------------------*/ // (11) half4 temp2N; temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); half4 rgby2; rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; /*--------------------------------------------------------------------------*/ // (12) rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); rgby2 = (temp2N + rgby2) * 0.5; /*--------------------------------------------------------------------------*/ // (13) rgby2 = (rgby2 + rgby1) * 0.5; /*--------------------------------------------------------------------------*/ // (14) #if (FXAA_GREEN_AS_LUMA == 0) bool twoTapLt = rgby2.w < lumaMin; bool twoTapGt = rgby2.w > lumaMax; #else bool twoTapLt = rgby2.y < lumaMin; bool twoTapGt = rgby2.y > lumaMax; #endif bool earlyExit = lumaRangeM < lumaMax; bool twoTap = twoTapLt || twoTapGt; /*--------------------------------------------------------------------------*/ // (15) if (twoTap) rgby2 = rgby1; if (earlyExit) rgby2 = rgbyM; /*--------------------------------------------------------------------------*/ return rgby2; } /*==========================================================================*/ #endif #endif // __FXAA3_INC__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/FXAA3.cginc.meta ================================================ fileFormatVersion: 2 guid: 613b4036a9f55c34fb054bde02455e46 timeCreated: 1462350552 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Fog.shader ================================================ Shader "Hidden/Post FX/Fog" { Properties { _MainTex("Main Texture", 2D) = "white" {} } CGINCLUDE #pragma multi_compile __ FOG_LINEAR FOG_EXP FOG_EXP2 #include "UnityCG.cginc" #include "Common.cginc" #define SKYBOX_THREASHOLD_VALUE 0.9999 struct Varyings { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; Varyings VertFog(AttributesDefault v) { Varyings o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST); return o; } sampler2D _CameraDepthTexture; half4 _FogColor; float _Density; float _Start; float _End; half ComputeFog(float z) { half fog = 0.0; #if FOG_LINEAR fog = (_End - z) / (_End - _Start); #elif FOG_EXP fog = exp2(-_Density * z); #else // FOG_EXP2 fog = _Density * z; fog = exp2(-fog * fog); #endif return saturate(fog); } float ComputeDistance(float depth) { float dist = depth * _ProjectionParams.z; dist -= _ProjectionParams.y; return dist; } half4 FragFog(Varyings i) : SV_Target { half4 color = tex2D(_MainTex, i.uv); float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); depth = Linear01Depth(depth); float dist = ComputeDistance(depth); half fog = 1.0 - ComputeFog(dist); return lerp(color, _FogColor, fog); } half4 FragFogExcludeSkybox(Varyings i) : SV_Target { half4 color = tex2D(_MainTex, i.uv); float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); depth = Linear01Depth(depth); float skybox = depth < SKYBOX_THREASHOLD_VALUE; float dist = ComputeDistance(depth); half fog = 1.0 - ComputeFog(dist); return lerp(color, _FogColor, fog * skybox); } ENDCG SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex VertFog #pragma fragment FragFog ENDCG } Pass { CGPROGRAM #pragma vertex VertFog #pragma fragment FragFogExcludeSkybox ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Fog.shader.meta ================================================ fileFormatVersion: 2 guid: 2a72fc91cbae3cc4686a6143e8517993 timeCreated: 1487335480 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/GrainGen.shader ================================================ Shader "Hidden/Post FX/Grain Generator" { CGINCLUDE #pragma exclude_renderers d3d11_9x #pragma target 3.0 #include "UnityCG.cginc" #include "Common.cginc" float _Phase; // Implementation based on Timothy Lottes' "Large Grain" // Reference code: https://www.shadertoy.com/view/4sSXDW // Other article of interest: http://devlog-martinsh.blogspot.fr/2013/05/image-imperfections-and-film-grain-post.html float Noise(float2 n, float x) { n += x; return frac(sin(dot(n.xy, float2(12.9898, 78.233))) * 43758.5453); } float Step1(float2 uv, float n) { float b = 2.0, c = -12.0; return (1.0 / (4.0 + b * 4.0 + abs(c))) * ( Noise(uv + float2(-1.0, -1.0), n) + Noise(uv + float2( 0.0, -1.0), n) * b + Noise(uv + float2( 1.0, -1.0), n) + Noise(uv + float2(-1.0, 0.0), n) * b + Noise(uv + float2( 0.0, 0.0), n) * c + Noise(uv + float2( 1.0, 0.0), n) * b + Noise(uv + float2(-1.0, 1.0), n) + Noise(uv + float2( 0.0, 1.0), n) * b + Noise(uv + float2( 1.0, 1.0), n) ); } float Step2(float2 uv, float n) { float b = 2.0, c = 4.0; return (1.0 / (4.0 + b * 4.0 + abs(c))) * ( Step1(uv + float2(-1.0, -1.0), n) + Step1(uv + float2( 0.0, -1.0), n) * b + Step1(uv + float2( 1.0, -1.0), n) + Step1(uv + float2(-1.0, 0.0), n) * b + Step1(uv + float2( 0.0, 0.0), n) * c + Step1(uv + float2( 1.0, 0.0), n) * b + Step1(uv + float2(-1.0, 1.0), n) + Step1(uv + float2( 0.0, 1.0), n) * b + Step1(uv + float2( 1.0, 1.0), n) ); } float Step3BW(float2 uv) { return Step2(uv, frac(_Phase)); } float3 Step3(float2 uv) { float a = Step2(uv, 0.07 * frac(_Phase)); float b = Step2(uv, 0.11 * frac(_Phase)); float c = Step2(uv, 0.13 * frac(_Phase)); return float3(a, b, c); } float4 FragGrain(VaryingsDefault i) : SV_Target { float grain = Step3BW(i.uv * float2(192.0, 192.0)); return float4(grain.xxx, 1.0); } float4 FragGrainColored(VaryingsDefault i) : SV_Target { float3 grain = Step3(i.uv * float2(192.0, 192.0)); return float4(grain, 1.0); } ENDCG SubShader { Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragGrain ENDCG } Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragGrainColored ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/GrainGen.shader.meta ================================================ fileFormatVersion: 2 guid: 11852d1b1b034654bb03e7c8fda28fbf timeCreated: 1476347976 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/LutGen.shader ================================================ Shader "Hidden/Post FX/Lut Generator" { CGINCLUDE #pragma target 3.0 #pragma multi_compile __ TONEMAPPING_NEUTRAL TONEMAPPING_FILMIC #include "UnityCG.cginc" #include "ACES.cginc" #include "Common.cginc" #include "ColorGrading.cginc" #include "Tonemapping.cginc" half3 _Balance; half3 _Lift; half3 _InvGamma; half3 _Gain; half3 _Offset; half3 _Power; half3 _Slope; half _HueShift; half _Saturation; half _Contrast; half3 _ChannelMixerRed; half3 _ChannelMixerGreen; half3 _ChannelMixerBlue; half4 _NeutralTonemapperParams1; half4 _NeutralTonemapperParams2; sampler2D _Curves; half4 _LutParams; half3 ColorGrade(half3 color) { half3 aces = unity_to_ACES(color); // ACEScc (log) space half3 acescc = ACES_to_ACEScc(aces); acescc = OffsetPowerSlope(acescc, _Offset, _Power, _Slope); half2 hs = RgbToHsv(acescc).xy; half satMultiplier = SecondaryHueSat(hs.x, _Curves); satMultiplier *= SecondarySatSat(hs.y, _Curves); satMultiplier *= SecondaryLumSat(AcesLuminance(acescc), _Curves); acescc = Saturation(acescc, _Saturation * satMultiplier); acescc = ContrastLog(acescc, _Contrast); aces = ACEScc_to_ACES(acescc); // ACEScg (linear) space half3 acescg = ACES_to_ACEScg(aces); acescg = WhiteBalance(acescg, _Balance); acescg = LiftGammaGain(acescg, _Lift, _InvGamma, _Gain); half3 hsv = RgbToHsv(max(acescg, 0.0)); hsv.x = SecondaryHueHue(hsv.x + _HueShift, _Curves); acescg = HsvToRgb(hsv); acescg = ChannelMixer(acescg, _ChannelMixerRed, _ChannelMixerGreen, _ChannelMixerBlue); #if TONEMAPPING_FILMIC aces = ACEScg_to_ACES(acescg); color = FilmicTonemap(aces); #elif TONEMAPPING_NEUTRAL color = ACEScg_to_unity(acescg); color = NeutralTonemap(color, _NeutralTonemapperParams1, _NeutralTonemapperParams2); #else color = ACEScg_to_unity(acescg); #endif // YRGB curves (done in linear/LDR for now) color = YrgbCurve(color, _Curves); return color; } half4 FragCreateLut(VaryingsDefault i) : SV_Target { // 2D strip lut half2 uv = i.uv - _LutParams.yz; half3 color; color.r = frac(uv.x * _LutParams.x); color.b = uv.x - color.r / _LutParams.x; color.g = uv.y; // Lut is in LogC half3 colorLogC = color * _LutParams.w; // Switch back to unity linear and color grade half3 colorLinear = LogCToLinear(colorLogC); half3 graded = ColorGrade(colorLinear); return half4(graded, 1.0); } ENDCG SubShader { Cull Off ZWrite Off ZTest Always // (0) Pass { CGPROGRAM #pragma vertex VertDefault #pragma fragment FragCreateLut ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/LutGen.shader.meta ================================================ fileFormatVersion: 2 guid: d248d4d1588851f43a9fa18a4e6f0209 timeCreated: 1460361871 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/MotionBlur.cginc ================================================ #ifndef __MOTION_BLUR__ #define __MOTION_BLUR__ #include "UnityCG.cginc" #include "Common.cginc" // Camera depth texture sampler2D_float _CameraDepthTexture; // Camera motion vectors texture sampler2D_half _CameraMotionVectorsTexture; float4 _CameraMotionVectorsTexture_TexelSize; // Packed velocity texture (2/10/10/10) sampler2D_half _VelocityTex; float2 _VelocityTex_TexelSize; // NeighborMax texture sampler2D_half _NeighborMaxTex; float2 _NeighborMaxTex_TexelSize; // Velocity scale factor float _VelocityScale; // TileMax filter parameters int _TileMaxLoop; float2 _TileMaxOffs; // Maximum blur radius (in pixels) half _MaxBlurRadius; float _RcpMaxBlurRadius; // Filter parameters/coefficients half _LoopCount; // History buffer for frame blending sampler2D _History1LumaTex; sampler2D _History2LumaTex; sampler2D _History3LumaTex; sampler2D _History4LumaTex; sampler2D _History1ChromaTex; sampler2D _History2ChromaTex; sampler2D _History3ChromaTex; sampler2D _History4ChromaTex; half _History1Weight; half _History2Weight; half _History3Weight; half _History4Weight; struct VaryingsMultitex { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; }; VaryingsMultitex VertMultitex(AttributesDefault v) { VaryingsMultitex o; o.pos = UnityObjectToClipPos(v.vertex); o.uv0 = v.texcoord.xy; o.uv1 = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0.0) o.uv1.y = 1.0 - v.texcoord.y; #endif return o; } // ----------------------------------------------------------------------------- // Prefilter // Velocity texture setup half4 FragVelocitySetup(VaryingsDefault i) : SV_Target { // Sample the motion vector. float2 v = tex2D(_CameraMotionVectorsTexture, i.uv).rg; // Apply the exposure time and convert to the pixel space. v *= (_VelocityScale * 0.5) * _CameraMotionVectorsTexture_TexelSize.zw; // Clamp the vector with the maximum blur radius. v /= max(1.0, length(v) * _RcpMaxBlurRadius); // Sample the depth of the pixel. half d = LinearizeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)); // Pack into 10/10/10/2 format. return half4((v * _RcpMaxBlurRadius + 1.0) * 0.5, d, 0.0); } // TileMax filter (2 pixel width with normalization) half4 FragTileMax1(VaryingsDefault i) : SV_Target { float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5); half2 v1 = tex2D(_MainTex, i.uv + d.xy).rg; half2 v2 = tex2D(_MainTex, i.uv + d.zy).rg; half2 v3 = tex2D(_MainTex, i.uv + d.xw).rg; half2 v4 = tex2D(_MainTex, i.uv + d.zw).rg; v1 = (v1 * 2.0 - 1.0) * _MaxBlurRadius; v2 = (v2 * 2.0 - 1.0) * _MaxBlurRadius; v3 = (v3 * 2.0 - 1.0) * _MaxBlurRadius; v4 = (v4 * 2.0 - 1.0) * _MaxBlurRadius; return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0); } // TileMax filter (2 pixel width) half4 FragTileMax2(VaryingsDefault i) : SV_Target { float4 d = _MainTex_TexelSize.xyxy * float4(-0.5, -0.5, 0.5, 0.5); half2 v1 = tex2D(_MainTex, i.uv + d.xy).rg; half2 v2 = tex2D(_MainTex, i.uv + d.zy).rg; half2 v3 = tex2D(_MainTex, i.uv + d.xw).rg; half2 v4 = tex2D(_MainTex, i.uv + d.zw).rg; return half4(MaxV(MaxV(MaxV(v1, v2), v3), v4), 0.0, 0.0); } // TileMax filter (variable width) half4 FragTileMaxV(VaryingsDefault i) : SV_Target { float2 uv0 = i.uv + _MainTex_TexelSize.xy * _TileMaxOffs.xy; float2 du = float2(_MainTex_TexelSize.x, 0.0); float2 dv = float2(0, _MainTex_TexelSize.y); half2 vo = 0; UNITY_LOOP for (int ix = 0; ix < _TileMaxLoop; ix++) { UNITY_LOOP for (int iy = 0; iy < _TileMaxLoop; iy++) { float2 uv = uv0 + du * ix + dv * iy; vo = MaxV(vo, tex2D(_MainTex, uv).rg); } } return half4(vo, 0.0, 0.0); } // NeighborMax filter half4 FragNeighborMax(VaryingsDefault i) : SV_Target { const half cw = 1.01; // Center weight tweak float4 d = _MainTex_TexelSize.xyxy * float4(1.0, 1.0, -1.0, 0.0); half2 v1 = tex2D(_MainTex, i.uv - d.xy).rg; half2 v2 = tex2D(_MainTex, i.uv - d.wy).rg; half2 v3 = tex2D(_MainTex, i.uv - d.zy).rg; half2 v4 = tex2D(_MainTex, i.uv - d.xw).rg; half2 v5 = tex2D(_MainTex, i.uv).rg * cw; half2 v6 = tex2D(_MainTex, i.uv + d.xw).rg; half2 v7 = tex2D(_MainTex, i.uv + d.zy).rg; half2 v8 = tex2D(_MainTex, i.uv + d.wy).rg; half2 v9 = tex2D(_MainTex, i.uv + d.xy).rg; half2 va = MaxV(v1, MaxV(v2, v3)); half2 vb = MaxV(v4, MaxV(v5, v6)); half2 vc = MaxV(v7, MaxV(v8, v9)); return half4(MaxV(va, MaxV(vb, vc)) * (1.0 / cw), 0.0, 0.0); } // ----------------------------------------------------------------------------- // Reconstruction // Returns true or false with a given interval. bool Interval(half phase, half interval) { return frac(phase / interval) > 0.499; } // Jitter function for tile lookup float2 JitterTile(float2 uv) { float rx, ry; sincos(GradientNoise(uv + float2(2.0, 0.0)) * UNITY_PI_2, ry, rx); return float2(rx, ry) * _NeighborMaxTex_TexelSize.xy * 0.25; } // Velocity sampling function half3 SampleVelocity(float2 uv) { half3 v = tex2Dlod(_VelocityTex, float4(uv, 0.0, 0.0)).xyz; return half3((v.xy * 2.0 - 1.0) * _MaxBlurRadius, v.z); } // Reconstruction filter half4 FragReconstruction(VaryingsMultitex i) : SV_Target { // Color sample at the center point const half4 c_p = tex2D(_MainTex, i.uv0); // Velocity/Depth sample at the center point const half3 vd_p = SampleVelocity(i.uv1); const half l_v_p = max(length(vd_p.xy), 0.5); const half rcp_d_p = 1.0 / vd_p.z; // NeighborMax vector sample at the center point const half2 v_max = tex2D(_NeighborMaxTex, i.uv1 + JitterTile(i.uv1)).xy; const half l_v_max = length(v_max); const half rcp_l_v_max = 1.0 / l_v_max; // Escape early if the NeighborMax vector is small enough. if (l_v_max < 2.0) return c_p; // Use V_p as a secondary sampling direction except when it's too small // compared to V_max. This vector is rescaled to be the length of V_max. const half2 v_alt = (l_v_p * 2.0 > l_v_max) ? vd_p.xy * (l_v_max / l_v_p) : v_max; // Determine the sample count. const half sc = floor(min(_LoopCount, l_v_max * 0.5)); // Loop variables (starts from the outermost sample) const half dt = 1.0 / sc; const half t_offs = (GradientNoise(i.uv0) - 0.5) * dt; half t = 1.0 - dt * 0.5; half count = 0.0; // Background velocity // This is used for tracking the maximum velocity in the background layer. half l_v_bg = max(l_v_p, 1.0); // Color accumlation half4 acc = 0.0; UNITY_LOOP while (t > dt * 0.25) { // Sampling direction (switched per every two samples) const half2 v_s = Interval(count, 4.0) ? v_alt : v_max; // Sample position (inverted per every sample) const half t_s = (Interval(count, 2.0) ? -t : t) + t_offs; // Distance to the sample position const half l_t = l_v_max * abs(t_s); // UVs for the sample position const float2 uv0 = i.uv0 + v_s * t_s * _MainTex_TexelSize.xy; const float2 uv1 = i.uv1 + v_s * t_s * _VelocityTex_TexelSize.xy; // Color sample const half3 c = tex2Dlod(_MainTex, float4(uv0, 0.0, 0.0)).rgb; // Velocity/Depth sample const half3 vd = SampleVelocity(uv1); // Background/Foreground separation const half fg = saturate((vd_p.z - vd.z) * 20.0 * rcp_d_p); // Length of the velocity vector const half l_v = lerp(l_v_bg, length(vd.xy), fg); // Sample weight // (Distance test) * (Spreading out by motion) * (Triangular window) const half w = saturate(l_v - l_t) / l_v * (1.2 - t); // Color accumulation acc += half4(c, 1.0) * w; // Update the background velocity. l_v_bg = max(l_v_bg, l_v); // Advance to the next sample. t = Interval(count, 2.0) ? t - dt : t; count += 1.0; } // Add the center sample. acc += half4(c_p.rgb, 1.0) * (1.2 / (l_v_bg * sc * 2.0)); return half4(acc.rgb / acc.a, c_p.a); } // ----------------------------------------------------------------------------- // Frame blending VaryingsDefault VertFrameCompress(AttributesDefault v) { VaryingsDefault o; o.pos = v.vertex; o.uvSPR = 0; #if UNITY_UV_STARTS_AT_TOP o.uv = v.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0); #else o.uv = v.texcoord; #endif return o; } #if !SHADER_API_GLES // MRT output struct for the compressor struct CompressorOutput { half4 luma : SV_Target0; half4 chroma : SV_Target1; }; // Frame compression fragment shader CompressorOutput FragFrameCompress(VaryingsDefault i) { float sw = _ScreenParams.x; // Screen width float pw = _ScreenParams.z - 1; // Pixel width // RGB to YCbCr convertion matrix const half3 kY = half3( 0.299 , 0.587 , 0.114 ); const half3 kCB = half3(-0.168736, -0.331264, 0.5 ); const half3 kCR = half3( 0.5 , -0.418688, -0.081312); // 0: even column, 1: odd column half odd = frac(i.uv.x * sw * 0.5) > 0.5; // Calculate UV for chroma componetns. // It's between the even and odd columns. float2 uv_c = i.uv.xy; uv_c.x = (floor(uv_c.x * sw * 0.5) * 2.0 + 1.0) * pw; // Sample the source texture. half3 rgb_y = tex2D(_MainTex, i.uv).rgb; half3 rgb_c = tex2D(_MainTex, uv_c).rgb; #if !UNITY_COLORSPACE_GAMMA rgb_y = LinearToGammaSpace(rgb_y); rgb_c = LinearToGammaSpace(rgb_c); #endif // Convertion and subsampling CompressorOutput o; o.luma = dot(kY, rgb_y); o.chroma = dot(lerp(kCB, kCR, odd), rgb_c) + 0.5; return o; } #else // MRT might not be supported. Replace it with a null shader. half4 FragFrameCompress(VaryingsDefault i) : SV_Target { return 0; } #endif // Sample luma-chroma textures and convert to RGB half3 DecodeHistory(float2 uvLuma, float2 uvCb, float2 uvCr, sampler2D lumaTex, sampler2D chromaTex) { half y = tex2D(lumaTex, uvLuma).r; half cb = tex2D(chromaTex, uvCb).r - 0.5; half cr = tex2D(chromaTex, uvCr).r - 0.5; return y + half3(1.402 * cr, -0.34414 * cb - 0.71414 * cr, 1.772 * cb); } // Frame blending fragment shader half4 FragFrameBlending(VaryingsMultitex i) : SV_Target { float sw = _MainTex_TexelSize.z; // Texture width float pw = _MainTex_TexelSize.x; // Texel width // UV for luma float2 uvLuma = i.uv1; // UV for Cb (even columns) float2 uvCb = i.uv1; uvCb.x = (floor(uvCb.x * sw * 0.5) * 2.0 + 0.5) * pw; // UV for Cr (even columns) float2 uvCr = uvCb; uvCr.x += pw; // Sample from the source image half4 src = tex2D(_MainTex, i.uv0); // Sampling and blending #if UNITY_COLORSPACE_GAMMA half3 acc = src.rgb; #else half3 acc = LinearToGammaSpace(src.rgb); #endif acc += DecodeHistory(uvLuma, uvCb, uvCr, _History1LumaTex, _History1ChromaTex) * _History1Weight; acc += DecodeHistory(uvLuma, uvCb, uvCr, _History2LumaTex, _History2ChromaTex) * _History2Weight; acc += DecodeHistory(uvLuma, uvCb, uvCr, _History3LumaTex, _History3ChromaTex) * _History3Weight; acc += DecodeHistory(uvLuma, uvCb, uvCr, _History4LumaTex, _History4ChromaTex) * _History4Weight; acc /= 1.0 + _History1Weight + _History2Weight +_History3Weight +_History4Weight; #if !UNITY_COLORSPACE_GAMMA acc = GammaToLinearSpace(acc); #endif return half4(acc, src.a); } // Frame blending fragment shader (without chroma subsampling) half4 FragFrameBlendingRaw(VaryingsMultitex i) : SV_Target { half4 src = tex2D(_MainTex, i.uv0); half3 acc = src.rgb; acc += tex2D(_History1LumaTex, i.uv0) * _History1Weight; acc += tex2D(_History2LumaTex, i.uv0) * _History2Weight; acc += tex2D(_History3LumaTex, i.uv0) * _History3Weight; acc += tex2D(_History4LumaTex, i.uv0) * _History4Weight; acc /= 1.0 + _History1Weight + _History2Weight +_History3Weight +_History4Weight; return half4(acc, src.a); } #endif // __MOTION_BLUR__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/MotionBlur.cginc.meta ================================================ fileFormatVersion: 2 guid: c83956915580e42489479d2a109470ab timeCreated: 1470404606 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/MotionBlur.shader ================================================ Shader "Hidden/Post FX/Motion Blur" { CGINCLUDE #pragma target 3.0 ENDCG SubShader { Cull Off ZWrite Off ZTest Always // (0) Velocity texture setup Pass { CGPROGRAM #include "MotionBlur.cginc" #pragma vertex VertDefault #pragma fragment FragVelocitySetup ENDCG } // (1) TileMax filter (2 pixel width with normalization) Pass { CGPROGRAM #include "MotionBlur.cginc" #pragma vertex VertDefault #pragma fragment FragTileMax1 ENDCG } // (2) TileMax filter (2 pixel width) Pass { CGPROGRAM #include "MotionBlur.cginc" #pragma vertex VertDefault #pragma fragment FragTileMax2 ENDCG } // (3) TileMax filter (variable width) Pass { CGPROGRAM #include "MotionBlur.cginc" #pragma vertex VertDefault #pragma fragment FragTileMaxV ENDCG } // (4) NeighborMax filter Pass { CGPROGRAM #include "MotionBlur.cginc" #pragma vertex VertDefault #pragma fragment FragNeighborMax ENDCG } // (5) Reconstruction filter Pass { CGPROGRAM #include "MotionBlur.cginc" #pragma vertex VertMultitex #pragma fragment FragReconstruction ENDCG } // (6) Frame compression Pass { CGPROGRAM #pragma multi_compile __ UNITY_COLORSPACE_GAMMA #include "MotionBlur.cginc" #pragma vertex VertFrameCompress #pragma fragment FragFrameCompress ENDCG } // (7) Frame blending Pass { CGPROGRAM #pragma multi_compile __ UNITY_COLORSPACE_GAMMA #include "MotionBlur.cginc" #pragma vertex VertMultitex #pragma fragment FragFrameBlending ENDCG } // (8) Frame blending (without chroma subsampling) Pass { CGPROGRAM #include "MotionBlur.cginc" #pragma vertex VertMultitex #pragma fragment FragFrameBlendingRaw ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/MotionBlur.shader.meta ================================================ fileFormatVersion: 2 guid: 6ab8493603d8f8e408750b81666a95f1 timeCreated: 1468327385 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/ScreenSpaceRaytrace.cginc ================================================ /** \author Michael Mara and Morgan McGuire, Casual Effects. 2015. */ #ifndef __SCREEN_SPACE_RAYTRACE__ #define __SCREEN_SPACE_RAYTRACE__ sampler2D_float _CameraDepthTexture; float distanceSquared(float2 A, float2 B) { A -= B; return dot(A, A); } float distanceSquared(float3 A, float3 B) { A -= B; return dot(A, A); } void swap(inout float v0, inout float v1) { float temp = v0; v0 = v1; v1 = temp; } bool isIntersecting(float rayZMin, float rayZMax, float sceneZ, float layerThickness) { return (rayZMax >= sceneZ - layerThickness) && (rayZMin <= sceneZ); } void rayIterations(in bool traceBehindObjects, inout float2 P, inout float stepDirection, inout float end, inout int stepCount, inout int maxSteps, inout bool intersecting, inout float sceneZ, inout float2 dP, inout float3 Q, inout float3 dQ, inout float k, inout float dk, inout float rayZMin, inout float rayZMax, inout float prevZMaxEstimate, inout bool permute, inout float2 hitPixel, inout float2 invSize, inout float layerThickness) { bool stop = intersecting; UNITY_LOOP for (; (P.x * stepDirection) <= end && stepCount < maxSteps && !stop; P += dP, Q.z += dQ.z, k += dk, stepCount += 1) { // The depth range that the ray covers within this loop iteration. // Assume that the ray is moving in increasing z and swap if backwards. rayZMin = prevZMaxEstimate; //rayZMin = (dQ.z * -0.5 + Q.z) / (dk * -0.5 + k); // Compute the value at 1/2 pixel into the future rayZMax = (dQ.z * 0.5 + Q.z) / (dk * 0.5 + k); prevZMaxEstimate = rayZMax; if (rayZMin > rayZMax) { swap(rayZMin, rayZMax); } // Undo the homogeneous operation to obtain the camera-space // Q at each point hitPixel = permute ? P.yx : P; sceneZ = tex2Dlod(_CameraDepthTexture, float4(hitPixel * invSize,0,0)).r; sceneZ = -LinearEyeDepth(sceneZ); bool isBehind = (rayZMin <= sceneZ); intersecting = isBehind && (rayZMax >= sceneZ - layerThickness); stop = traceBehindObjects ? intersecting : isBehind; } // pixel on ray P -= dP, Q.z -= dQ.z, k -= dk; } /** \param csOrigin must have z < -0.01, and project within the valid screen rectangle \param stepRate Set to 1.0 by default, higher to step faster */ bool castDenseScreenSpaceRay (float3 csOrigin, float3 csDirection, float4x4 projectToPixelMatrix, float2 csZBufferSize, float3 clipInfo, float jitterFraction, int maxSteps, float layerThickness, float maxRayTraceDistance, out float2 hitPixel, int stepRate, bool traceBehindObjects, out float3 csHitPoint, out float stepCount) { float2 invSize = float2(1.0 / csZBufferSize.x, 1.0 / csZBufferSize.y); // Initialize to off screen hitPixel = float2(-1, -1); float nearPlaneZ = -0.01; // Clip ray to a near plane in 3D (doesn't have to be *the* near plane, although that would be a good idea) float rayLength = ((csOrigin.z + csDirection.z * maxRayTraceDistance) > nearPlaneZ) ? ((nearPlaneZ - csOrigin.z) / csDirection.z) : maxRayTraceDistance; float3 csEndPoint = csDirection * rayLength + csOrigin; // Project into screen space // This matrix has a lot of zeroes in it. We could expand // out these multiplies to avoid multiplying by zero // ...but 16 MADDs are not a big deal compared to what's ahead float4 H0 = mul(projectToPixelMatrix, float4(csOrigin, 1.0)); float4 H1 = mul(projectToPixelMatrix, float4(csEndPoint, 1.0)); // There are a lot of divisions by w that can be turned into multiplications // at some minor precision loss...and we need to interpolate these 1/w values // anyway. // // Because the caller was required to clip to the near plane, // this homogeneous division (projecting from 4D to 2D) is guaranteed // to succeed. float k0 = 1.0 / H0.w; float k1 = 1.0 / H1.w; // Screen-space endpoints float2 P0 = H0.xy * k0; float2 P1 = H1.xy * k1; // Switch the original points to values that interpolate linearly in 2D: float3 Q0 = csOrigin * k0; float3 Q1 = csEndPoint * k1; #if 1 // Clipping to the screen coordinates. We could simply modify maxSteps instead float yMax = csZBufferSize.y - 0.5; float yMin = 0.5; float xMax = csZBufferSize.x - 0.5; float xMin = 0.5; // 2D interpolation parameter float alpha = 0.0; // P0 must be in bounds if (P1.y > yMax || P1.y < yMin) { float yClip = (P1.y > yMax) ? yMax : yMin; float yAlpha = (P1.y - yClip) / (P1.y - P0.y); // Denominator is not zero, since P0 != P1 (or P0 would have been clipped!) alpha = yAlpha; } // P0 must be in bounds if (P1.x > xMax || P1.x < xMin) { float xClip = (P1.x > xMax) ? xMax : xMin; float xAlpha = (P1.x - xClip) / (P1.x - P0.x); // Denominator is not zero, since P0 != P1 (or P0 would have been clipped!) alpha = max(alpha, xAlpha); } // These are all in homogeneous space, so they interpolate linearly P1 = lerp(P1, P0, alpha); k1 = lerp(k1, k0, alpha); Q1 = lerp(Q1, Q0, alpha); #endif // We're doing this to avoid divide by zero (rays exactly parallel to an eye ray) P1 = (distanceSquared(P0, P1) < 0.0001) ? P0 + float2(0.01, 0.01) : P1; float2 delta = P1 - P0; // Assume horizontal bool permute = false; if (abs(delta.x) < abs(delta.y)) { // More-vertical line. Create a permutation that swaps x and y in the output permute = true; // Directly swizzle the inputs delta = delta.yx; P1 = P1.yx; P0 = P0.yx; } // From now on, "x" is the primary iteration direction and "y" is the secondary one float stepDirection = sign(delta.x); float invdx = stepDirection / delta.x; float2 dP = float2(stepDirection, invdx * delta.y); // Track the derivatives of Q and k float3 dQ = (Q1 - Q0) * invdx; float dk = (k1 - k0) * invdx; dP *= stepRate; dQ *= stepRate; dk *= stepRate; P0 += dP * jitterFraction; Q0 += dQ * jitterFraction; k0 += dk * jitterFraction; // Slide P from P0 to P1, (now-homogeneous) Q from Q0 to Q1, and k from k0 to k1 float3 Q = Q0; float k = k0; // We track the ray depth at +/- 1/2 pixel to treat pixels as clip-space solid // voxels. Because the depth at -1/2 for a given pixel will be the same as at // +1/2 for the previous iteration, we actually only have to compute one value // per iteration. float prevZMaxEstimate = csOrigin.z; stepCount = 0.0; float rayZMax = prevZMaxEstimate, rayZMin = prevZMaxEstimate; float sceneZ = 100000; // P1.x is never modified after this point, so pre-scale it by // the step direction for a signed comparison float end = P1.x * stepDirection; bool intersecting = isIntersecting(rayZMin, rayZMax, sceneZ, layerThickness); // We only advance the z field of Q in the inner loop, since // Q.xy is never used until after the loop terminates //int rayIterations = min(maxSteps, stepsToGetOffscreen); float2 P = P0; int originalStepCount = 0; rayIterations(traceBehindObjects, P, stepDirection, end, originalStepCount, maxSteps, intersecting, sceneZ, dP, Q, dQ, k, dk, rayZMin, rayZMax, prevZMaxEstimate, permute, hitPixel, invSize, layerThickness); stepCount = originalStepCount; // Loop only advanced the Z component. Now that we know where we are going // update xy Q.xy += dQ.xy * stepCount; // Q is a vector, so we are trying to get by with 1 division instead of 3. csHitPoint = Q * (1.0 / k); return intersecting; } #endif // __SCREEN_SPACE_RAYTRACE__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/ScreenSpaceRaytrace.cginc.meta ================================================ fileFormatVersion: 2 guid: a92d6fdbe2c35f94190497c18b88f9af timeCreated: 1464350148 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/ScreenSpaceReflection.shader ================================================ /** \author Michael Mara and Morgan McGuire, Casual Effects. 2015. */ Shader "Hidden/Post FX/Screen Space Reflection" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } CGINCLUDE #pragma target 3.0 #include "UnityCG.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardBRDF.cginc" #include "UnityStandardUtils.cginc" #include "Common.cginc" #include "ScreenSpaceRaytrace.cginc" float4 _ProjInfo; float4x4 _WorldToCameraMatrix; float4x4 _CameraToWorldMatrix; float4x4 _ProjectToPixelMatrix; float2 _ScreenSize; float2 _ReflectionBufferSize; float2 _InvScreenSize; float3 _CameraClipInfo; sampler2D _CameraGBufferTexture0; sampler2D _CameraGBufferTexture1; sampler2D _CameraGBufferTexture2; sampler2D _CameraGBufferTexture3; sampler2D _CameraReflectionsTexture; float _CurrentMipLevel; float _RayStepSize; float _MaxRayTraceDistance; float _LayerThickness; float _FresnelFade; float _FresnelFadePower; float _ReflectionBlur; int _HalfResolution; int _TreatBackfaceHitAsMiss; int _AllowBackwardsRays; // RG: SS Hitpoint of ray // B: distance ray travelled, used for mip-selection in the final resolve // A: confidence value sampler2D _HitPointTexture; sampler2D _FinalReflectionTexture; // RGB: camera-space normal (encoded in [0-1]) // A: Roughness sampler2D _NormalAndRoughnessTexture; int _EnableRefine; int _AdditiveReflection; float _ScreenEdgeFading; int _MaxSteps; int _BilateralUpsampling; float _MaxRoughness; float _RoughnessFalloffRange; float _SSRMultiplier; float _FadeDistance; int _TraceBehindObjects; int _UseEdgeDetector; int _HighlightSuppression; /** The height in pixels of a 1m object if viewed from 1m away. */ float _PixelsPerMeterAtOneMeter; // For temporal filtering: float4x4 _CurrentCameraToPreviousCamera; sampler2D _PreviousReflectionTexture; sampler2D _PreviousCSZBuffer; float _TemporalAlpha; int _UseTemporalConfidence; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; }; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uv2 = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) o.uv2.y = 1.0 - o.uv2.y; #endif return o; } float2 mipToSize(int mip) { return floor(_ReflectionBufferSize * exp2(-mip)); } float3 ReconstructCSPosition(float2 S, float z) { float linEyeZ = -LinearEyeDepth(z); return float3((((S.xy * _MainTex_TexelSize.zw)) * _ProjInfo.xy + _ProjInfo.zw) * linEyeZ, linEyeZ); } /** Read the camera-space position of the point at screen-space pixel ssP */ float3 GetPosition(float2 ssP) { float3 P; P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssP.xy); // Offset to pixel center P = ReconstructCSPosition(float2(ssP) /*+ float2(0.5, 0.5)*/, P.z); return P; } float applyEdgeFade(float2 tsP, float fadeStrength) { float maxFade = 0.1; float2 itsP = float2(1.0, 1.0) - tsP; float dist = min(min(itsP.x, itsP.y), min(tsP.x, tsP.x)); float fade = dist / (maxFade*fadeStrength + 0.001); fade = max(min(fade, 1.0), 0.0); fade = pow(fade, 0.2); return fade; } float3 csMirrorVector(float3 csPosition, float3 csN) { float3 csE = -normalize(csPosition.xyz); float cos_o = dot(csN, csE); float3 c_mi = normalize((csN * (2.0 * cos_o)) - csE); return c_mi; } float4 fragRaytrace(v2f i, int stepRate) { float2 ssP = i.uv2.xy; float3 csPosition = GetPosition(ssP); float smoothness = tex2D(_CameraGBufferTexture1, ssP).a; if (csPosition.z < -100.0 || smoothness == 0.0) { return float4(0.0,0.0,0.0,0.0); } float3 wsNormal = tex2D(_CameraGBufferTexture2, ssP).rgb * 2.0 - 1.0; int2 ssC = int2(ssP * _ScreenSize); float3 csN = mul((float3x3)(_WorldToCameraMatrix), wsNormal); float3 csRayDirection = csMirrorVector(csPosition, csN); if (_AllowBackwardsRays == 0 && csRayDirection.z > 0.0) { return float4(0.0, 0.0, 0.0, 0.0); } float maxRayTraceDistance = _MaxRayTraceDistance; float jitterFraction = 0.0f; float layerThickness = _LayerThickness; int maxSteps = _MaxSteps; // Bump the ray more in world space as it gets farther away (and so each pixel covers more WS distance) float rayBump = max(-0.01*csPosition.z, 0.001); float2 hitPixel; float3 csHitPoint; float stepCount; bool wasHit = castDenseScreenSpaceRay (csPosition + (csN) * rayBump, csRayDirection, _ProjectToPixelMatrix, _ScreenSize, _CameraClipInfo, jitterFraction, maxSteps, layerThickness, maxRayTraceDistance, hitPixel, stepRate, _TraceBehindObjects == 1, csHitPoint, stepCount); float2 tsPResult = hitPixel / _ScreenSize; float rayDist = dot(csHitPoint - csPosition, csRayDirection); float confidence = 0.0; if (wasHit) { confidence = Pow2(1.0 - max(2.0*float(stepCount) / float(maxSteps) - 1.0, 0.0)); confidence *= clamp(((_MaxRayTraceDistance - rayDist) / _FadeDistance), 0.0, 1.0); // Fake fresnel fade float3 csE = -normalize(csPosition.xyz); confidence *= max(0.0, lerp(pow(abs(dot(csRayDirection, -csE)), _FresnelFadePower), 1, 1.0 - _FresnelFade)); if (_TreatBackfaceHitAsMiss > 0) { float3 wsHitNormal = tex2Dlod(_CameraGBufferTexture2, float4(tsPResult, 0, 0)).rgb * 2.0 - 1.0; float3 wsRayDirection = mul(_CameraToWorldMatrix, float4(csRayDirection, 0)).xyz; if (dot(wsHitNormal, wsRayDirection) > 0) { confidence = 0.0; } } } // Fade out reflections that hit near edge of screen, to prevent abrupt appearance/disappearance when object go off screen // Fade out reflections that hit near edge of screen, // to prevent abrupt appearance/disappearance when object go off screen float vignette = applyEdgeFade(tsPResult, _ScreenEdgeFading); confidence *= vignette; confidence *= vignette; return float4(tsPResult, rayDist, confidence); } float4 fragComposite(v2f i) : SV_Target { // Pixel being shaded float2 tsP = i.uv2.xy; // View space point being shaded float3 C = GetPosition(tsP); // Final image before this pass float4 gbuffer3 = tex2D(_MainTex, i.uv); float4 specEmission = float4(0.0,0.0,0.0,0.0); float3 specColor = tex2D(_CameraGBufferTexture1, tsP).rgb; float roughness = tex2D(_CameraGBufferTexture1, tsP).a; float4 reflectionTexel = tex2D(_FinalReflectionTexture, tsP); float4 gbuffer0 = tex2D(_CameraGBufferTexture0, tsP); // Let core Unity functions do the dirty work of applying the BRDF float3 baseColor = gbuffer0.rgb; float occlusion = gbuffer0.a; float oneMinusReflectivity; baseColor = EnergyConservationBetweenDiffuseAndSpecular(baseColor, specColor, oneMinusReflectivity); float3 wsNormal = tex2D(_CameraGBufferTexture2, tsP).rgb * 2.0 - 1.0; float3 csEyeVec = normalize(C); float3 eyeVec = mul(_CameraToWorldMatrix, float4(csEyeVec, 0)).xyz; float3 worldPos = mul(_CameraToWorldMatrix, float4(C, 1)).xyz; float cos_o = dot(wsNormal, eyeVec); float3 w_mi = -normalize((wsNormal * (2.0 * cos_o)) - eyeVec); float3 incomingRadiance = reflectionTexel.rgb; UnityLight light; light.color = 0; light.dir = 0; #if UNITY_VERSION < 550 light.ndotl = 0; #endif UnityIndirect ind; ind.diffuse = 0; ind.specular = incomingRadiance; float3 ssrResult = UNITY_BRDF_PBS (0, specColor, oneMinusReflectivity, roughness, wsNormal, -eyeVec, light, ind).rgb * _SSRMultiplier; float confidence = reflectionTexel.a; specEmission.rgb = tex2D(_CameraReflectionsTexture, tsP).rgb; float3 finalGlossyTerm; // Subtract out Unity's glossy result: (we're just applying the delta) if (_AdditiveReflection == 0) { gbuffer3 -= specEmission; // We may have blown out our dynamic range by adding then subtracting the reflection probes. // As a half-measure to fix this, simply clamp to zero gbuffer3 = max(gbuffer3, 0); finalGlossyTerm = lerp(specEmission.rgb, ssrResult, saturate(confidence)); } else { finalGlossyTerm = ssrResult*saturate(confidence); } finalGlossyTerm *= occlusion; // Additively blend the glossy GI result with the output buffer return gbuffer3 + float4(finalGlossyTerm, 0); } float roughnessWeight(float midpointRoughness, float tapRoughness) { return (1.0 - sqrt(sqrt(abs(midpointRoughness-tapRoughness)))); } float normalWeight(float3 midpointNormal, float3 tapNormal) { return clamp(dot(midpointNormal, tapNormal), 0, 1); } float highlightDecompression(float x) { return x / (1.0 - x); } float3 highlightDecompression(float3 x) { return float3( highlightDecompression(x.x), highlightDecompression(x.y), highlightDecompression(x.z) ); } float highlightCompression(float x) { return x / (1.0 + x); } float3 highlightCompression(float3 x) { return float3( highlightCompression(x.x), highlightCompression(x.y), highlightCompression(x.z) ); } float4 _Axis; float4 fragGBlur(v2f i) : SV_Target { int radius = 4; // Pixel being shaded float2 tsP = i.uv2.xy; float weightSum = 0.0; float gaussWeights[5] = { 0.225, 0.150, 0.110, 0.075, 0.0525 };//{0.225, 0.150, 0.110, 0.075, 0.0525}; float4 resultSum = float4(0.0, 0.0, 0.0, 0.0); float4 unweightedResultSum = float4(0.0, 0.0, 0.0, 0.0); float4 nAndRough = tex2D(_NormalAndRoughnessTexture, tsP); float midpointRoughness = nAndRough.a; float3 midpointNormal = nAndRough.rgb * 2 - 1; for (int i = -radius; i <= radius; ++i) { float4 temp; float tapRoughness; float3 tapNormal; float2 tsTap = tsP + (_Axis.xy * _MainTex_TexelSize.xy * float2(i,i)*2.0); temp = tex2D(_MainTex, tsTap); float weight = temp.a * gaussWeights[abs(i)]; // Bilateral filtering // if (_ImproveCorners) // { nAndRough = tex2D(_NormalAndRoughnessTexture, tsTap); tapRoughness = nAndRough.a; tapNormal = nAndRough.rgb * 2 - 1; weight *= normalWeight(midpointNormal, tapNormal); // } weightSum += weight; if (_HighlightSuppression) { temp.rgb = highlightCompression(temp.rgb); } unweightedResultSum += temp; resultSum += temp*weight; } if (weightSum > 0.01) { float invWeightSum = (1.0/weightSum); // Adding the sqrt seems to decrease temporal flickering at the expense // of having larger "halos" of fallback on rough surfaces // Subject to change with testing. Sqrt around only half the expression is *intentional*. float confidence = min(resultSum.a * sqrt(max(invWeightSum, 2.0)), 1.0); float3 finalColor = resultSum.rgb * invWeightSum; if (_HighlightSuppression) { finalColor = highlightDecompression(finalColor); } return float4(finalColor, confidence); } else { float3 finalColor = unweightedResultSum.rgb / (2 * radius + 1); if (_HighlightSuppression) { finalColor = highlightDecompression(finalColor); } return float4(finalColor, 0.0); } } sampler2D _ReflectionTexture0; sampler2D _ReflectionTexture1; sampler2D _ReflectionTexture2; sampler2D _ReflectionTexture3; sampler2D _ReflectionTexture4; // Simulate mip maps, since we don't have NPOT mip-chains float4 getReflectionValue(float2 tsP, int mip) { float4 coord = float4(tsP,0,0); if (mip == 0) { return tex2Dlod(_ReflectionTexture0, coord); } else if (mip == 1) { return tex2Dlod(_ReflectionTexture1, coord); } else if (mip == 2) { return tex2Dlod(_ReflectionTexture2, coord); } else if (mip == 3) { return tex2Dlod(_ReflectionTexture3, coord); } else { return tex2Dlod(_ReflectionTexture4, coord); } } sampler2D _EdgeTexture0; sampler2D _EdgeTexture1; sampler2D _EdgeTexture2; sampler2D _EdgeTexture3; sampler2D _EdgeTexture4; // Simulate mip maps, since we don't have NPOT mip-chains float4 getEdgeValue(float2 tsP, int mip) { float4 coord = float4(tsP + float2(1.0/(2 * mipToSize(mip))),0,0); if (mip == 0) { return tex2Dlod(_EdgeTexture0, coord); } else if (mip == 1) { return tex2Dlod(_EdgeTexture1, coord); } else if (mip == 2) { return tex2Dlod(_EdgeTexture2, coord); } else if (mip == 3) { return tex2Dlod(_EdgeTexture3, coord); } else { return tex2Dlod(_EdgeTexture4, coord); } } float2 centerPixel(float2 inputP) { return floor(inputP - float2(0.5,0.5)) + float2(0.5,0.5); } float2 snapToTexelCenter(float2 inputP, float2 texSize, float2 texSizeInv) { return centerPixel(inputP * texSize) * texSizeInv; } float4 bilateralUpsampleReflection(float2 tsP, int mip) { float2 smallTexSize = mipToSize(mip); float2 smallPixelPos = tsP * smallTexSize; float2 smallPixelPosi = centerPixel(smallPixelPos); float2 smallTexSizeInv = 1.0 / smallTexSize; float2 p0 = smallPixelPosi * smallTexSizeInv; float2 p3 = (smallPixelPosi + float2(1.0, 1.0)) * smallTexSizeInv; float2 p1 = float2(p3.x, p0.y); float2 p2 = float2(p0.x, p3.y); float4 V0 = getReflectionValue(p0.xy, mip); float4 V1 = getReflectionValue(p1.xy, mip); float4 V2 = getReflectionValue(p2.xy, mip); float4 V3 = getReflectionValue(p3.xy, mip); // Bilateral weights: // Bilinear interpolation (filter distance) float2 smallPixelPosf = smallPixelPos - smallPixelPosi; float a0 = (1.0 - smallPixelPosf.x) * (1.0 - smallPixelPosf.y); float a1 = smallPixelPosf.x * (1.0 - smallPixelPosf.y); float a2 = (1.0 - smallPixelPosf.x) * smallPixelPosf.y; float a3 = smallPixelPosf.x * smallPixelPosf.y; float2 fullTexSize = _ReflectionBufferSize; float2 fullTexSizeInv = 1.0 / fullTexSize; float4 hiP0 = float4(snapToTexelCenter(p0, fullTexSize, fullTexSizeInv), 0,0); float4 hiP3 = float4(snapToTexelCenter(p3, fullTexSize, fullTexSizeInv), 0,0); float4 hiP1 = float4(snapToTexelCenter(p1, fullTexSize, fullTexSizeInv), 0,0); float4 hiP2 = float4(snapToTexelCenter(p2, fullTexSize, fullTexSizeInv), 0,0); float4 tempCenter = tex2Dlod(_NormalAndRoughnessTexture, float4(tsP, 0, 0)); float3 n = tempCenter.xyz * 2 - 1; float4 temp0 = tex2Dlod(_NormalAndRoughnessTexture, hiP0); float4 temp1 = tex2Dlod(_NormalAndRoughnessTexture, hiP1); float4 temp2 = tex2Dlod(_NormalAndRoughnessTexture, hiP2); float4 temp3 = tex2Dlod(_NormalAndRoughnessTexture, hiP3); float3 n0 = temp0.xyz * 2 - 1; float3 n1 = temp1.xyz * 2 - 1; float3 n2 = temp2.xyz * 2 - 1; float3 n3 = temp3.xyz * 2 - 1; a0 *= normalWeight(n, n0); a1 *= normalWeight(n, n1); a2 *= normalWeight(n, n2); a3 *= normalWeight(n, n3); float r = tempCenter.a; float r0 = temp0.a; float r1 = temp1.a; float r2 = temp2.a; float r3 = temp3.a; a0 *= roughnessWeight(r, r0); a1 *= roughnessWeight(r, r1); a2 *= roughnessWeight(r, r2); a3 *= roughnessWeight(r, r3); // Slightly offset from zero a0 = max(a0, 0.001); a1 = max(a1, 0.001); a2 = max(a2, 0.001); a3 = max(a3, 0.001); // Nearest neighbor // a0 = a1 = a2 = a3 = 1.0; // Normalize the blending weights (weights were chosen so that // the denominator can never be zero) float norm = 1.0 / (a0 + a1 + a2 + a3); // Blend float4 value = (V0 * a0 + V1 * a1 + V2 * a2 + V3 * a3) * norm; //return V0; return value; } /** Explicit bilinear fetches; must be used if the reflection buffer is bound using point sampling */ float4 bilinearUpsampleReflection(float2 tsP, int mip) { float2 smallTexSize = mipToSize(mip); float2 smallPixelPos = tsP * smallTexSize; float2 smallPixelPosi = centerPixel(smallPixelPos); float2 smallTexSizeInv = 1.0 / smallTexSize; float2 p0 = smallPixelPosi * smallTexSizeInv; float2 p3 = (smallPixelPosi + float2(1.0, 1.0)) * smallTexSizeInv; float2 p1 = float2(p3.x, p0.y); float2 p2 = float2(p0.x, p3.y); float4 V0 = getReflectionValue(p0.xy, mip); float4 V1 = getReflectionValue(p1.xy, mip); float4 V2 = getReflectionValue(p2.xy, mip); float4 V3 = getReflectionValue(p3.xy, mip); float a0 = 1.0; float a1 = 1.0; float a2 = 1.0; float a3 = 1.0; // Bilateral weights: // Bilinear interpolation (filter distance) float2 smallPixelPosf = smallPixelPos - smallPixelPosi; a0 = (1.0 - smallPixelPosf.x) * (1.0 - smallPixelPosf.y); a1 = smallPixelPosf.x * (1.0 - smallPixelPosf.y); a2 = (1.0 - smallPixelPosf.x) * smallPixelPosf.y; a3 = smallPixelPosf.x * smallPixelPosf.y; // Blend float4 value = (V0 * a0 + V1 * a1 + V2 * a2 + V3 * a3); return value; } // Unity's roughness is GGX roughness squared float roughnessToBlinnPhongExponent(float roughness) { float r2 = roughness*roughness; return 2.0f / r2*r2 - 2.0f; } float glossyLobeSlope(float roughness) { return pow(roughness, 4.0/3.0); } // Empirically based on our filter: // Mip | Pixels // -------------- // 0 | 1 no filter, so single pixel // 1 | 17 2r + 1 filter applied once, grabbing from pixels r away in either direction (r=8, four samples times stride of 2) // 2 | 50 2r + 1 filter applied on double size pixels, and each of those pixels had reached another r out to the side 2(2r + 1) + m_1 // 3 | 118 4(2r + 1) + m_2 // 4 | 254 8(2r + 1) + m_3 // // Approximated by pixels = 16*2^mip-15 // rearranging we get mip = log_2((pixels + 15) / 16) // float filterFootprintInPixelsToMip(float footprint) { return log2((footprint + 15) / 16); } float3 ansiGradient(float t) { //return float3(t, t, t); return fmod(floor(t * float3(8.0, 4.0, 2.0)), 2.0); } float4 fragCompositeSSR(v2f i) : SV_Target { // Pixel being shaded float2 tsP = i.uv2.xy; float roughness = 1.0-tex2D(_CameraGBufferTexture1, tsP).a; float rayDistance = tex2D(_HitPointTexture, tsP).z; // Get the camera space position of the reflection hit float3 csPosition = GetPosition(tsP); float3 wsNormal = tex2D(_CameraGBufferTexture2, tsP).rgb * 2.0 - 1.0; float3 csN = mul((float3x3)(_WorldToCameraMatrix), wsNormal); float3 c_mi = csMirrorVector(csPosition, csN); float3 csHitpoint = c_mi * rayDistance + csPosition; float gatherFootprintInMeters = glossyLobeSlope(roughness) * rayDistance; // We could add a term that incorporates the normal // This approximation assumes reflections happen at a glancing angle float filterFootprintInPixels = gatherFootprintInMeters * _PixelsPerMeterAtOneMeter / csHitpoint.z; if (_HalfResolution == 1) { filterFootprintInPixels *= 0.5; } float mip = filterFootprintInPixelsToMip(filterFootprintInPixels); float nonPhysicalMip = pow(roughness, 3.0 / 4.0) * UNITY_SPECCUBE_LOD_STEPS; if (_HalfResolution == 1) { nonPhysicalMip = nonPhysicalMip * 0.7; } mip = max(0, min(4, mip)); float4 result = 0.; { int mipMin = int(mip); int mipMax = min(mipMin + 1, 4); float mipLerp = mip-mipMin; if (_BilateralUpsampling == 1) { result = lerp(bilateralUpsampleReflection(tsP, mipMin), bilateralUpsampleReflection(tsP, mipMax), mipLerp); } else { float4 minResult = getReflectionValue(tsP, mipMin); float4 maxResult = getReflectionValue(tsP, mipMax); result = lerp(minResult, maxResult, mipLerp); result.a = min(minResult.a, maxResult.a); } } result.a = min(result.a, 1.0); float vignette = applyEdgeFade(tsP, _ScreenEdgeFading); result.a *= vignette; // THIS MIGHT BE SLIGHTLY WRONG, TRY STEP() float alphaModifier = 1.0 - clamp(roughness * .3, 0., 1.); result.a *= alphaModifier; return result; } int _LastMip; float4 fragMin(v2f i) : SV_Target { float2 tsP = i.uv2.xy; float2 lastTexSize = mipToSize(_LastMip); float2 lastTexSizeInv = 1.0 / lastTexSize; float2 p00 = snapToTexelCenter(tsP, lastTexSize, lastTexSizeInv); float2 p11 = p00 + lastTexSizeInv; return min( min(tex2D(_MainTex, p00), tex2D(_MainTex, p11)), min(tex2D(_MainTex, float2(p00.x, p11.y)), tex2D(_MainTex, float2(p11.x, p00.y))) ); } float4 fragResolveHitPoints(v2f i) : SV_Target { float2 tsP = i.uv2.xy; float4 temp = tex2D(_HitPointTexture, tsP); float2 hitPoint = temp.xy; float confidence = temp.w; float3 colorResult = confidence > 0.0 ? tex2D(_MainTex, hitPoint).rgb : tex2D(_CameraReflectionsTexture, tsP).rgb; if (any(isnan(colorResult))) colorResult = float3(0.0, 0.0, 0.0); // As of 11/29/2015, on Unity 5.3 on a Windows 8.1 computer with a NVIDIA GeForce 980, // with driver 347.62, the above check does not actually work to get rid of NaNs! // So we add this "redundant" check. if (!all(isfinite(colorResult))) colorResult = float3(0.0, 0.0, 0.0); return float4(colorResult, confidence); } float4 fragBilatKeyPack(v2f i) : SV_Target { float2 tsP = i.uv2.xy; float3 csN = tex2D(_CameraGBufferTexture2, tsP).xyz; float roughness = tex2D(_CameraGBufferTexture1, tsP).a; return float4(csN, roughness); } float4 fragDepthToCSZ(v2f i) : SV_Target { float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv2.xy); return float4(-LinearEyeDepth(depth), 0.0, 0.0, 0.0); } static const int NUM_POISSON_TAPS = 12; // Same as used in CameraMotionBlur.shader static const float2 poissonSamples[NUM_POISSON_TAPS] = { float2(-0.326212,-0.40581), float2(-0.840144,-0.07358), float2(-0.695914,0.457137), float2(-0.203345,0.620716), float2(0.96234,-0.194983), float2(0.473434,-0.480026), float2(0.519456,0.767022), float2(0.185461,-0.893124), float2(0.507431,0.064425), float2(0.89642,0.412458), float2(-0.32194,-0.932615), float2(-0.791559,-0.59771) }; float4 fragFilterSharpReflections(v2f i) : SV_Target { // Could improve perf by not computing blur when we won't be sampling the highest level anyways float2 tsP = i.uv2.xy; float4 sum = 0.0; float sampleRadius = _MainTex_TexelSize.xy * _ReflectionBlur; for (int i = 0; i < NUM_POISSON_TAPS; i++) { float2 p = tsP + poissonSamples[i] * sampleRadius; float4 tap = tex2D(_MainTex, p); if (_HighlightSuppression) { tap.rgb = highlightCompression(tap.rgb); } sum += tap; } float4 result = sum / float(NUM_POISSON_TAPS); if (_HighlightSuppression) { result.rgb = highlightDecompression(result.rgb); } return result; } ENDCG SubShader { ZTest Always Cull Off ZWrite Off // 0: Raytrace Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragRaytrace1 float4 fragRaytrace1(v2f i) : SV_Target { return fragRaytrace(i, _RayStepSize); } ENDCG } // 1: Composite Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragComposite ENDCG } // 2: GBlur Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragGBlur ENDCG } // 3: CompositeSSR Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragCompositeSSR ENDCG } // 4: Min mip generation Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragMin ENDCG } // 5: Hit point texture to reflection buffer Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragResolveHitPoints ENDCG } // 6: Pack Bilateral Filter Keys in single buffer Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragBilatKeyPack ENDCG } // 7: Blit depth information as camera space Z Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragDepthToCSZ ENDCG } // 8: Filter the highest quality reflection buffer Pass { CGPROGRAM #pragma exclude_renderers gles xbox360 ps3 #pragma vertex vert #pragma fragment fragFilterSharpReflections ENDCG } } Fallback "Diffuse" } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/ScreenSpaceReflection.shader.meta ================================================ fileFormatVersion: 2 guid: 607a5643efb168f429e438f7d6ad270a timeCreated: 1464350149 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/TAA.cginc ================================================ #ifndef __TAA__ #define __TAA__ #pragma only_renderers ps4 xboxone d3d11 d3d9 xbox360 opengl glcore #pragma exclude_renderers gles #include "UnityCG.cginc" #include "Common.cginc" // ----------------------------------------------------------------------------- // Solver #define TAA_USE_STABLE_BUT_GHOSTY_VARIANT 0 #if !defined(TAA_DILATE_MOTION_VECTOR_SAMPLE) #define TAA_DILATE_MOTION_VECTOR_SAMPLE 1 #endif #define TAA_FRAGMENT_MOTION_HISTORY_DECAY 0.85 #define TAA_FINAL_BLEND_STATIC_FACTOR _FinalBlendParameters.x #define TAA_FINAL_BLEND_DYNAMIC_FACTOR _FinalBlendParameters.y #define TAA_MOTION_AMPLIFICATION _FinalBlendParameters.z struct VaryingsSolver { float4 vertex : SV_POSITION; float4 uv : TEXCOORD0; // [xy: _MainTex.uv, zw: _HistoryTex.uv] }; struct OutputSolver { float4 destination : SV_Target0; float4 history : SV_Target1; }; sampler2D _HistoryTex; sampler2D _CameraMotionVectorsTexture; sampler2D _CameraDepthTexture; float4 _HistoryTex_TexelSize; float4 _CameraDepthTexture_TexelSize; float2 _Jitter; float4 _SharpenParameters; float4 _FinalBlendParameters; VaryingsSolver VertSolver(AttributesDefault input) { VaryingsSolver output; float4 vertex = UnityObjectToClipPos(input.vertex); output.vertex = vertex; output.uv = input.texcoord.xyxy; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) output.uv.y = 1.0 - input.texcoord.y; #endif return output; } float2 GetClosestFragment(float2 uv) { const float2 k = _CameraDepthTexture_TexelSize.xy; const float4 neighborhood = float4( SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv - k), SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv + float2(k.x, -k.y)), SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv + float2(-k.x, k.y)), SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv + k) ); #if defined(UNITY_REVERSED_Z) #define COMPARE_DEPTH(a, b) step(b, a) #else #define COMPARE_DEPTH(a, b) step(a, b) #endif float3 result = float3(0.0, 0.0, SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv)); result = lerp(result, float3(-1.0, -1.0, neighborhood.x), COMPARE_DEPTH(neighborhood.x, result.z)); result = lerp(result, float3( 1.0, -1.0, neighborhood.y), COMPARE_DEPTH(neighborhood.y, result.z)); result = lerp(result, float3(-1.0, 1.0, neighborhood.z), COMPARE_DEPTH(neighborhood.z, result.z)); result = lerp(result, float3( 1.0, 1.0, neighborhood.w), COMPARE_DEPTH(neighborhood.w, result.z)); return (uv + result.xy * k); } // Adapted from Playdead's TAA implementation // https://github.com/playdeadgames/temporal float4 ClipToAABB(float4 color, float p, float3 minimum, float3 maximum) { // note: only clips towards aabb center (but fast!) float3 center = 0.5 * (maximum + minimum); float3 extents = 0.5 * (maximum - minimum); // This is actually `distance`, however the keyword is reserved float4 offset = color - float4(center, p); float3 repeat = abs(offset.xyz / extents); repeat.x = max(repeat.x, max(repeat.y, repeat.z)); if (repeat.x > 1.0) { // `color` is not intersecting (nor inside) the AABB; it's clipped to the closest extent return float4(center, p) + offset / repeat.x; } else { // `color` is intersecting (or inside) the AABB. // Note: for whatever reason moving this return statement from this else into a higher // scope makes the NVIDIA drivers go beyond bonkers return color; } } OutputSolver FragSolver(VaryingsSolver input) { #if TAA_DILATE_MOTION_VECTOR_SAMPLE float2 motion = tex2D(_CameraMotionVectorsTexture, GetClosestFragment(input.uv.zw)).xy; #else // Don't dilate in ortho ! float2 motion = tex2D(_CameraMotionVectorsTexture, input.uv.zw).xy; #endif const float2 k = _MainTex_TexelSize.xy; float2 uv = input.uv.xy; #if UNITY_UV_STARTS_AT_TOP uv -= _MainTex_TexelSize.y < 0 ? _Jitter * float2(1.0, -1.0) : _Jitter; #else uv -= _Jitter; #endif float4 color = tex2D(_MainTex, uv); float4 topLeft = tex2D(_MainTex, uv - k * 0.5); float4 bottomRight = tex2D(_MainTex, uv + k * 0.5); float4 corners = 4.0 * (topLeft + bottomRight) - 2.0 * color; // Sharpen output color += (color - (corners * 0.166667)) * 2.718282 * _SharpenParameters.x; color = max(0.0, color); // Tonemap color and history samples float4 average = FastToneMap((corners + color) * 0.142857); topLeft = FastToneMap(topLeft); bottomRight = FastToneMap(bottomRight); color = FastToneMap(color); float4 history = tex2D(_HistoryTex, input.uv.zw - motion); // Only use this variant for arch viz or scenes that don't have any animated objects (camera animation is fine) #if TAA_USE_STABLE_BUT_GHOSTY_VARIANT float4 luma = float4(Luminance(topLeft.rgb), Luminance(bottomRight.rgb), Luminance(average.rgb), Luminance(color.rgb)); float nudge = lerp(6.28318530718, 0.5, saturate(2.0 * history.a)) * max(abs(luma.z - luma.w), abs(luma.x - luma.y)); float4 minimum = lerp(bottomRight, topLeft, step(luma.x, luma.y)) - nudge; float4 maximum = lerp(topLeft, bottomRight, step(luma.x, luma.y)) + nudge; #else float2 luma = float2(Luminance(average.rgb), Luminance(color.rgb)); float nudge = 4.0 * abs(luma.x - luma.y); float4 minimum = min(bottomRight, topLeft) - nudge; float4 maximum = max(topLeft, bottomRight) + nudge; #endif history = FastToneMap(history); // Clip history samples history = ClipToAABB(history, history.a, minimum.xyz, maximum.xyz); // Store fragment motion history color.a = saturate(smoothstep(0.002 * _MainTex_TexelSize.z, 0.0035 * _MainTex_TexelSize.z, length(motion))); // Blend method float weight = clamp(lerp(TAA_FINAL_BLEND_STATIC_FACTOR, TAA_FINAL_BLEND_DYNAMIC_FACTOR, length(motion) * TAA_MOTION_AMPLIFICATION), TAA_FINAL_BLEND_DYNAMIC_FACTOR, TAA_FINAL_BLEND_STATIC_FACTOR); color = FastToneUnmap(lerp(color, history, weight)); OutputSolver output; output.destination = color; color.a *= TAA_FRAGMENT_MOTION_HISTORY_DECAY; output.history = color; return output; } // ----------------------------------------------------------------------------- // Alpha clearance float4 FragAlphaClear(VaryingsDefault input) : SV_Target { return float4(tex2D(_MainTex, input.uv).rgb, 0.0); } #endif // __TAA__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/TAA.cginc.meta ================================================ fileFormatVersion: 2 guid: 241b7a6a033e9dc4da9d2595cef7f477 timeCreated: 1472807158 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/TAA.shader ================================================ Shader "Hidden/Post FX/Temporal Anti-aliasing" { Properties { _MainTex("", 2D) = "black" } SubShader { Cull Off ZWrite Off ZTest Always // Perspective Pass { CGPROGRAM #pragma target 5.0 #pragma vertex VertSolver #pragma fragment FragSolver #include "TAA.cginc" ENDCG } // Ortho Pass { CGPROGRAM #pragma target 5.0 #pragma vertex VertSolver #pragma fragment FragSolver #define TAA_DILATE_MOTION_VECTOR_SAMPLE 0 #include "TAA.cginc" ENDCG } // Alpha Clear Pass { CGPROGRAM #pragma target 5.0 #pragma vertex VertDefault #pragma fragment FragAlphaClear #include "TAA.cginc" ENDCG } } SubShader { Cull Off ZWrite Off ZTest Always // Perspective Pass { CGPROGRAM #pragma target 3.0 #pragma vertex VertSolver #pragma fragment FragSolver #include "TAA.cginc" ENDCG } // Ortho Pass { CGPROGRAM #pragma target 3.0 #pragma vertex VertSolver #pragma fragment FragSolver #define TAA_DILATE_MOTION_VECTOR_SAMPLE 0 #include "TAA.cginc" ENDCG } // Alpha Clear Pass { CGPROGRAM #pragma target 3.0 #pragma vertex VertDefault #pragma fragment FragAlphaClear #include "TAA.cginc" ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/TAA.shader.meta ================================================ fileFormatVersion: 2 guid: ec6c5af987867f54aa08fba81ee279bd timeCreated: 1472807140 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Tonemapping.cginc ================================================ #ifndef __TONEMAPPING__ #define __TONEMAPPING__ #include "ACES.cginc" // Set to 1 to use the full reference ACES tonemapper. This should only be used for research // purposes and it's quite heavy and generally overkill. #define TONEMAPPING_USE_FULL_ACES 0 // // Neutral tonemapping (Hable/Hejl/Frostbite) // Input is linear RGB // half3 NeutralCurve(half3 x, half a, half b, half c, half d, half e, half f) { return ((x * (a * x + c * b) + d * e) / (x * (a * x + b) + d * f)) - e / f; } half3 NeutralTonemap(half3 x, half4 params1, half4 params2) { // ACES supports negative color values and WILL output negative values when coming from ACES or ACEScg // Make sure negative channels are clamped to 0.0 as this neutral tonemapper can't deal with them properly x = max((0.0).xxx, x); // Tonemap half a = params1.x; half b = params1.y; half c = params1.z; half d = params1.w; half e = params2.x; half f = params2.y; half whiteLevel = params2.z; half whiteClip = params2.w; half3 whiteScale = (1.0).xxx / NeutralCurve(whiteLevel, a, b, c, d, e, f); x = NeutralCurve(x * whiteScale, a, b, c, d, e, f); x *= whiteScale; // Post-curve white point adjustment x /= whiteClip.xxx; return x; } // // Filmic tonemapping (ACES fitting, unless TONEMAPPING_USE_FULL_ACES is set to 1) // Input is ACES2065-1 (AP0 w/ linear encoding) // half3 FilmicTonemap(half3 aces) { #if TONEMAPPING_USE_FULL_ACES half3 oces = RRT(aces); half3 odt = ODT_RGBmonitor_100nits_dim(oces); return odt; #else // --- Glow module --- // half saturation = rgb_2_saturation(aces); half ycIn = rgb_2_yc(aces); half s = sigmoid_shaper((saturation - 0.4) / 0.2); half addedGlow = 1.0 + glow_fwd(ycIn, RRT_GLOW_GAIN * s, RRT_GLOW_MID); aces *= addedGlow; // --- Red modifier --- // half hue = rgb_2_hue(aces); half centeredHue = center_hue(hue, RRT_RED_HUE); half hueWeight; { //hueWeight = cubic_basis_shaper(centeredHue, RRT_RED_WIDTH); hueWeight = Pow2(smoothstep(0.0, 1.0, 1.0 - abs(2.0 * centeredHue / RRT_RED_WIDTH))); } aces.r += hueWeight * saturation * (RRT_RED_PIVOT - aces.r) * (1.0 - RRT_RED_SCALE); // --- ACES to RGB rendering space --- // half3 acescg = max(0.0, ACES_to_ACEScg(aces)); // --- Global desaturation --- // //acescg = mul(RRT_SAT_MAT, acescg); acescg = lerp(dot(acescg, AP1_RGB2Y).xxx, acescg, RRT_SAT_FACTOR.xxx); // Luminance fitting of *RRT.a1.0.3 + ODT.Academy.RGBmonitor_100nits_dim.a1.0.3*. // https://github.com/colour-science/colour-unity/blob/master/Assets/Colour/Notebooks/CIECAM02_Unity.ipynb // RMSE: 0.0012846272106 const half a = 278.5085; const half b = 10.7772; const half c = 293.6045; const half d = 88.7122; const half e = 80.6889; half3 x = acescg; half3 rgbPost = (x * (a * x + b)) / (x * (c * x + d) + e); // Scale luminance to linear code value // half3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK); // Apply gamma adjustment to compensate for dim surround half3 linearCV = darkSurround_to_dimSurround(rgbPost); // Apply desaturation to compensate for luminance difference //linearCV = mul(ODT_SAT_MAT, color); linearCV = lerp(dot(linearCV, AP1_RGB2Y).xxx, linearCV, ODT_SAT_FACTOR.xxx); // Convert to display primary encoding // Rendering space RGB to XYZ half3 XYZ = mul(AP1_2_XYZ_MAT, linearCV); // Apply CAT from ACES white point to assumed observer adapted white point XYZ = mul(D60_2_D65_CAT, XYZ); // CIE XYZ to display primaries linearCV = mul(XYZ_2_REC709_MAT, XYZ); return linearCV; #endif } #endif // __TONEMAPPING__ ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Tonemapping.cginc.meta ================================================ fileFormatVersion: 2 guid: 0a999e641c982a14d9c68dfd53a98afc timeCreated: 1469104178 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Uber.shader ================================================ Shader "Hidden/Post FX/Uber Shader" { Properties { _MainTex ("Texture", 2D) = "white" {} _AutoExposure ("", 2D) = "" {} _BloomTex ("", 2D) = "" {} _Bloom_DirtTex ("", 2D) = "" {} _GrainTex ("", 2D) = "" {} _LogLut ("", 2D) = "" {} _UserLut ("", 2D) = "" {} _Vignette_Mask ("", 2D) = "" {} _ChromaticAberration_Spectrum ("", 2D) = "" {} _DitheringTex ("", 2D) = "" {} } CGINCLUDE #pragma target 3.0 #pragma multi_compile __ UNITY_COLORSPACE_GAMMA #pragma multi_compile __ CHROMATIC_ABERRATION #pragma multi_compile __ DEPTH_OF_FIELD DEPTH_OF_FIELD_COC_VIEW #pragma multi_compile __ BLOOM BLOOM_LENS_DIRT #pragma multi_compile __ COLOR_GRADING COLOR_GRADING_LOG_VIEW #pragma multi_compile __ USER_LUT #pragma multi_compile __ GRAIN #pragma multi_compile __ VIGNETTE_CLASSIC VIGNETTE_MASKED #pragma multi_compile __ DITHERING #include "UnityCG.cginc" #include "Bloom.cginc" #include "ColorGrading.cginc" #include "UberSecondPass.cginc" // Auto exposure / eye adaptation sampler2D _AutoExposure; // Chromatic aberration half _ChromaticAberration_Amount; sampler2D _ChromaticAberration_Spectrum; // Depth of field sampler2D_float _CameraDepthTexture; sampler2D _DepthOfFieldTex; sampler2D _DepthOfFieldCoCTex; float4 _DepthOfFieldTex_TexelSize; float3 _DepthOfFieldParams; // x: distance, y: f^2 / (N * (S1 - f) * film_width * 2), z: max coc // Bloom sampler2D _BloomTex; float4 _BloomTex_TexelSize; half2 _Bloom_Settings; // x: sampleScale, y: bloom.intensity sampler2D _Bloom_DirtTex; half _Bloom_DirtIntensity; // Color grading & tonemapping sampler2D _LogLut; half3 _LogLut_Params; // x: 1 / lut_width, y: 1 / lut_height, z: lut_height - 1 half _ExposureEV; // EV (exp2) // User lut sampler2D _UserLut; half4 _UserLut_Params; // @see _LogLut_Params // Vignette half3 _Vignette_Color; half2 _Vignette_Center; // UV space half4 _Vignette_Settings; // x: intensity, y: smoothness, z: roundness, w: rounded sampler2D _Vignette_Mask; half _Vignette_Opacity; // [0;1] struct VaryingsFlipped { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uvSPR : TEXCOORD1; // Single Pass Stereo UVs float2 uvFlipped : TEXCOORD2; // Flipped UVs (DX/MSAA/Forward) float2 uvFlippedSPR : TEXCOORD3; // Single Pass Stereo flipped UVs }; VaryingsFlipped VertUber(AttributesDefault v) { VaryingsFlipped o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uvSPR = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); o.uvFlipped = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0.0) o.uvFlipped.y = 1.0 - o.uvFlipped.y; #endif o.uvFlippedSPR = UnityStereoScreenSpaceUVAdjust(o.uvFlipped, _MainTex_ST); return o; } half4 FragUber(VaryingsFlipped i) : SV_Target { float2 uv = i.uv; half autoExposure = tex2D(_AutoExposure, uv).r; half3 color = (0.0).xxx; #if DEPTH_OF_FIELD && CHROMATIC_ABERRATION half4 dof = (0.0).xxxx; half ffa = 0.0; // far field alpha #endif // // HDR effects // --------------------------------------------------------- // Chromatic Aberration // Inspired by the method described in "Rendering Inside" [Playdead 2016] // https://twitter.com/pixelmager/status/717019757766123520 #if CHROMATIC_ABERRATION { float2 coords = 2.0 * uv - 1.0; float2 end = uv - coords * dot(coords, coords) * _ChromaticAberration_Amount; float2 diff = end - uv; int samples = clamp(int(length(_MainTex_TexelSize.zw * diff / 2.0)), 3, 16); float2 delta = diff / samples; float2 pos = uv; half3 sum = (0.0).xxx, filterSum = (0.0).xxx; #if DEPTH_OF_FIELD float2 dofDelta = delta; float2 dofPos = pos; if (_MainTex_TexelSize.y < 0.0) { dofDelta.y = -dofDelta.y; dofPos.y = 1.0 - dofPos.y; } half4 dofSum = (0.0).xxxx; half ffaSum = 0.0; #endif for (int i = 0; i < samples; i++) { half t = (i + 0.5) / samples; half3 s = tex2Dlod(_MainTex, float4(UnityStereoScreenSpaceUVAdjust(pos, _MainTex_ST), 0, 0)).rgb; half3 filter = tex2Dlod(_ChromaticAberration_Spectrum, float4(t, 0, 0, 0)).rgb; sum += s * filter; filterSum += filter; pos += delta; #if DEPTH_OF_FIELD float4 uvDof = float4(UnityStereoScreenSpaceUVAdjust(dofPos, _MainTex_ST), 0, 0); half4 sdof = tex2Dlod(_DepthOfFieldTex, uvDof).rgba; half scoc = tex2Dlod(_DepthOfFieldCoCTex, uvDof).r; scoc = (scoc - 0.5) * 2 * _DepthOfFieldParams.z; dofSum += sdof * half4(filter, 1); ffaSum += smoothstep(_MainTex_TexelSize.y * 2, _MainTex_TexelSize.y * 4, scoc); dofPos += dofDelta; #endif } color = sum / filterSum; #if DEPTH_OF_FIELD dof = dofSum / half4(filterSum, samples); ffa = ffaSum / samples; #endif } #else { color = tex2D(_MainTex, i.uvSPR).rgb; } #endif // Apply auto exposure if any color *= autoExposure; // Gamma space... Gah. #if UNITY_COLORSPACE_GAMMA { color = GammaToLinearSpace(color); } #endif // Depth of field #if DEPTH_OF_FIELD_COC_VIEW { // Calculate the radiuses of CoC. half4 src = tex2D(_DepthOfFieldTex, uv); float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uvFlippedSPR)); float coc = (depth - _DepthOfFieldParams.x) * _DepthOfFieldParams.y / depth; coc *= 80; // Visualize CoC (white -> red -> gray) half3 rgb = lerp(half3(1, 0, 0), half3(1.0, 1.0, 1.0), saturate(-coc)); rgb = lerp(rgb, half3(0.4, 0.4, 0.4), saturate(coc)); // Black and white image overlay rgb *= AcesLuminance(color) + 0.5; // Gamma correction #if !UNITY_COLORSPACE_GAMMA { rgb = GammaToLinearSpace(rgb); } #endif color = rgb; } #elif DEPTH_OF_FIELD { #if !CHROMATIC_ABERRATION half4 dof = tex2D(_DepthOfFieldTex, i.uvFlippedSPR); half coc = tex2D(_DepthOfFieldCoCTex, i.uvFlippedSPR); coc = (coc - 0.5) * 2 * _DepthOfFieldParams.z; // Convert CoC to far field alpha value. float ffa = smoothstep(_MainTex_TexelSize.y * 2, _MainTex_TexelSize.y * 4, coc); #endif // lerp(lerp(color, dof, ffa), dof, dof.a) color = lerp(color, dof.rgb * autoExposure, ffa + dof.a - ffa * dof.a); } #endif // HDR Bloom #if BLOOM || BLOOM_LENS_DIRT { half3 bloom = UpsampleFilter(_BloomTex, i.uvFlippedSPR, _BloomTex_TexelSize.xy, _Bloom_Settings.x) * _Bloom_Settings.y; color += bloom; #if BLOOM_LENS_DIRT { half3 dirt = tex2D(_Bloom_DirtTex, i.uvFlipped).rgb * _Bloom_DirtIntensity; color += bloom * dirt; } #endif } #endif // Procedural vignette #if VIGNETTE_CLASSIC { half2 d = abs(uv - _Vignette_Center) * _Vignette_Settings.x; d.x *= lerp(1.0, _ScreenParams.x / _ScreenParams.y, _Vignette_Settings.w); d = pow(d, _Vignette_Settings.z); // Roundness half vfactor = pow(saturate(1.0 - dot(d, d)), _Vignette_Settings.y); color *= lerp(_Vignette_Color, (1.0).xxx, vfactor); } // Masked vignette #elif VIGNETTE_MASKED { half vfactor = tex2D(_Vignette_Mask, uv).a; half3 new_color = color * lerp(_Vignette_Color, (1.0).xxx, vfactor); color = lerp(color, new_color, _Vignette_Opacity); } #endif // HDR color grading & tonemapping #if COLOR_GRADING_LOG_VIEW { color *= _ExposureEV; color = saturate(LinearToLogC(color)); } #elif COLOR_GRADING { color *= _ExposureEV; // Exposure is in ev units (or 'stops') half3 colorLogC = saturate(LinearToLogC(color)); color = ApplyLut2d(_LogLut, colorLogC, _LogLut_Params); } #endif // // All the following effects happen in LDR // --------------------------------------------------------- color = saturate(color); // Back to gamma space if needed #if UNITY_COLORSPACE_GAMMA { color = LinearToGammaSpace(color); } #endif // LDR user lut #if USER_LUT { color = saturate(color); half3 colorGraded; #if !UNITY_COLORSPACE_GAMMA { colorGraded = ApplyLut2d(_UserLut, LinearToGammaSpace(color), _UserLut_Params.xyz); colorGraded = GammaToLinearSpace(colorGraded); } #else { colorGraded = ApplyLut2d(_UserLut, color, _UserLut_Params.xyz); } #endif color = lerp(color, colorGraded, _UserLut_Params.w); } #endif color = UberSecondPass(color, uv); // Done ! return half4(color, 1.0); } ENDCG SubShader { Cull Off ZWrite Off ZTest Always // (0) Pass { CGPROGRAM #pragma vertex VertUber #pragma fragment FragUber ENDCG } } } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/Uber.shader.meta ================================================ fileFormatVersion: 2 guid: 8ce0a6f4c8cae334d8a5617f302b6769 timeCreated: 1459956426 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/UberSecondPass.cginc ================================================ #include "ColorGrading.cginc" // Grain half2 _Grain_Params1; // x: lum_contrib, y: intensity half4 _Grain_Params2; // x: xscale, h: yscale, z: xoffset, w: yoffset sampler2D _GrainTex; // Dithering sampler2D _DitheringTex; float4 _DitheringCoords; float3 UberSecondPass(half3 color, float2 uv) { // Grain #if GRAIN { float3 grain = tex2D(_GrainTex, uv * _Grain_Params2.xy + _Grain_Params2.zw).rgb; // Noisiness response curve based on scene luminance float lum = 1.0 - sqrt(AcesLuminance(color)); lum = lerp(1.0, lum, _Grain_Params1.x); color += color * grain * _Grain_Params1.y * lum; } #endif // Blue noise dithering #if DITHERING { // Symmetric triangular distribution on [-1,1] with maximal density at 0 float noise = tex2D(_DitheringTex, uv * _DitheringCoords.xy + _DitheringCoords.zw).a * 2.0 - 1.0; noise = sign(noise) * (1.0 - sqrt(1.0 - abs(noise))) / 255.0; color += noise; } #endif return color; } ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders/UberSecondPass.cginc.meta ================================================ fileFormatVersion: 2 guid: b6e42614562a56445ba4b5d90301f06f timeCreated: 1487080088 licenseType: Store ShaderImporter: defaultTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources/Shaders.meta ================================================ fileFormatVersion: 2 guid: e039bcc30d13c9341aa224f4e89f21b3 folderAsset: yes timeCreated: 1462199729 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Resources.meta ================================================ fileFormatVersion: 2 guid: 52380717b4884c04ebc31c46dda84909 folderAsset: yes timeCreated: 1466585230 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Attributes/GetSetAttribute.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class GetSetAttribute : PropertyAttribute { public readonly string name; public bool dirty; public GetSetAttribute(string name) { this.name = name; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Attributes/GetSetAttribute.cs.meta ================================================ fileFormatVersion: 2 guid: f17e8602928ea02419dae051ec79c5a2 timeCreated: 1460383955 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Attributes/MinAttribute.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class MinAttribute : PropertyAttribute { public readonly float min; public MinAttribute(float min) { this.min = min; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Attributes/MinAttribute.cs.meta ================================================ fileFormatVersion: 2 guid: 9af2f505033843c46a362e251937acb1 timeCreated: 1462281908 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Attributes/TrackballAttribute.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class TrackballAttribute : PropertyAttribute { public readonly string method; public TrackballAttribute(string method) { this.method = method; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Attributes/TrackballAttribute.cs.meta ================================================ fileFormatVersion: 2 guid: 65e30143f4e114f45b84a1d9cba8f469 timeCreated: 1463400829 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Attributes/TrackballGroupAttribute.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class TrackballGroupAttribute : PropertyAttribute { } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Attributes/TrackballGroupAttribute.cs.meta ================================================ fileFormatVersion: 2 guid: aa62a51ebe4821e4b89a64d267b30a27 timeCreated: 1460563239 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Attributes.meta ================================================ fileFormatVersion: 2 guid: 68327f748e8ffd94889a47317b7d327b folderAsset: yes timeCreated: 1460383911 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/AmbientOcclusionComponent.cs ================================================ using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { using DebugMode = BuiltinDebugViewsModel.Mode; public sealed class AmbientOcclusionComponent : PostProcessingComponentCommandBuffer { static class Uniforms { internal static readonly int _Intensity = Shader.PropertyToID("_Intensity"); internal static readonly int _Radius = Shader.PropertyToID("_Radius"); internal static readonly int _FogParams = Shader.PropertyToID("_FogParams"); internal static readonly int _Downsample = Shader.PropertyToID("_Downsample"); internal static readonly int _SampleCount = Shader.PropertyToID("_SampleCount"); internal static readonly int _OcclusionTexture1 = Shader.PropertyToID("_OcclusionTexture1"); internal static readonly int _OcclusionTexture2 = Shader.PropertyToID("_OcclusionTexture2"); internal static readonly int _OcclusionTexture = Shader.PropertyToID("_OcclusionTexture"); internal static readonly int _MainTex = Shader.PropertyToID("_MainTex"); internal static readonly int _TempRT = Shader.PropertyToID("_TempRT"); } const string k_BlitShaderString = "Hidden/Post FX/Blit"; const string k_ShaderString = "Hidden/Post FX/Ambient Occlusion"; readonly RenderTargetIdentifier[] m_MRT = { BuiltinRenderTextureType.GBuffer0, // Albedo, Occ BuiltinRenderTextureType.CameraTarget // Ambient }; enum OcclusionSource { DepthTexture, DepthNormalsTexture, GBuffer } OcclusionSource occlusionSource { get { if (context.isGBufferAvailable && !model.settings.forceForwardCompatibility) return OcclusionSource.GBuffer; if (model.settings.highPrecision && (!context.isGBufferAvailable || model.settings.forceForwardCompatibility)) return OcclusionSource.DepthTexture; return OcclusionSource.DepthNormalsTexture; } } bool ambientOnlySupported { get { return context.isHdr && model.settings.ambientOnly && context.isGBufferAvailable && !model.settings.forceForwardCompatibility; } } public override bool active { get { return model.enabled && model.settings.intensity > 0f && !context.interrupted; } } public override DepthTextureMode GetCameraFlags() { var flags = DepthTextureMode.None; if (occlusionSource == OcclusionSource.DepthTexture) flags |= DepthTextureMode.Depth; if (occlusionSource != OcclusionSource.GBuffer) flags |= DepthTextureMode.DepthNormals; return flags; } public override string GetName() { return "Ambient Occlusion"; } public override CameraEvent GetCameraEvent() { return ambientOnlySupported && !context.profile.debugViews.IsModeActive(DebugMode.AmbientOcclusion) ? CameraEvent.BeforeReflections : CameraEvent.BeforeImageEffectsOpaque; } public override void PopulateCommandBuffer(CommandBuffer cb) { var settings = model.settings; // Material setup var blitMaterial = context.materialFactory.Get(k_BlitShaderString); var material = context.materialFactory.Get(k_ShaderString); material.shaderKeywords = null; material.SetFloat(Uniforms._Intensity, settings.intensity); material.SetFloat(Uniforms._Radius, settings.radius); material.SetFloat(Uniforms._Downsample, settings.downsampling ? 0.5f : 1f); material.SetInt(Uniforms._SampleCount, (int)settings.sampleCount); if (!context.isGBufferAvailable && RenderSettings.fog) { material.SetVector(Uniforms._FogParams, new Vector3(RenderSettings.fogDensity, RenderSettings.fogStartDistance, RenderSettings.fogEndDistance)); switch (RenderSettings.fogMode) { case FogMode.Linear: material.EnableKeyword("FOG_LINEAR"); break; case FogMode.Exponential: material.EnableKeyword("FOG_EXP"); break; case FogMode.ExponentialSquared: material.EnableKeyword("FOG_EXP2"); break; } } else { material.EnableKeyword("FOG_OFF"); } int tw = context.width; int th = context.height; int ts = settings.downsampling ? 2 : 1; const RenderTextureFormat kFormat = RenderTextureFormat.ARGB32; const RenderTextureReadWrite kRWMode = RenderTextureReadWrite.Linear; const FilterMode kFilter = FilterMode.Bilinear; // AO buffer var rtMask = Uniforms._OcclusionTexture1; cb.GetTemporaryRT(rtMask, tw / ts, th / ts, 0, kFilter, kFormat, kRWMode); // AO estimation cb.Blit((Texture)null, rtMask, material, (int)occlusionSource); // Blur buffer var rtBlur = Uniforms._OcclusionTexture2; // Separable blur (horizontal pass) cb.GetTemporaryRT(rtBlur, tw, th, 0, kFilter, kFormat, kRWMode); cb.SetGlobalTexture(Uniforms._MainTex, rtMask); cb.Blit(rtMask, rtBlur, material, occlusionSource == OcclusionSource.GBuffer ? 4 : 3); cb.ReleaseTemporaryRT(rtMask); // Separable blur (vertical pass) rtMask = Uniforms._OcclusionTexture; cb.GetTemporaryRT(rtMask, tw, th, 0, kFilter, kFormat, kRWMode); cb.SetGlobalTexture(Uniforms._MainTex, rtBlur); cb.Blit(rtBlur, rtMask, material, 5); cb.ReleaseTemporaryRT(rtBlur); if (context.profile.debugViews.IsModeActive(DebugMode.AmbientOcclusion)) { cb.SetGlobalTexture(Uniforms._MainTex, rtMask); cb.Blit(rtMask, BuiltinRenderTextureType.CameraTarget, material, 8); context.Interrupt(); } else if (ambientOnlySupported) { cb.SetRenderTarget(m_MRT, BuiltinRenderTextureType.CameraTarget); cb.DrawMesh(GraphicsUtils.quad, Matrix4x4.identity, material, 0, 7); } else { var fbFormat = context.isHdr ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default; int tempRT = Uniforms._TempRT; cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Bilinear, fbFormat); cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, blitMaterial, 0); cb.SetGlobalTexture(Uniforms._MainTex, tempRT); cb.Blit(tempRT, BuiltinRenderTextureType.CameraTarget, material, 6); cb.ReleaseTemporaryRT(tempRT); } cb.ReleaseTemporaryRT(rtMask); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/AmbientOcclusionComponent.cs.meta ================================================ fileFormatVersion: 2 guid: c6e33ce72d3776b408121f946283403d timeCreated: 1467275948 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/BloomComponent.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class BloomComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure"); internal static readonly int _Threshold = Shader.PropertyToID("_Threshold"); internal static readonly int _Curve = Shader.PropertyToID("_Curve"); internal static readonly int _PrefilterOffs = Shader.PropertyToID("_PrefilterOffs"); internal static readonly int _SampleScale = Shader.PropertyToID("_SampleScale"); internal static readonly int _BaseTex = Shader.PropertyToID("_BaseTex"); internal static readonly int _BloomTex = Shader.PropertyToID("_BloomTex"); internal static readonly int _Bloom_Settings = Shader.PropertyToID("_Bloom_Settings"); internal static readonly int _Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex"); internal static readonly int _Bloom_DirtIntensity = Shader.PropertyToID("_Bloom_DirtIntensity"); } const int k_MaxPyramidBlurLevel = 16; readonly RenderTexture[] m_BlurBuffer1 = new RenderTexture[k_MaxPyramidBlurLevel]; readonly RenderTexture[] m_BlurBuffer2 = new RenderTexture[k_MaxPyramidBlurLevel]; public override bool active { get { return model.enabled && model.settings.bloom.intensity > 0f && !context.interrupted; } } public void Prepare(RenderTexture source, Material uberMaterial, Texture autoExposure) { var bloom = model.settings.bloom; var lensDirt = model.settings.lensDirt; var material = context.materialFactory.Get("Hidden/Post FX/Bloom"); material.shaderKeywords = null; // Apply auto exposure before the prefiltering pass material.SetTexture(Uniforms._AutoExposure, autoExposure); // Do bloom on a half-res buffer, full-res doesn't bring much and kills performances on // fillrate limited platforms var tw = context.width / 2; var th = context.height / 2; // Blur buffer format // TODO: Extend the use of RGBM to the whole chain for mobile platforms var useRGBM = Application.isMobilePlatform; var rtFormat = useRGBM ? RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR; // Determine the iteration count float logh = Mathf.Log(th, 2f) + bloom.radius - 8f; int logh_i = (int)logh; int iterations = Mathf.Clamp(logh_i, 1, k_MaxPyramidBlurLevel); // Uupdate the shader properties float lthresh = bloom.thresholdLinear; material.SetFloat(Uniforms._Threshold, lthresh); float knee = lthresh * bloom.softKnee + 1e-5f; var curve = new Vector3(lthresh - knee, knee * 2f, 0.25f / knee); material.SetVector(Uniforms._Curve, curve); material.SetFloat(Uniforms._PrefilterOffs, bloom.antiFlicker ? -0.5f : 0f); float sampleScale = 0.5f + logh - logh_i; material.SetFloat(Uniforms._SampleScale, sampleScale); // TODO: Probably can disable antiFlicker if TAA is enabled - need to do some testing if (bloom.antiFlicker) material.EnableKeyword("ANTI_FLICKER"); // Prefilter pass var prefiltered = context.renderTextureFactory.Get(tw, th, 0, rtFormat); Graphics.Blit(source, prefiltered, material, 0); // Construct a mip pyramid var last = prefiltered; for (int level = 0; level < iterations; level++) { m_BlurBuffer1[level] = context.renderTextureFactory.Get( last.width / 2, last.height / 2, 0, rtFormat ); int pass = (level == 0) ? 1 : 2; Graphics.Blit(last, m_BlurBuffer1[level], material, pass); last = m_BlurBuffer1[level]; } // Upsample and combine loop for (int level = iterations - 2; level >= 0; level--) { var baseTex = m_BlurBuffer1[level]; material.SetTexture(Uniforms._BaseTex, baseTex); m_BlurBuffer2[level] = context.renderTextureFactory.Get( baseTex.width, baseTex.height, 0, rtFormat ); Graphics.Blit(last, m_BlurBuffer2[level], material, 3); last = m_BlurBuffer2[level]; } var bloomTex = last; // Release the temporary buffers for (int i = 0; i < k_MaxPyramidBlurLevel; i++) { if (m_BlurBuffer1[i] != null) context.renderTextureFactory.Release(m_BlurBuffer1[i]); if (m_BlurBuffer2[i] != null && m_BlurBuffer2[i] != bloomTex) context.renderTextureFactory.Release(m_BlurBuffer2[i]); m_BlurBuffer1[i] = null; m_BlurBuffer2[i] = null; } context.renderTextureFactory.Release(prefiltered); // Push everything to the uber material uberMaterial.SetTexture(Uniforms._BloomTex, bloomTex); uberMaterial.SetVector(Uniforms._Bloom_Settings, new Vector2(sampleScale, bloom.intensity)); if (lensDirt.intensity > 0f && lensDirt.texture != null) { uberMaterial.SetTexture(Uniforms._Bloom_DirtTex, lensDirt.texture); uberMaterial.SetFloat(Uniforms._Bloom_DirtIntensity, lensDirt.intensity); uberMaterial.EnableKeyword("BLOOM_LENS_DIRT"); } else { uberMaterial.EnableKeyword("BLOOM"); } } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/BloomComponent.cs.meta ================================================ fileFormatVersion: 2 guid: acd4204a794b09048b928b1e987500c5 timeCreated: 1473089954 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/BuiltinDebugViewsComponent.cs ================================================ using System.Collections.Generic; using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { using Mode = BuiltinDebugViewsModel.Mode; public sealed class BuiltinDebugViewsComponent : PostProcessingComponentCommandBuffer { static class Uniforms { internal static readonly int _DepthScale = Shader.PropertyToID("_DepthScale"); internal static readonly int _TempRT = Shader.PropertyToID("_TempRT"); internal static readonly int _Opacity = Shader.PropertyToID("_Opacity"); internal static readonly int _MainTex = Shader.PropertyToID("_MainTex"); internal static readonly int _TempRT2 = Shader.PropertyToID("_TempRT2"); internal static readonly int _Amplitude = Shader.PropertyToID("_Amplitude"); internal static readonly int _Scale = Shader.PropertyToID("_Scale"); } const string k_ShaderString = "Hidden/Post FX/Builtin Debug Views"; enum Pass { Depth, Normals, MovecOpacity, MovecImaging, MovecArrows } ArrowArray m_Arrows; class ArrowArray { public Mesh mesh { get; private set; } public int columnCount { get; private set; } public int rowCount { get; private set; } public void BuildMesh(int columns, int rows) { // Base shape var arrow = new Vector3[6] { new Vector3(0f, 0f, 0f), new Vector3(0f, 1f, 0f), new Vector3(0f, 1f, 0f), new Vector3(-1f, 1f, 0f), new Vector3(0f, 1f, 0f), new Vector3(1f, 1f, 0f) }; // make the vertex array int vcount = 6 * columns * rows; var vertices = new List(vcount); var uvs = new List(vcount); for (int iy = 0; iy < rows; iy++) { for (int ix = 0; ix < columns; ix++) { var uv = new Vector2( (0.5f + ix) / columns, (0.5f + iy) / rows ); for (int i = 0; i < 6; i++) { vertices.Add(arrow[i]); uvs.Add(uv); } } } // make the index array var indices = new int[vcount]; for (int i = 0; i < vcount; i++) indices[i] = i; // initialize the mesh object mesh = new Mesh { hideFlags = HideFlags.DontSave }; mesh.SetVertices(vertices); mesh.SetUVs(0, uvs); mesh.SetIndices(indices, MeshTopology.Lines, 0); mesh.UploadMeshData(true); // update the properties columnCount = columns; rowCount = rows; } public void Release() { GraphicsUtils.Destroy(mesh); mesh = null; } } public override bool active { get { return model.IsModeActive(Mode.Depth) || model.IsModeActive(Mode.Normals) || model.IsModeActive(Mode.MotionVectors); } } public override DepthTextureMode GetCameraFlags() { var mode = model.settings.mode; var flags = DepthTextureMode.None; switch (mode) { case Mode.Normals: flags |= DepthTextureMode.DepthNormals; break; case Mode.MotionVectors: flags |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth; break; case Mode.Depth: flags |= DepthTextureMode.Depth; break; } return flags; } public override CameraEvent GetCameraEvent() { return model.settings.mode == Mode.MotionVectors ? CameraEvent.BeforeImageEffects : CameraEvent.BeforeImageEffectsOpaque; } public override string GetName() { return "Builtin Debug Views"; } public override void PopulateCommandBuffer(CommandBuffer cb) { var settings = model.settings; var material = context.materialFactory.Get(k_ShaderString); material.shaderKeywords = null; if (context.isGBufferAvailable) material.EnableKeyword("SOURCE_GBUFFER"); switch (settings.mode) { case Mode.Depth: DepthPass(cb); break; case Mode.Normals: DepthNormalsPass(cb); break; case Mode.MotionVectors: MotionVectorsPass(cb); break; } context.Interrupt(); } void DepthPass(CommandBuffer cb) { var material = context.materialFactory.Get(k_ShaderString); var settings = model.settings.depth; cb.SetGlobalFloat(Uniforms._DepthScale, 1f / settings.scale); cb.Blit((Texture)null, BuiltinRenderTextureType.CameraTarget, material, (int)Pass.Depth); } void DepthNormalsPass(CommandBuffer cb) { var material = context.materialFactory.Get(k_ShaderString); cb.Blit((Texture)null, BuiltinRenderTextureType.CameraTarget, material, (int)Pass.Normals); } void MotionVectorsPass(CommandBuffer cb) { #if UNITY_EDITOR // Don't render motion vectors preview when the editor is not playing as it can in some // cases results in ugly artifacts (i.e. when resizing the game view). if (!Application.isPlaying) return; #endif var material = context.materialFactory.Get(k_ShaderString); var settings = model.settings.motionVectors; // Blit the original source image int tempRT = Uniforms._TempRT; cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Bilinear); cb.SetGlobalFloat(Uniforms._Opacity, settings.sourceOpacity); cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget); cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, material, (int)Pass.MovecOpacity); // Motion vectors (imaging) if (settings.motionImageOpacity > 0f && settings.motionImageAmplitude > 0f) { int tempRT2 = Uniforms._TempRT2; cb.GetTemporaryRT(tempRT2, context.width, context.height, 0, FilterMode.Bilinear); cb.SetGlobalFloat(Uniforms._Opacity, settings.motionImageOpacity); cb.SetGlobalFloat(Uniforms._Amplitude, settings.motionImageAmplitude); cb.SetGlobalTexture(Uniforms._MainTex, tempRT); cb.Blit(tempRT, tempRT2, material, (int)Pass.MovecImaging); cb.ReleaseTemporaryRT(tempRT); tempRT = tempRT2; } // Motion vectors (arrows) if (settings.motionVectorsOpacity > 0f && settings.motionVectorsAmplitude > 0f) { PrepareArrows(); float sy = 1f / settings.motionVectorsResolution; float sx = sy * context.height / context.width; cb.SetGlobalVector(Uniforms._Scale, new Vector2(sx, sy)); cb.SetGlobalFloat(Uniforms._Opacity, settings.motionVectorsOpacity); cb.SetGlobalFloat(Uniforms._Amplitude, settings.motionVectorsAmplitude); cb.DrawMesh(m_Arrows.mesh, Matrix4x4.identity, material, 0, (int)Pass.MovecArrows); } cb.SetGlobalTexture(Uniforms._MainTex, tempRT); cb.Blit(tempRT, BuiltinRenderTextureType.CameraTarget); cb.ReleaseTemporaryRT(tempRT); } void PrepareArrows() { int row = model.settings.motionVectors.motionVectorsResolution; int col = row * Screen.width / Screen.height; if (m_Arrows == null) m_Arrows = new ArrowArray(); if (m_Arrows.columnCount != col || m_Arrows.rowCount != row) { m_Arrows.Release(); m_Arrows.BuildMesh(col, row); } } public override void OnDisable() { if (m_Arrows != null) m_Arrows.Release(); m_Arrows = null; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/BuiltinDebugViewsComponent.cs.meta ================================================ fileFormatVersion: 2 guid: fd834b6165e82e64f9da2d4ed9f4e236 timeCreated: 1473163679 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/ChromaticAberrationComponent.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class ChromaticAberrationComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount"); internal static readonly int _ChromaticAberration_Spectrum = Shader.PropertyToID("_ChromaticAberration_Spectrum"); } Texture2D m_SpectrumLut; public override bool active { get { return model.enabled && model.settings.intensity > 0f && !context.interrupted; } } public override void OnDisable() { GraphicsUtils.Destroy(m_SpectrumLut); m_SpectrumLut = null; } public override void Prepare(Material uberMaterial) { var settings = model.settings; var spectralLut = settings.spectralTexture; if (spectralLut == null) { if (m_SpectrumLut == null) { m_SpectrumLut = new Texture2D(3, 1, TextureFormat.RGB24, false) { name = "Chromatic Aberration Spectrum Lookup", filterMode = FilterMode.Bilinear, wrapMode = TextureWrapMode.Clamp, anisoLevel = 0, hideFlags = HideFlags.DontSave }; var pixels = new Color[3]; pixels[0] = new Color(1f, 0f, 0f); pixels[1] = new Color(0f, 1f, 0f); pixels[2] = new Color(0f, 0f, 1f); m_SpectrumLut.SetPixels(pixels); m_SpectrumLut.Apply(); } spectralLut = m_SpectrumLut; } uberMaterial.EnableKeyword("CHROMATIC_ABERRATION"); uberMaterial.SetFloat(Uniforms._ChromaticAberration_Amount, settings.intensity * 0.03f); uberMaterial.SetTexture(Uniforms._ChromaticAberration_Spectrum, spectralLut); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/ChromaticAberrationComponent.cs.meta ================================================ fileFormatVersion: 2 guid: b9c65642df654a84d84ded1b07448a4c timeCreated: 1473085971 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/ColorGradingComponent.cs ================================================ namespace UnityEngine.PostProcessing { using DebugMode = BuiltinDebugViewsModel.Mode; public sealed class ColorGradingComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _LutParams = Shader.PropertyToID("_LutParams"); internal static readonly int _NeutralTonemapperParams1 = Shader.PropertyToID("_NeutralTonemapperParams1"); internal static readonly int _NeutralTonemapperParams2 = Shader.PropertyToID("_NeutralTonemapperParams2"); internal static readonly int _HueShift = Shader.PropertyToID("_HueShift"); internal static readonly int _Saturation = Shader.PropertyToID("_Saturation"); internal static readonly int _Contrast = Shader.PropertyToID("_Contrast"); internal static readonly int _Balance = Shader.PropertyToID("_Balance"); internal static readonly int _Lift = Shader.PropertyToID("_Lift"); internal static readonly int _InvGamma = Shader.PropertyToID("_InvGamma"); internal static readonly int _Gain = Shader.PropertyToID("_Gain"); internal static readonly int _Slope = Shader.PropertyToID("_Slope"); internal static readonly int _Power = Shader.PropertyToID("_Power"); internal static readonly int _Offset = Shader.PropertyToID("_Offset"); internal static readonly int _ChannelMixerRed = Shader.PropertyToID("_ChannelMixerRed"); internal static readonly int _ChannelMixerGreen = Shader.PropertyToID("_ChannelMixerGreen"); internal static readonly int _ChannelMixerBlue = Shader.PropertyToID("_ChannelMixerBlue"); internal static readonly int _Curves = Shader.PropertyToID("_Curves"); internal static readonly int _LogLut = Shader.PropertyToID("_LogLut"); internal static readonly int _LogLut_Params = Shader.PropertyToID("_LogLut_Params"); internal static readonly int _ExposureEV = Shader.PropertyToID("_ExposureEV"); } const int k_InternalLogLutSize = 32; const int k_CurvePrecision = 128; const float k_CurveStep = 1f / k_CurvePrecision; Texture2D m_GradingCurves; Color[] m_pixels = new Color[k_CurvePrecision * 2]; public override bool active { get { return model.enabled && !context.interrupted; } } // An analytical model of chromaticity of the standard illuminant, by Judd et al. // http://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D // Slightly modifed to adjust it with the D65 white point (x=0.31271, y=0.32902). float StandardIlluminantY(float x) { return 2.87f * x - 3f * x * x - 0.27509507f; } // CIE xy chromaticity to CAT02 LMS. // http://en.wikipedia.org/wiki/LMS_color_space#CAT02 Vector3 CIExyToLMS(float x, float y) { float Y = 1f; float X = Y * x / y; float Z = Y * (1f - x - y) / y; float L = 0.7328f * X + 0.4296f * Y - 0.1624f * Z; float M = -0.7036f * X + 1.6975f * Y + 0.0061f * Z; float S = 0.0030f * X + 0.0136f * Y + 0.9834f * Z; return new Vector3(L, M, S); } Vector3 CalculateColorBalance(float temperature, float tint) { // Range ~[-1.8;1.8] ; using higher ranges is unsafe float t1 = temperature / 55f; float t2 = tint / 55f; // Get the CIE xy chromaticity of the reference white point. // Note: 0.31271 = x value on the D65 white point float x = 0.31271f - t1 * (t1 < 0f ? 0.1f : 0.05f); float y = StandardIlluminantY(x) + t2 * 0.05f; // Calculate the coefficients in the LMS space. var w1 = new Vector3(0.949237f, 1.03542f, 1.08728f); // D65 white point var w2 = CIExyToLMS(x, y); return new Vector3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z); } static Color NormalizeColor(Color c) { float sum = (c.r + c.g + c.b) / 3f; if (Mathf.Approximately(sum, 0f)) return new Color(1f, 1f, 1f, c.a); return new Color { r = c.r / sum, g = c.g / sum, b = c.b / sum, a = c.a }; } static Vector3 ClampVector(Vector3 v, float min, float max) { return new Vector3( Mathf.Clamp(v.x, min, max), Mathf.Clamp(v.y, min, max), Mathf.Clamp(v.z, min, max) ); } public static Vector3 GetLiftValue(Color lift) { const float kLiftScale = 0.1f; var nLift = NormalizeColor(lift); float avgLift = (nLift.r + nLift.g + nLift.b) / 3f; // Getting some artifacts when going into the negatives using a very low offset (lift.a) with non ACES-tonemapping float liftR = (nLift.r - avgLift) * kLiftScale + lift.a; float liftG = (nLift.g - avgLift) * kLiftScale + lift.a; float liftB = (nLift.b - avgLift) * kLiftScale + lift.a; return ClampVector(new Vector3(liftR, liftG, liftB), -1f, 1f); } public static Vector3 GetGammaValue(Color gamma) { const float kGammaScale = 0.5f; const float kMinGamma = 0.01f; var nGamma = NormalizeColor(gamma); float avgGamma = (nGamma.r + nGamma.g + nGamma.b) / 3f; gamma.a *= gamma.a < 0f ? 0.8f : 5f; float gammaR = Mathf.Pow(2f, (nGamma.r - avgGamma) * kGammaScale) + gamma.a; float gammaG = Mathf.Pow(2f, (nGamma.g - avgGamma) * kGammaScale) + gamma.a; float gammaB = Mathf.Pow(2f, (nGamma.b - avgGamma) * kGammaScale) + gamma.a; float invGammaR = 1f / Mathf.Max(kMinGamma, gammaR); float invGammaG = 1f / Mathf.Max(kMinGamma, gammaG); float invGammaB = 1f / Mathf.Max(kMinGamma, gammaB); return ClampVector(new Vector3(invGammaR, invGammaG, invGammaB), 0f, 5f); } public static Vector3 GetGainValue(Color gain) { const float kGainScale = 0.5f; var nGain = NormalizeColor(gain); float avgGain = (nGain.r + nGain.g + nGain.b) / 3f; gain.a *= gain.a > 0f ? 3f : 1f; float gainR = Mathf.Pow(2f, (nGain.r - avgGain) * kGainScale) + gain.a; float gainG = Mathf.Pow(2f, (nGain.g - avgGain) * kGainScale) + gain.a; float gainB = Mathf.Pow(2f, (nGain.b - avgGain) * kGainScale) + gain.a; return ClampVector(new Vector3(gainR, gainG, gainB), 0f, 4f); } public static void CalculateLiftGammaGain(Color lift, Color gamma, Color gain, out Vector3 outLift, out Vector3 outGamma, out Vector3 outGain) { outLift = GetLiftValue(lift); outGamma = GetGammaValue(gamma); outGain = GetGainValue(gain); } public static Vector3 GetSlopeValue(Color slope) { const float kSlopeScale = 0.1f; var nSlope = NormalizeColor(slope); float avgSlope = (nSlope.r + nSlope.g + nSlope.b) / 3f; slope.a *= 0.5f; float slopeR = (nSlope.r - avgSlope) * kSlopeScale + slope.a + 1f; float slopeG = (nSlope.g - avgSlope) * kSlopeScale + slope.a + 1f; float slopeB = (nSlope.b - avgSlope) * kSlopeScale + slope.a + 1f; return ClampVector(new Vector3(slopeR, slopeG, slopeB), 0f, 2f); } public static Vector3 GetPowerValue(Color power) { const float kPowerScale = 0.1f; const float minPower = 0.01f; var nPower = NormalizeColor(power); float avgPower = (nPower.r + nPower.g + nPower.b) / 3f; power.a *= 0.5f; float powerR = (nPower.r - avgPower) * kPowerScale + power.a + 1f; float powerG = (nPower.g - avgPower) * kPowerScale + power.a + 1f; float powerB = (nPower.b - avgPower) * kPowerScale + power.a + 1f; float invPowerR = 1f / Mathf.Max(minPower, powerR); float invPowerG = 1f / Mathf.Max(minPower, powerG); float invPowerB = 1f / Mathf.Max(minPower, powerB); return ClampVector(new Vector3(invPowerR, invPowerG, invPowerB), 0.5f, 2.5f); } public static Vector3 GetOffsetValue(Color offset) { const float kOffsetScale = 0.05f; var nOffset = NormalizeColor(offset); float avgOffset = (nOffset.r + nOffset.g + nOffset.b) / 3f; offset.a *= 0.5f; float offsetR = (nOffset.r - avgOffset) * kOffsetScale + offset.a; float offsetG = (nOffset.g - avgOffset) * kOffsetScale + offset.a; float offsetB = (nOffset.b - avgOffset) * kOffsetScale + offset.a; return ClampVector(new Vector3(offsetR, offsetG, offsetB), -0.8f, 0.8f); } public static void CalculateSlopePowerOffset(Color slope, Color power, Color offset, out Vector3 outSlope, out Vector3 outPower, out Vector3 outOffset) { outSlope = GetSlopeValue(slope); outPower = GetPowerValue(power); outOffset = GetOffsetValue(offset); } TextureFormat GetCurveFormat() { if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf)) return TextureFormat.RGBAHalf; return TextureFormat.RGBA32; } Texture2D GetCurveTexture() { if (m_GradingCurves == null) { m_GradingCurves = new Texture2D(k_CurvePrecision, 2, GetCurveFormat(), false, true) { name = "Internal Curves Texture", hideFlags = HideFlags.DontSave, anisoLevel = 0, wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; } var curves = model.settings.curves; curves.hueVShue.Cache(); curves.hueVSsat.Cache(); for (int i = 0; i < k_CurvePrecision; i++) { float t = i * k_CurveStep; // HSL float x = curves.hueVShue.Evaluate(t); float y = curves.hueVSsat.Evaluate(t); float z = curves.satVSsat.Evaluate(t); float w = curves.lumVSsat.Evaluate(t); m_pixels[i] = new Color(x, y, z, w); // YRGB float m = curves.master.Evaluate(t); float r = curves.red.Evaluate(t); float g = curves.green.Evaluate(t); float b = curves.blue.Evaluate(t); m_pixels[i + k_CurvePrecision] = new Color(r, g, b, m); } m_GradingCurves.SetPixels(m_pixels); m_GradingCurves.Apply(false, false); return m_GradingCurves; } bool IsLogLutValid(RenderTexture lut) { return lut != null && lut.IsCreated() && lut.height == k_InternalLogLutSize; } RenderTextureFormat GetLutFormat() { if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)) return RenderTextureFormat.ARGBHalf; return RenderTextureFormat.ARGB32; } void GenerateLut() { var settings = model.settings; if (!IsLogLutValid(model.bakedLut)) { GraphicsUtils.Destroy(model.bakedLut); model.bakedLut = new RenderTexture(k_InternalLogLutSize * k_InternalLogLutSize, k_InternalLogLutSize, 0, GetLutFormat()) { name = "Color Grading Log LUT", hideFlags = HideFlags.DontSave, filterMode = FilterMode.Bilinear, wrapMode = TextureWrapMode.Clamp, anisoLevel = 0 }; } var lutMaterial = context.materialFactory.Get("Hidden/Post FX/Lut Generator"); lutMaterial.SetVector(Uniforms._LutParams, new Vector4( k_InternalLogLutSize, 0.5f / (k_InternalLogLutSize * k_InternalLogLutSize), 0.5f / k_InternalLogLutSize, k_InternalLogLutSize / (k_InternalLogLutSize - 1f)) ); // Tonemapping lutMaterial.shaderKeywords = null; var tonemapping = settings.tonemapping; switch (tonemapping.tonemapper) { case ColorGradingModel.Tonemapper.Neutral: { lutMaterial.EnableKeyword("TONEMAPPING_NEUTRAL"); const float scaleFactor = 20f; const float scaleFactorHalf = scaleFactor * 0.5f; float inBlack = tonemapping.neutralBlackIn * scaleFactor + 1f; float outBlack = tonemapping.neutralBlackOut * scaleFactorHalf + 1f; float inWhite = tonemapping.neutralWhiteIn / scaleFactor; float outWhite = 1f - tonemapping.neutralWhiteOut / scaleFactor; float blackRatio = inBlack / outBlack; float whiteRatio = inWhite / outWhite; const float a = 0.2f; float b = Mathf.Max(0f, Mathf.LerpUnclamped(0.57f, 0.37f, blackRatio)); float c = Mathf.LerpUnclamped(0.01f, 0.24f, whiteRatio); float d = Mathf.Max(0f, Mathf.LerpUnclamped(0.02f, 0.20f, blackRatio)); const float e = 0.02f; const float f = 0.30f; lutMaterial.SetVector(Uniforms._NeutralTonemapperParams1, new Vector4(a, b, c, d)); lutMaterial.SetVector(Uniforms._NeutralTonemapperParams2, new Vector4(e, f, tonemapping.neutralWhiteLevel, tonemapping.neutralWhiteClip / scaleFactorHalf)); break; } case ColorGradingModel.Tonemapper.ACES: { lutMaterial.EnableKeyword("TONEMAPPING_FILMIC"); break; } } // Color balance & basic grading settings lutMaterial.SetFloat(Uniforms._HueShift, settings.basic.hueShift / 360f); lutMaterial.SetFloat(Uniforms._Saturation, settings.basic.saturation); lutMaterial.SetFloat(Uniforms._Contrast, settings.basic.contrast); lutMaterial.SetVector(Uniforms._Balance, CalculateColorBalance(settings.basic.temperature, settings.basic.tint)); // Lift / Gamma / Gain Vector3 lift, gamma, gain; CalculateLiftGammaGain( settings.colorWheels.linear.lift, settings.colorWheels.linear.gamma, settings.colorWheels.linear.gain, out lift, out gamma, out gain ); lutMaterial.SetVector(Uniforms._Lift, lift); lutMaterial.SetVector(Uniforms._InvGamma, gamma); lutMaterial.SetVector(Uniforms._Gain, gain); // Slope / Power / Offset Vector3 slope, power, offset; CalculateSlopePowerOffset( settings.colorWheels.log.slope, settings.colorWheels.log.power, settings.colorWheels.log.offset, out slope, out power, out offset ); lutMaterial.SetVector(Uniforms._Slope, slope); lutMaterial.SetVector(Uniforms._Power, power); lutMaterial.SetVector(Uniforms._Offset, offset); // Channel mixer lutMaterial.SetVector(Uniforms._ChannelMixerRed, settings.channelMixer.red); lutMaterial.SetVector(Uniforms._ChannelMixerGreen, settings.channelMixer.green); lutMaterial.SetVector(Uniforms._ChannelMixerBlue, settings.channelMixer.blue); // Selective grading & YRGB curves lutMaterial.SetTexture(Uniforms._Curves, GetCurveTexture()); // Generate the lut Graphics.Blit(null, model.bakedLut, lutMaterial, 0); } public override void Prepare(Material uberMaterial) { if (model.isDirty || !IsLogLutValid(model.bakedLut)) { GenerateLut(); model.isDirty = false; } uberMaterial.EnableKeyword( context.profile.debugViews.IsModeActive(DebugMode.PreGradingLog) ? "COLOR_GRADING_LOG_VIEW" : "COLOR_GRADING" ); var bakedLut = model.bakedLut; uberMaterial.SetTexture(Uniforms._LogLut, bakedLut); uberMaterial.SetVector(Uniforms._LogLut_Params, new Vector3(1f / bakedLut.width, 1f / bakedLut.height, bakedLut.height - 1f)); float ev = Mathf.Exp(model.settings.basic.postExposure * 0.69314718055994530941723212145818f); uberMaterial.SetFloat(Uniforms._ExposureEV, ev); } public void OnGUI() { var bakedLut = model.bakedLut; var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, bakedLut.width, bakedLut.height); GUI.DrawTexture(rect, bakedLut); } public override void OnDisable() { GraphicsUtils.Destroy(m_GradingCurves); GraphicsUtils.Destroy(model.bakedLut); m_GradingCurves = null; model.bakedLut = null; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/ColorGradingComponent.cs.meta ================================================ fileFormatVersion: 2 guid: 9baf73db7c9fc1b478f4a0a1000c86f5 timeCreated: 1473086520 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/DepthOfFieldComponent.cs ================================================ using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { using DebugMode = BuiltinDebugViewsModel.Mode; public sealed class DepthOfFieldComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _DepthOfFieldTex = Shader.PropertyToID("_DepthOfFieldTex"); internal static readonly int _DepthOfFieldCoCTex = Shader.PropertyToID("_DepthOfFieldCoCTex"); internal static readonly int _Distance = Shader.PropertyToID("_Distance"); internal static readonly int _LensCoeff = Shader.PropertyToID("_LensCoeff"); internal static readonly int _MaxCoC = Shader.PropertyToID("_MaxCoC"); internal static readonly int _RcpMaxCoC = Shader.PropertyToID("_RcpMaxCoC"); internal static readonly int _RcpAspect = Shader.PropertyToID("_RcpAspect"); internal static readonly int _MainTex = Shader.PropertyToID("_MainTex"); internal static readonly int _CoCTex = Shader.PropertyToID("_CoCTex"); internal static readonly int _TaaParams = Shader.PropertyToID("_TaaParams"); internal static readonly int _DepthOfFieldParams = Shader.PropertyToID("_DepthOfFieldParams"); } const string k_ShaderString = "Hidden/Post FX/Depth Of Field"; public override bool active { get { return model.enabled && !context.interrupted; } } public override DepthTextureMode GetCameraFlags() { return DepthTextureMode.Depth; } RenderTexture m_CoCHistory; // Height of the 35mm full-frame format (36mm x 24mm) const float k_FilmHeight = 0.024f; float CalculateFocalLength() { var settings = model.settings; if (!settings.useCameraFov) return settings.focalLength / 1000f; float fov = context.camera.fieldOfView * Mathf.Deg2Rad; return 0.5f * k_FilmHeight / Mathf.Tan(0.5f * fov); } float CalculateMaxCoCRadius(int screenHeight) { // Estimate the allowable maximum radius of CoC from the kernel // size (the equation below was empirically derived). float radiusInPixels = (float)model.settings.kernelSize * 4f + 6f; // Applying a 5% limit to the CoC radius to keep the size of // TileMax/NeighborMax small enough. return Mathf.Min(0.05f, radiusInPixels / screenHeight); } bool CheckHistory(int width, int height) { return m_CoCHistory != null && m_CoCHistory.IsCreated() && m_CoCHistory.width == width && m_CoCHistory.height == height; } RenderTextureFormat SelectFormat(RenderTextureFormat primary, RenderTextureFormat secondary) { if (SystemInfo.SupportsRenderTextureFormat(primary)) return primary; if (SystemInfo.SupportsRenderTextureFormat(secondary)) return secondary; return RenderTextureFormat.Default; } public void Prepare(RenderTexture source, Material uberMaterial, bool antialiasCoC, Vector2 taaJitter, float taaBlending) { var settings = model.settings; var colorFormat = RenderTextureFormat.DefaultHDR; var cocFormat = SelectFormat(RenderTextureFormat.R8, RenderTextureFormat.RHalf); // Avoid using R8 on OSX with Metal. #896121, https://goo.gl/MgKqu6 #if (UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX) && !UNITY_2017_1_OR_NEWER if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal) cocFormat = SelectFormat(RenderTextureFormat.RHalf, RenderTextureFormat.Default); #endif // Material setup var f = CalculateFocalLength(); var s1 = Mathf.Max(settings.focusDistance, f); var aspect = (float)source.width / source.height; var coeff = f * f / (settings.aperture * (s1 - f) * k_FilmHeight * 2); var maxCoC = CalculateMaxCoCRadius(source.height); var material = context.materialFactory.Get(k_ShaderString); material.SetFloat(Uniforms._Distance, s1); material.SetFloat(Uniforms._LensCoeff, coeff); material.SetFloat(Uniforms._MaxCoC, maxCoC); material.SetFloat(Uniforms._RcpMaxCoC, 1f / maxCoC); material.SetFloat(Uniforms._RcpAspect, 1f / aspect); // CoC calculation pass var rtCoC = context.renderTextureFactory.Get(context.width, context.height, 0, cocFormat, RenderTextureReadWrite.Linear); Graphics.Blit(null, rtCoC, material, 0); if (antialiasCoC) { // CoC temporal filter pass material.SetTexture(Uniforms._CoCTex, rtCoC); var blend = CheckHistory(context.width, context.height) ? taaBlending : 0f; material.SetVector(Uniforms._TaaParams, new Vector3(taaJitter.x, taaJitter.y, blend)); var rtFiltered = RenderTexture.GetTemporary(context.width, context.height, 0, cocFormat); Graphics.Blit(m_CoCHistory, rtFiltered, material, 1); context.renderTextureFactory.Release(rtCoC); if (m_CoCHistory != null) RenderTexture.ReleaseTemporary(m_CoCHistory); m_CoCHistory = rtCoC = rtFiltered; } // Downsampling and prefiltering pass var rt1 = context.renderTextureFactory.Get(context.width / 2, context.height / 2, 0, colorFormat); material.SetTexture(Uniforms._CoCTex, rtCoC); Graphics.Blit(source, rt1, material, 2); // Bokeh simulation pass var rt2 = context.renderTextureFactory.Get(context.width / 2, context.height / 2, 0, colorFormat); Graphics.Blit(rt1, rt2, material, 3 + (int)settings.kernelSize); // Postfilter pass Graphics.Blit(rt2, rt1, material, 7); // Give the results to the uber shader. uberMaterial.SetVector(Uniforms._DepthOfFieldParams, new Vector3(s1, coeff, maxCoC)); if (context.profile.debugViews.IsModeActive(DebugMode.FocusPlane)) { uberMaterial.EnableKeyword("DEPTH_OF_FIELD_COC_VIEW"); context.Interrupt(); } else { uberMaterial.SetTexture(Uniforms._DepthOfFieldTex, rt1); uberMaterial.SetTexture(Uniforms._DepthOfFieldCoCTex, rtCoC); uberMaterial.EnableKeyword("DEPTH_OF_FIELD"); } context.renderTextureFactory.Release(rt2); } public override void OnDisable() { if (m_CoCHistory != null) RenderTexture.ReleaseTemporary(m_CoCHistory); m_CoCHistory = null; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/DepthOfFieldComponent.cs.meta ================================================ fileFormatVersion: 2 guid: d862c8701bf34c342b95cf9058d0b70c timeCreated: 1468410915 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/DitheringComponent.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class DitheringComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _DitheringTex = Shader.PropertyToID("_DitheringTex"); internal static readonly int _DitheringCoords = Shader.PropertyToID("_DitheringCoords"); } public override bool active { get { return model.enabled && !context.interrupted; } } // Holds 64 64x64 Alpha8 textures (256kb total) Texture2D[] noiseTextures; int textureIndex = 0; const int k_TextureCount = 64; public override void OnDisable() { noiseTextures = null; } void LoadNoiseTextures() { noiseTextures = new Texture2D[k_TextureCount]; for (int i = 0; i < k_TextureCount; i++) noiseTextures[i] = Resources.Load("Bluenoise64/LDR_LLL1_" + i); } public override void Prepare(Material uberMaterial) { float rndOffsetX; float rndOffsetY; #if POSTFX_DEBUG_STATIC_DITHERING textureIndex = 0; rndOffsetX = 0f; rndOffsetY = 0f; #else if (++textureIndex >= k_TextureCount) textureIndex = 0; rndOffsetX = Random.value; rndOffsetY = Random.value; #endif if (noiseTextures == null) LoadNoiseTextures(); var noiseTex = noiseTextures[textureIndex]; uberMaterial.EnableKeyword("DITHERING"); uberMaterial.SetTexture(Uniforms._DitheringTex, noiseTex); uberMaterial.SetVector(Uniforms._DitheringCoords, new Vector4( (float)context.width / (float)noiseTex.width, (float)context.height / (float)noiseTex.height, rndOffsetX, rndOffsetY )); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/DitheringComponent.cs.meta ================================================ fileFormatVersion: 2 guid: 35ceb4b3cfab56d43a3f0efeb9d68c43 timeCreated: 1485179235 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/EyeAdaptationComponent.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class EyeAdaptationComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _Params = Shader.PropertyToID("_Params"); internal static readonly int _Speed = Shader.PropertyToID("_Speed"); internal static readonly int _ScaleOffsetRes = Shader.PropertyToID("_ScaleOffsetRes"); internal static readonly int _ExposureCompensation = Shader.PropertyToID("_ExposureCompensation"); internal static readonly int _AutoExposure = Shader.PropertyToID("_AutoExposure"); internal static readonly int _DebugWidth = Shader.PropertyToID("_DebugWidth"); } ComputeShader m_EyeCompute; ComputeBuffer m_HistogramBuffer; readonly RenderTexture[] m_AutoExposurePool = new RenderTexture[2]; int m_AutoExposurePingPing; RenderTexture m_CurrentAutoExposure; RenderTexture m_DebugHistogram; static uint[] s_EmptyHistogramBuffer; bool m_FirstFrame = true; // Don't forget to update 'EyeAdaptation.cginc' if you change these values ! const int k_HistogramBins = 64; const int k_HistogramThreadX = 16; const int k_HistogramThreadY = 16; public override bool active { get { return model.enabled && SystemInfo.supportsComputeShaders && !context.interrupted; } } public void ResetHistory() { m_FirstFrame = true; } public override void OnEnable() { m_FirstFrame = true; } public override void OnDisable() { foreach (var rt in m_AutoExposurePool) GraphicsUtils.Destroy(rt); if (m_HistogramBuffer != null) m_HistogramBuffer.Release(); m_HistogramBuffer = null; if (m_DebugHistogram != null) m_DebugHistogram.Release(); m_DebugHistogram = null; } Vector4 GetHistogramScaleOffsetRes() { var settings = model.settings; float diff = settings.logMax - settings.logMin; float scale = 1f / diff; float offset = -settings.logMin * scale; return new Vector4(scale, offset, Mathf.Floor(context.width / 2f), Mathf.Floor(context.height / 2f)); } public Texture Prepare(RenderTexture source, Material uberMaterial) { var settings = model.settings; // Setup compute if (m_EyeCompute == null) m_EyeCompute = Resources.Load("Shaders/EyeHistogram"); var material = context.materialFactory.Get("Hidden/Post FX/Eye Adaptation"); material.shaderKeywords = null; if (m_HistogramBuffer == null) m_HistogramBuffer = new ComputeBuffer(k_HistogramBins, sizeof(uint)); if (s_EmptyHistogramBuffer == null) s_EmptyHistogramBuffer = new uint[k_HistogramBins]; // Downscale the framebuffer, we don't need an absolute precision for auto exposure and it // helps making it more stable var scaleOffsetRes = GetHistogramScaleOffsetRes(); var rt = context.renderTextureFactory.Get((int)scaleOffsetRes.z, (int)scaleOffsetRes.w, 0, source.format); Graphics.Blit(source, rt); if (m_AutoExposurePool[0] == null || !m_AutoExposurePool[0].IsCreated()) m_AutoExposurePool[0] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat); if (m_AutoExposurePool[1] == null || !m_AutoExposurePool[1].IsCreated()) m_AutoExposurePool[1] = new RenderTexture(1, 1, 0, RenderTextureFormat.RFloat); // Clears the buffer on every frame as we use it to accumulate luminance values on each frame m_HistogramBuffer.SetData(s_EmptyHistogramBuffer); // Gets a log histogram int kernel = m_EyeCompute.FindKernel("KEyeHistogram"); m_EyeCompute.SetBuffer(kernel, "_Histogram", m_HistogramBuffer); m_EyeCompute.SetTexture(kernel, "_Source", rt); m_EyeCompute.SetVector("_ScaleOffsetRes", scaleOffsetRes); m_EyeCompute.Dispatch(kernel, Mathf.CeilToInt(rt.width / (float)k_HistogramThreadX), Mathf.CeilToInt(rt.height / (float)k_HistogramThreadY), 1); // Cleanup context.renderTextureFactory.Release(rt); // Make sure filtering values are correct to avoid apocalyptic consequences const float minDelta = 1e-2f; settings.highPercent = Mathf.Clamp(settings.highPercent, 1f + minDelta, 99f); settings.lowPercent = Mathf.Clamp(settings.lowPercent, 1f, settings.highPercent - minDelta); // Compute auto exposure material.SetBuffer("_Histogram", m_HistogramBuffer); // No (int, buffer) overload for SetBuffer ? material.SetVector(Uniforms._Params, new Vector4(settings.lowPercent * 0.01f, settings.highPercent * 0.01f, Mathf.Exp(settings.minLuminance * 0.69314718055994530941723212145818f), Mathf.Exp(settings.maxLuminance * 0.69314718055994530941723212145818f))); material.SetVector(Uniforms._Speed, new Vector2(settings.speedDown, settings.speedUp)); material.SetVector(Uniforms._ScaleOffsetRes, scaleOffsetRes); material.SetFloat(Uniforms._ExposureCompensation, settings.keyValue); if (settings.dynamicKeyValue) material.EnableKeyword("AUTO_KEY_VALUE"); if (m_FirstFrame || !Application.isPlaying) { // We don't want eye adaptation when not in play mode because the GameView isn't // animated, thus making it harder to tweak. Just use the final audo exposure value. m_CurrentAutoExposure = m_AutoExposurePool[0]; Graphics.Blit(null, m_CurrentAutoExposure, material, (int)EyeAdaptationModel.EyeAdaptationType.Fixed); // Copy current exposure to the other pingpong target to avoid adapting from black Graphics.Blit(m_AutoExposurePool[0], m_AutoExposurePool[1]); } else { int pp = m_AutoExposurePingPing; var src = m_AutoExposurePool[++pp % 2]; var dst = m_AutoExposurePool[++pp % 2]; Graphics.Blit(src, dst, material, (int)settings.adaptationType); m_AutoExposurePingPing = ++pp % 2; m_CurrentAutoExposure = dst; } // Generate debug histogram if (context.profile.debugViews.IsModeActive(BuiltinDebugViewsModel.Mode.EyeAdaptation)) { if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated()) { m_DebugHistogram = new RenderTexture(256, 128, 0, RenderTextureFormat.ARGB32) { filterMode = FilterMode.Point, wrapMode = TextureWrapMode.Clamp }; } material.SetFloat(Uniforms._DebugWidth, m_DebugHistogram.width); Graphics.Blit(null, m_DebugHistogram, material, 2); } m_FirstFrame = false; return m_CurrentAutoExposure; } public void OnGUI() { if (m_DebugHistogram == null || !m_DebugHistogram.IsCreated()) return; var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, m_DebugHistogram.width, m_DebugHistogram.height); GUI.DrawTexture(rect, m_DebugHistogram); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/EyeAdaptationComponent.cs.meta ================================================ fileFormatVersion: 2 guid: c227d71a4040d304c943c26e0914bdeb timeCreated: 1473088756 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/FogComponent.cs ================================================ using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { public sealed class FogComponent : PostProcessingComponentCommandBuffer { static class Uniforms { internal static readonly int _FogColor = Shader.PropertyToID("_FogColor"); internal static readonly int _Density = Shader.PropertyToID("_Density"); internal static readonly int _Start = Shader.PropertyToID("_Start"); internal static readonly int _End = Shader.PropertyToID("_End"); internal static readonly int _TempRT = Shader.PropertyToID("_TempRT"); } const string k_ShaderString = "Hidden/Post FX/Fog"; public override bool active { get { return model.enabled && context.isGBufferAvailable // In forward fog is already done at shader level && RenderSettings.fog && !context.interrupted; } } public override string GetName() { return "Fog"; } public override DepthTextureMode GetCameraFlags() { return DepthTextureMode.Depth; } public override CameraEvent GetCameraEvent() { return CameraEvent.AfterImageEffectsOpaque; } public override void PopulateCommandBuffer(CommandBuffer cb) { var settings = model.settings; var material = context.materialFactory.Get(k_ShaderString); material.shaderKeywords = null; var fogColor = GraphicsUtils.isLinearColorSpace ? RenderSettings.fogColor.linear : RenderSettings.fogColor; material.SetColor(Uniforms._FogColor, fogColor); material.SetFloat(Uniforms._Density, RenderSettings.fogDensity); material.SetFloat(Uniforms._Start, RenderSettings.fogStartDistance); material.SetFloat(Uniforms._End, RenderSettings.fogEndDistance); switch (RenderSettings.fogMode) { case FogMode.Linear: material.EnableKeyword("FOG_LINEAR"); break; case FogMode.Exponential: material.EnableKeyword("FOG_EXP"); break; case FogMode.ExponentialSquared: material.EnableKeyword("FOG_EXP2"); break; } var fbFormat = context.isHdr ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default; cb.GetTemporaryRT(Uniforms._TempRT, context.width, context.height, 24, FilterMode.Bilinear, fbFormat); cb.Blit(BuiltinRenderTextureType.CameraTarget, Uniforms._TempRT); cb.Blit(Uniforms._TempRT, BuiltinRenderTextureType.CameraTarget, material, settings.excludeSkybox ? 1 : 0); cb.ReleaseTemporaryRT(Uniforms._TempRT); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/FogComponent.cs.meta ================================================ fileFormatVersion: 2 guid: d0363c1cc7de62b4989190994103f5e2 timeCreated: 1487334918 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/FxaaComponent.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class FxaaComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _QualitySettings = Shader.PropertyToID("_QualitySettings"); internal static readonly int _ConsoleSettings = Shader.PropertyToID("_ConsoleSettings"); } public override bool active { get { return model.enabled && model.settings.method == AntialiasingModel.Method.Fxaa && !context.interrupted; } } public void Render(RenderTexture source, RenderTexture destination) { var settings = model.settings.fxaaSettings; var material = context.materialFactory.Get("Hidden/Post FX/FXAA"); var qualitySettings = AntialiasingModel.FxaaQualitySettings.presets[(int)settings.preset]; var consoleSettings = AntialiasingModel.FxaaConsoleSettings.presets[(int)settings.preset]; material.SetVector(Uniforms._QualitySettings, new Vector3( qualitySettings.subpixelAliasingRemovalAmount, qualitySettings.edgeDetectionThreshold, qualitySettings.minimumRequiredLuminance ) ); material.SetVector(Uniforms._ConsoleSettings, new Vector4( consoleSettings.subpixelSpreadAmount, consoleSettings.edgeSharpnessAmount, consoleSettings.edgeDetectionThreshold, consoleSettings.minimumRequiredLuminance ) ); Graphics.Blit(source, destination, material, 0); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/FxaaComponent.cs.meta ================================================ fileFormatVersion: 2 guid: d4e1109c5030ca04e9a28243a35155ff timeCreated: 1473088423 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/GrainComponent.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class GrainComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _Grain_Params1 = Shader.PropertyToID("_Grain_Params1"); internal static readonly int _Grain_Params2 = Shader.PropertyToID("_Grain_Params2"); internal static readonly int _GrainTex = Shader.PropertyToID("_GrainTex"); internal static readonly int _Phase = Shader.PropertyToID("_Phase"); } public override bool active { get { return model.enabled && model.settings.intensity > 0f && SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf) && !context.interrupted; } } RenderTexture m_GrainLookupRT; public override void OnDisable() { GraphicsUtils.Destroy(m_GrainLookupRT); m_GrainLookupRT = null; } public override void Prepare(Material uberMaterial) { var settings = model.settings; uberMaterial.EnableKeyword("GRAIN"); float rndOffsetX; float rndOffsetY; #if POSTFX_DEBUG_STATIC_GRAIN // Chosen by a fair dice roll float time = 4f; rndOffsetX = 0f; rndOffsetY = 0f; #else float time = Time.realtimeSinceStartup; rndOffsetX = Random.value; rndOffsetY = Random.value; #endif // Generate the grain lut for the current frame first if (m_GrainLookupRT == null || !m_GrainLookupRT.IsCreated()) { GraphicsUtils.Destroy(m_GrainLookupRT); m_GrainLookupRT = new RenderTexture(192, 192, 0, RenderTextureFormat.ARGBHalf) { filterMode = FilterMode.Bilinear, wrapMode = TextureWrapMode.Repeat, anisoLevel = 0, name = "Grain Lookup Texture" }; m_GrainLookupRT.Create(); } var grainMaterial = context.materialFactory.Get("Hidden/Post FX/Grain Generator"); grainMaterial.SetFloat(Uniforms._Phase, time / 20f); Graphics.Blit((Texture)null, m_GrainLookupRT, grainMaterial, settings.colored ? 1 : 0); // Send everything to the uber shader uberMaterial.SetTexture(Uniforms._GrainTex, m_GrainLookupRT); uberMaterial.SetVector(Uniforms._Grain_Params1, new Vector2(settings.luminanceContribution, settings.intensity * 20f)); uberMaterial.SetVector(Uniforms._Grain_Params2, new Vector4((float)context.width / (float)m_GrainLookupRT.width / settings.size, (float)context.height / (float)m_GrainLookupRT.height / settings.size, rndOffsetX, rndOffsetY)); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/GrainComponent.cs.meta ================================================ fileFormatVersion: 2 guid: 6ff793ec42153c34799eed059982bac3 timeCreated: 1473084716 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/MotionBlurComponent.cs ================================================ using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { using Settings = MotionBlurModel.Settings; public sealed class MotionBlurComponent : PostProcessingComponentCommandBuffer { static class Uniforms { internal static readonly int _VelocityScale = Shader.PropertyToID("_VelocityScale"); internal static readonly int _MaxBlurRadius = Shader.PropertyToID("_MaxBlurRadius"); internal static readonly int _RcpMaxBlurRadius = Shader.PropertyToID("_RcpMaxBlurRadius"); internal static readonly int _VelocityTex = Shader.PropertyToID("_VelocityTex"); internal static readonly int _MainTex = Shader.PropertyToID("_MainTex"); internal static readonly int _Tile2RT = Shader.PropertyToID("_Tile2RT"); internal static readonly int _Tile4RT = Shader.PropertyToID("_Tile4RT"); internal static readonly int _Tile8RT = Shader.PropertyToID("_Tile8RT"); internal static readonly int _TileMaxOffs = Shader.PropertyToID("_TileMaxOffs"); internal static readonly int _TileMaxLoop = Shader.PropertyToID("_TileMaxLoop"); internal static readonly int _TileVRT = Shader.PropertyToID("_TileVRT"); internal static readonly int _NeighborMaxTex = Shader.PropertyToID("_NeighborMaxTex"); internal static readonly int _LoopCount = Shader.PropertyToID("_LoopCount"); internal static readonly int _TempRT = Shader.PropertyToID("_TempRT"); internal static readonly int _History1LumaTex = Shader.PropertyToID("_History1LumaTex"); internal static readonly int _History2LumaTex = Shader.PropertyToID("_History2LumaTex"); internal static readonly int _History3LumaTex = Shader.PropertyToID("_History3LumaTex"); internal static readonly int _History4LumaTex = Shader.PropertyToID("_History4LumaTex"); internal static readonly int _History1ChromaTex = Shader.PropertyToID("_History1ChromaTex"); internal static readonly int _History2ChromaTex = Shader.PropertyToID("_History2ChromaTex"); internal static readonly int _History3ChromaTex = Shader.PropertyToID("_History3ChromaTex"); internal static readonly int _History4ChromaTex = Shader.PropertyToID("_History4ChromaTex"); internal static readonly int _History1Weight = Shader.PropertyToID("_History1Weight"); internal static readonly int _History2Weight = Shader.PropertyToID("_History2Weight"); internal static readonly int _History3Weight = Shader.PropertyToID("_History3Weight"); internal static readonly int _History4Weight = Shader.PropertyToID("_History4Weight"); } enum Pass { VelocitySetup, TileMax1, TileMax2, TileMaxV, NeighborMax, Reconstruction, FrameCompression, FrameBlendingChroma, FrameBlendingRaw } public class ReconstructionFilter { // Texture format for storing 2D vectors. RenderTextureFormat m_VectorRTFormat = RenderTextureFormat.RGHalf; // Texture format for storing packed velocity/depth. RenderTextureFormat m_PackedRTFormat = RenderTextureFormat.ARGB2101010; public ReconstructionFilter() { CheckTextureFormatSupport(); } void CheckTextureFormatSupport() { // If 2:10:10:10 isn't supported, use ARGB32 instead. if (!SystemInfo.SupportsRenderTextureFormat(m_PackedRTFormat)) m_PackedRTFormat = RenderTextureFormat.ARGB32; } public bool IsSupported() { return SystemInfo.supportsMotionVectors; } public void ProcessImage(PostProcessingContext context, CommandBuffer cb, ref Settings settings, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material) { const float kMaxBlurRadius = 5f; // Calculate the maximum blur radius in pixels. int maxBlurPixels = (int)(kMaxBlurRadius * context.height / 100); // Calculate the TileMax size. // It should be a multiple of 8 and larger than maxBlur. int tileSize = ((maxBlurPixels - 1) / 8 + 1) * 8; // Pass 1 - Velocity/depth packing var velocityScale = settings.shutterAngle / 360f; cb.SetGlobalFloat(Uniforms._VelocityScale, velocityScale); cb.SetGlobalFloat(Uniforms._MaxBlurRadius, maxBlurPixels); cb.SetGlobalFloat(Uniforms._RcpMaxBlurRadius, 1f / maxBlurPixels); int vbuffer = Uniforms._VelocityTex; cb.GetTemporaryRT(vbuffer, context.width, context.height, 0, FilterMode.Point, m_PackedRTFormat, RenderTextureReadWrite.Linear); cb.Blit((Texture)null, vbuffer, material, (int)Pass.VelocitySetup); // Pass 2 - First TileMax filter (1/2 downsize) int tile2 = Uniforms._Tile2RT; cb.GetTemporaryRT(tile2, context.width / 2, context.height / 2, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, vbuffer); cb.Blit(vbuffer, tile2, material, (int)Pass.TileMax1); // Pass 3 - Second TileMax filter (1/2 downsize) int tile4 = Uniforms._Tile4RT; cb.GetTemporaryRT(tile4, context.width / 4, context.height / 4, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, tile2); cb.Blit(tile2, tile4, material, (int)Pass.TileMax2); cb.ReleaseTemporaryRT(tile2); // Pass 4 - Third TileMax filter (1/2 downsize) int tile8 = Uniforms._Tile8RT; cb.GetTemporaryRT(tile8, context.width / 8, context.height / 8, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, tile4); cb.Blit(tile4, tile8, material, (int)Pass.TileMax2); cb.ReleaseTemporaryRT(tile4); // Pass 5 - Fourth TileMax filter (reduce to tileSize) var tileMaxOffs = Vector2.one * (tileSize / 8f - 1f) * -0.5f; cb.SetGlobalVector(Uniforms._TileMaxOffs, tileMaxOffs); cb.SetGlobalFloat(Uniforms._TileMaxLoop, (int)(tileSize / 8f)); int tile = Uniforms._TileVRT; cb.GetTemporaryRT(tile, context.width / tileSize, context.height / tileSize, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, tile8); cb.Blit(tile8, tile, material, (int)Pass.TileMaxV); cb.ReleaseTemporaryRT(tile8); // Pass 6 - NeighborMax filter int neighborMax = Uniforms._NeighborMaxTex; int neighborMaxWidth = context.width / tileSize; int neighborMaxHeight = context.height / tileSize; cb.GetTemporaryRT(neighborMax, neighborMaxWidth, neighborMaxHeight, 0, FilterMode.Point, m_VectorRTFormat, RenderTextureReadWrite.Linear); cb.SetGlobalTexture(Uniforms._MainTex, tile); cb.Blit(tile, neighborMax, material, (int)Pass.NeighborMax); cb.ReleaseTemporaryRT(tile); // Pass 7 - Reconstruction pass cb.SetGlobalFloat(Uniforms._LoopCount, Mathf.Clamp(settings.sampleCount / 2, 1, 64)); cb.SetGlobalTexture(Uniforms._MainTex, source); cb.Blit(source, destination, material, (int)Pass.Reconstruction); cb.ReleaseTemporaryRT(vbuffer); cb.ReleaseTemporaryRT(neighborMax); } } public class FrameBlendingFilter { struct Frame { public RenderTexture lumaTexture; public RenderTexture chromaTexture; float m_Time; RenderTargetIdentifier[] m_MRT; public float CalculateWeight(float strength, float currentTime) { if (Mathf.Approximately(m_Time, 0f)) return 0f; var coeff = Mathf.Lerp(80f, 16f, strength); return Mathf.Exp((m_Time - currentTime) * coeff); } public void Release() { if (lumaTexture != null) RenderTexture.ReleaseTemporary(lumaTexture); if (chromaTexture != null) RenderTexture.ReleaseTemporary(chromaTexture); lumaTexture = null; chromaTexture = null; } public void MakeRecord(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, Material material) { Release(); lumaTexture = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); chromaTexture = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); lumaTexture.filterMode = FilterMode.Point; chromaTexture.filterMode = FilterMode.Point; if (m_MRT == null) m_MRT = new RenderTargetIdentifier[2]; m_MRT[0] = lumaTexture; m_MRT[1] = chromaTexture; cb.SetGlobalTexture(Uniforms._MainTex, source); cb.SetRenderTarget(m_MRT, lumaTexture); cb.DrawMesh(GraphicsUtils.quad, Matrix4x4.identity, material, 0, (int)Pass.FrameCompression); m_Time = Time.time; } public void MakeRecordRaw(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, RenderTextureFormat format) { Release(); lumaTexture = RenderTexture.GetTemporary(width, height, 0, format); lumaTexture.filterMode = FilterMode.Point; cb.SetGlobalTexture(Uniforms._MainTex, source); cb.Blit(source, lumaTexture); m_Time = Time.time; } } bool m_UseCompression; RenderTextureFormat m_RawTextureFormat; Frame[] m_FrameList; int m_LastFrameCount; public FrameBlendingFilter() { m_UseCompression = CheckSupportCompression(); m_RawTextureFormat = GetPreferredRenderTextureFormat(); m_FrameList = new Frame[4]; } public void Dispose() { foreach (var frame in m_FrameList) frame.Release(); } public void PushFrame(CommandBuffer cb, RenderTargetIdentifier source, int width, int height, Material material) { // Push only when actual update (do nothing while pausing) var frameCount = Time.frameCount; if (frameCount == m_LastFrameCount) return; // Update the frame record. var index = frameCount % m_FrameList.Length; if (m_UseCompression) m_FrameList[index].MakeRecord(cb, source, width, height, material); else m_FrameList[index].MakeRecordRaw(cb, source, width, height, m_RawTextureFormat); m_LastFrameCount = frameCount; } public void BlendFrames(CommandBuffer cb, float strength, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material) { var t = Time.time; var f1 = GetFrameRelative(-1); var f2 = GetFrameRelative(-2); var f3 = GetFrameRelative(-3); var f4 = GetFrameRelative(-4); cb.SetGlobalTexture(Uniforms._History1LumaTex, f1.lumaTexture); cb.SetGlobalTexture(Uniforms._History2LumaTex, f2.lumaTexture); cb.SetGlobalTexture(Uniforms._History3LumaTex, f3.lumaTexture); cb.SetGlobalTexture(Uniforms._History4LumaTex, f4.lumaTexture); cb.SetGlobalTexture(Uniforms._History1ChromaTex, f1.chromaTexture); cb.SetGlobalTexture(Uniforms._History2ChromaTex, f2.chromaTexture); cb.SetGlobalTexture(Uniforms._History3ChromaTex, f3.chromaTexture); cb.SetGlobalTexture(Uniforms._History4ChromaTex, f4.chromaTexture); cb.SetGlobalFloat(Uniforms._History1Weight, f1.CalculateWeight(strength, t)); cb.SetGlobalFloat(Uniforms._History2Weight, f2.CalculateWeight(strength, t)); cb.SetGlobalFloat(Uniforms._History3Weight, f3.CalculateWeight(strength, t)); cb.SetGlobalFloat(Uniforms._History4Weight, f4.CalculateWeight(strength, t)); cb.SetGlobalTexture(Uniforms._MainTex, source); cb.Blit(source, destination, material, m_UseCompression ? (int)Pass.FrameBlendingChroma : (int)Pass.FrameBlendingRaw); } // Check if the platform has the capability of compression. static bool CheckSupportCompression() { return SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8) && SystemInfo.supportedRenderTargetCount > 1; } // Determine which 16-bit render texture format is available. static RenderTextureFormat GetPreferredRenderTextureFormat() { RenderTextureFormat[] formats = { RenderTextureFormat.RGB565, RenderTextureFormat.ARGB1555, RenderTextureFormat.ARGB4444 }; foreach (var f in formats) if (SystemInfo.SupportsRenderTextureFormat(f)) return f; return RenderTextureFormat.Default; } // Retrieve a frame record with relative indexing. // Use a negative index to refer to previous frames. Frame GetFrameRelative(int offset) { var index = (Time.frameCount + m_FrameList.Length + offset) % m_FrameList.Length; return m_FrameList[index]; } } ReconstructionFilter m_ReconstructionFilter; public ReconstructionFilter reconstructionFilter { get { if (m_ReconstructionFilter == null) m_ReconstructionFilter = new ReconstructionFilter(); return m_ReconstructionFilter; } } FrameBlendingFilter m_FrameBlendingFilter; public FrameBlendingFilter frameBlendingFilter { get { if (m_FrameBlendingFilter == null) m_FrameBlendingFilter = new FrameBlendingFilter(); return m_FrameBlendingFilter; } } bool m_FirstFrame = true; public override bool active { get { var settings = model.settings; return model.enabled && ((settings.shutterAngle > 0f && reconstructionFilter.IsSupported()) || settings.frameBlending > 0f) && SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2 // No movecs on GLES2 platforms && !context.interrupted; } } public override string GetName() { return "Motion Blur"; } public void ResetHistory() { if (m_FrameBlendingFilter != null) m_FrameBlendingFilter.Dispose(); m_FrameBlendingFilter = null; } public override DepthTextureMode GetCameraFlags() { return DepthTextureMode.Depth | DepthTextureMode.MotionVectors; } public override CameraEvent GetCameraEvent() { return CameraEvent.BeforeImageEffects; } public override void OnEnable() { m_FirstFrame = true; } public override void PopulateCommandBuffer(CommandBuffer cb) { #if UNITY_EDITOR // Don't render motion blur preview when the editor is not playing as it can in some // cases results in ugly artifacts (i.e. when resizing the game view). if (!Application.isPlaying) return; #endif // Skip rendering in the first frame as motion vectors won't be abvailable until the // next one if (m_FirstFrame) { m_FirstFrame = false; return; } var material = context.materialFactory.Get("Hidden/Post FX/Motion Blur"); var blitMaterial = context.materialFactory.Get("Hidden/Post FX/Blit"); var settings = model.settings; var fbFormat = context.isHdr ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default; int tempRT = Uniforms._TempRT; cb.GetTemporaryRT(tempRT, context.width, context.height, 0, FilterMode.Point, fbFormat); if (settings.shutterAngle > 0f && settings.frameBlending > 0f) { // Motion blur + frame blending reconstructionFilter.ProcessImage(context, cb, ref settings, BuiltinRenderTextureType.CameraTarget, tempRT, material); frameBlendingFilter.BlendFrames(cb, settings.frameBlending, tempRT, BuiltinRenderTextureType.CameraTarget, material); frameBlendingFilter.PushFrame(cb, tempRT, context.width, context.height, material); } else if (settings.shutterAngle > 0f) { // No frame blending cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget); cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, blitMaterial, 0); reconstructionFilter.ProcessImage(context, cb, ref settings, tempRT, BuiltinRenderTextureType.CameraTarget, material); } else if (settings.frameBlending > 0f) { // Frame blending only cb.SetGlobalTexture(Uniforms._MainTex, BuiltinRenderTextureType.CameraTarget); cb.Blit(BuiltinRenderTextureType.CameraTarget, tempRT, blitMaterial, 0); frameBlendingFilter.BlendFrames(cb, settings.frameBlending, tempRT, BuiltinRenderTextureType.CameraTarget, material); frameBlendingFilter.PushFrame(cb, tempRT, context.width, context.height, material); } // Cleaning up cb.ReleaseTemporaryRT(tempRT); } public override void OnDisable() { if (m_FrameBlendingFilter != null) m_FrameBlendingFilter.Dispose(); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/MotionBlurComponent.cs.meta ================================================ fileFormatVersion: 2 guid: 9a9ae59cbb7c53e40851df7f32805098 timeCreated: 1468325905 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/ScreenSpaceReflectionComponent.cs ================================================ using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { using SSRResolution = ScreenSpaceReflectionModel.SSRResolution; using SSRReflectionBlendType = ScreenSpaceReflectionModel.SSRReflectionBlendType; public sealed class ScreenSpaceReflectionComponent : PostProcessingComponentCommandBuffer { static class Uniforms { internal static readonly int _RayStepSize = Shader.PropertyToID("_RayStepSize"); internal static readonly int _AdditiveReflection = Shader.PropertyToID("_AdditiveReflection"); internal static readonly int _BilateralUpsampling = Shader.PropertyToID("_BilateralUpsampling"); internal static readonly int _TreatBackfaceHitAsMiss = Shader.PropertyToID("_TreatBackfaceHitAsMiss"); internal static readonly int _AllowBackwardsRays = Shader.PropertyToID("_AllowBackwardsRays"); internal static readonly int _TraceBehindObjects = Shader.PropertyToID("_TraceBehindObjects"); internal static readonly int _MaxSteps = Shader.PropertyToID("_MaxSteps"); internal static readonly int _FullResolutionFiltering = Shader.PropertyToID("_FullResolutionFiltering"); internal static readonly int _HalfResolution = Shader.PropertyToID("_HalfResolution"); internal static readonly int _HighlightSuppression = Shader.PropertyToID("_HighlightSuppression"); internal static readonly int _PixelsPerMeterAtOneMeter = Shader.PropertyToID("_PixelsPerMeterAtOneMeter"); internal static readonly int _ScreenEdgeFading = Shader.PropertyToID("_ScreenEdgeFading"); internal static readonly int _ReflectionBlur = Shader.PropertyToID("_ReflectionBlur"); internal static readonly int _MaxRayTraceDistance = Shader.PropertyToID("_MaxRayTraceDistance"); internal static readonly int _FadeDistance = Shader.PropertyToID("_FadeDistance"); internal static readonly int _LayerThickness = Shader.PropertyToID("_LayerThickness"); internal static readonly int _SSRMultiplier = Shader.PropertyToID("_SSRMultiplier"); internal static readonly int _FresnelFade = Shader.PropertyToID("_FresnelFade"); internal static readonly int _FresnelFadePower = Shader.PropertyToID("_FresnelFadePower"); internal static readonly int _ReflectionBufferSize = Shader.PropertyToID("_ReflectionBufferSize"); internal static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize"); internal static readonly int _InvScreenSize = Shader.PropertyToID("_InvScreenSize"); internal static readonly int _ProjInfo = Shader.PropertyToID("_ProjInfo"); internal static readonly int _CameraClipInfo = Shader.PropertyToID("_CameraClipInfo"); internal static readonly int _ProjectToPixelMatrix = Shader.PropertyToID("_ProjectToPixelMatrix"); internal static readonly int _WorldToCameraMatrix = Shader.PropertyToID("_WorldToCameraMatrix"); internal static readonly int _CameraToWorldMatrix = Shader.PropertyToID("_CameraToWorldMatrix"); internal static readonly int _Axis = Shader.PropertyToID("_Axis"); internal static readonly int _CurrentMipLevel = Shader.PropertyToID("_CurrentMipLevel"); internal static readonly int _NormalAndRoughnessTexture = Shader.PropertyToID("_NormalAndRoughnessTexture"); internal static readonly int _HitPointTexture = Shader.PropertyToID("_HitPointTexture"); internal static readonly int _BlurTexture = Shader.PropertyToID("_BlurTexture"); internal static readonly int _FilteredReflections = Shader.PropertyToID("_FilteredReflections"); internal static readonly int _FinalReflectionTexture = Shader.PropertyToID("_FinalReflectionTexture"); internal static readonly int _TempTexture = Shader.PropertyToID("_TempTexture"); } // Unexposed variables bool k_HighlightSuppression = false; bool k_TraceBehindObjects = true; bool k_TreatBackfaceHitAsMiss = false; bool k_BilateralUpsample = true; enum PassIndex { RayTraceStep = 0, CompositeFinal = 1, Blur = 2, CompositeSSR = 3, MinMipGeneration = 4, HitPointToReflections = 5, BilateralKeyPack = 6, BlitDepthAsCSZ = 7, PoissonBlur = 8, } readonly int[] m_ReflectionTextures = new int[5]; // Not really needed as SSR only works in deferred right now public override DepthTextureMode GetCameraFlags() { return DepthTextureMode.Depth; } public override bool active { get { return model.enabled && context.isGBufferAvailable && !context.interrupted; } } public override void OnEnable() { m_ReflectionTextures[0] = Shader.PropertyToID("_ReflectionTexture0"); m_ReflectionTextures[1] = Shader.PropertyToID("_ReflectionTexture1"); m_ReflectionTextures[2] = Shader.PropertyToID("_ReflectionTexture2"); m_ReflectionTextures[3] = Shader.PropertyToID("_ReflectionTexture3"); m_ReflectionTextures[4] = Shader.PropertyToID("_ReflectionTexture4"); } public override string GetName() { return "Screen Space Reflection"; } public override CameraEvent GetCameraEvent() { return CameraEvent.AfterFinalPass; } public override void PopulateCommandBuffer(CommandBuffer cb) { var settings = model.settings; var camera = context.camera; // Material setup int downsampleAmount = (settings.reflection.reflectionQuality == SSRResolution.High) ? 1 : 2; var rtW = context.width / downsampleAmount; var rtH = context.height / downsampleAmount; float sWidth = context.width; float sHeight = context.height; float sx = sWidth / 2f; float sy = sHeight / 2f; var material = context.materialFactory.Get("Hidden/Post FX/Screen Space Reflection"); material.SetInt(Uniforms._RayStepSize, settings.reflection.stepSize); material.SetInt(Uniforms._AdditiveReflection, settings.reflection.blendType == SSRReflectionBlendType.Additive ? 1 : 0); material.SetInt(Uniforms._BilateralUpsampling, k_BilateralUpsample ? 1 : 0); material.SetInt(Uniforms._TreatBackfaceHitAsMiss, k_TreatBackfaceHitAsMiss ? 1 : 0); material.SetInt(Uniforms._AllowBackwardsRays, settings.reflection.reflectBackfaces ? 1 : 0); material.SetInt(Uniforms._TraceBehindObjects, k_TraceBehindObjects ? 1 : 0); material.SetInt(Uniforms._MaxSteps, settings.reflection.iterationCount); material.SetInt(Uniforms._FullResolutionFiltering, 0); material.SetInt(Uniforms._HalfResolution, (settings.reflection.reflectionQuality != SSRResolution.High) ? 1 : 0); material.SetInt(Uniforms._HighlightSuppression, k_HighlightSuppression ? 1 : 0); // The height in pixels of a 1m object if viewed from 1m away. float pixelsPerMeterAtOneMeter = sWidth / (-2f * Mathf.Tan(camera.fieldOfView / 180f * Mathf.PI * 0.5f)); material.SetFloat(Uniforms._PixelsPerMeterAtOneMeter, pixelsPerMeterAtOneMeter); material.SetFloat(Uniforms._ScreenEdgeFading, settings.screenEdgeMask.intensity); material.SetFloat(Uniforms._ReflectionBlur, settings.reflection.reflectionBlur); material.SetFloat(Uniforms._MaxRayTraceDistance, settings.reflection.maxDistance); material.SetFloat(Uniforms._FadeDistance, settings.intensity.fadeDistance); material.SetFloat(Uniforms._LayerThickness, settings.reflection.widthModifier); material.SetFloat(Uniforms._SSRMultiplier, settings.intensity.reflectionMultiplier); material.SetFloat(Uniforms._FresnelFade, settings.intensity.fresnelFade); material.SetFloat(Uniforms._FresnelFadePower, settings.intensity.fresnelFadePower); var P = camera.projectionMatrix; var projInfo = new Vector4( -2f / (sWidth * P[0]), -2f / (sHeight * P[5]), (1f - P[2]) / P[0], (1f + P[6]) / P[5] ); var cameraClipInfo = float.IsPositiveInfinity(camera.farClipPlane) ? new Vector3(camera.nearClipPlane, -1f, 1f) : new Vector3(camera.nearClipPlane * camera.farClipPlane, camera.nearClipPlane - camera.farClipPlane, camera.farClipPlane); material.SetVector(Uniforms._ReflectionBufferSize, new Vector2(rtW, rtH)); material.SetVector(Uniforms._ScreenSize, new Vector2(sWidth, sHeight)); material.SetVector(Uniforms._InvScreenSize, new Vector2(1f / sWidth, 1f / sHeight)); material.SetVector(Uniforms._ProjInfo, projInfo); // used for unprojection material.SetVector(Uniforms._CameraClipInfo, cameraClipInfo); var warpToScreenSpaceMatrix = new Matrix4x4(); warpToScreenSpaceMatrix.SetRow(0, new Vector4(sx, 0f, 0f, sx)); warpToScreenSpaceMatrix.SetRow(1, new Vector4(0f, sy, 0f, sy)); warpToScreenSpaceMatrix.SetRow(2, new Vector4(0f, 0f, 1f, 0f)); warpToScreenSpaceMatrix.SetRow(3, new Vector4(0f, 0f, 0f, 1f)); var projectToPixelMatrix = warpToScreenSpaceMatrix * P; material.SetMatrix(Uniforms._ProjectToPixelMatrix, projectToPixelMatrix); material.SetMatrix(Uniforms._WorldToCameraMatrix, camera.worldToCameraMatrix); material.SetMatrix(Uniforms._CameraToWorldMatrix, camera.worldToCameraMatrix.inverse); // Command buffer setup var intermediateFormat = context.isHdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32; const int maxMip = 5; var kNormalAndRoughnessTexture = Uniforms._NormalAndRoughnessTexture; var kHitPointTexture = Uniforms._HitPointTexture; var kBlurTexture = Uniforms._BlurTexture; var kFilteredReflections = Uniforms._FilteredReflections; var kFinalReflectionTexture = Uniforms._FinalReflectionTexture; var kTempTexture = Uniforms._TempTexture; // RGB: Normals, A: Roughness. // Has the nice benefit of allowing us to control the filtering mode as well. cb.GetTemporaryRT(kNormalAndRoughnessTexture, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); cb.GetTemporaryRT(kHitPointTexture, rtW, rtH, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); for (int i = 0; i < maxMip; ++i) { // We explicitly interpolate during bilateral upsampling. cb.GetTemporaryRT(m_ReflectionTextures[i], rtW >> i, rtH >> i, 0, FilterMode.Bilinear, intermediateFormat); } cb.GetTemporaryRT(kFilteredReflections, rtW, rtH, 0, k_BilateralUpsample ? FilterMode.Point : FilterMode.Bilinear, intermediateFormat); cb.GetTemporaryRT(kFinalReflectionTexture, rtW, rtH, 0, FilterMode.Point, intermediateFormat); cb.Blit(BuiltinRenderTextureType.CameraTarget, kNormalAndRoughnessTexture, material, (int)PassIndex.BilateralKeyPack); cb.Blit(BuiltinRenderTextureType.CameraTarget, kHitPointTexture, material, (int)PassIndex.RayTraceStep); cb.Blit(BuiltinRenderTextureType.CameraTarget, kFilteredReflections, material, (int)PassIndex.HitPointToReflections); cb.Blit(kFilteredReflections, m_ReflectionTextures[0], material, (int)PassIndex.PoissonBlur); for (int i = 1; i < maxMip; ++i) { int inputTex = m_ReflectionTextures[i - 1]; int lowMip = i; cb.GetTemporaryRT(kBlurTexture, rtW >> lowMip, rtH >> lowMip, 0, FilterMode.Bilinear, intermediateFormat); cb.SetGlobalVector(Uniforms._Axis, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); cb.SetGlobalFloat(Uniforms._CurrentMipLevel, i - 1.0f); cb.Blit(inputTex, kBlurTexture, material, (int)PassIndex.Blur); cb.SetGlobalVector(Uniforms._Axis, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); inputTex = m_ReflectionTextures[i]; cb.Blit(kBlurTexture, inputTex, material, (int)PassIndex.Blur); cb.ReleaseTemporaryRT(kBlurTexture); } cb.Blit(m_ReflectionTextures[0], kFinalReflectionTexture, material, (int)PassIndex.CompositeSSR); cb.GetTemporaryRT(kTempTexture, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Bilinear, intermediateFormat); cb.Blit(BuiltinRenderTextureType.CameraTarget, kTempTexture, material, (int)PassIndex.CompositeFinal); cb.Blit(kTempTexture, BuiltinRenderTextureType.CameraTarget); cb.ReleaseTemporaryRT(kTempTexture); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/ScreenSpaceReflectionComponent.cs.meta ================================================ fileFormatVersion: 2 guid: dd75f795d6a798f44a7801082f6a703f timeCreated: 1467626205 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/TaaComponent.cs ================================================ using System; namespace UnityEngine.PostProcessing { public sealed class TaaComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static int _Jitter = Shader.PropertyToID("_Jitter"); internal static int _SharpenParameters = Shader.PropertyToID("_SharpenParameters"); internal static int _FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters"); internal static int _HistoryTex = Shader.PropertyToID("_HistoryTex"); internal static int _MainTex = Shader.PropertyToID("_MainTex"); } const string k_ShaderString = "Hidden/Post FX/Temporal Anti-aliasing"; const int k_SampleCount = 8; readonly RenderBuffer[] m_MRT = new RenderBuffer[2]; int m_SampleIndex = 0; bool m_ResetHistory = true; RenderTexture m_HistoryTexture; public override bool active { get { return model.enabled && model.settings.method == AntialiasingModel.Method.Taa && SystemInfo.supportsMotionVectors && SystemInfo.supportedRenderTargetCount >= 2 && !context.interrupted; } } public override DepthTextureMode GetCameraFlags() { return DepthTextureMode.Depth | DepthTextureMode.MotionVectors; } public Vector2 jitterVector { get; private set; } public void ResetHistory() { m_ResetHistory = true; } public void SetProjectionMatrix(Func jitteredFunc) { var settings = model.settings.taaSettings; var jitter = GenerateRandomOffset(); jitter *= settings.jitterSpread; context.camera.nonJitteredProjectionMatrix = context.camera.projectionMatrix; if (jitteredFunc != null) { context.camera.projectionMatrix = jitteredFunc(jitter); } else { context.camera.projectionMatrix = context.camera.orthographic ? GetOrthographicProjectionMatrix(jitter) : GetPerspectiveProjectionMatrix(jitter); } #if UNITY_5_5_OR_NEWER context.camera.useJitteredProjectionMatrixForTransparentRendering = false; #endif jitter.x /= context.width; jitter.y /= context.height; var material = context.materialFactory.Get(k_ShaderString); material.SetVector(Uniforms._Jitter, jitter); jitterVector = jitter; } public void Render(RenderTexture source, RenderTexture destination) { var material = context.materialFactory.Get(k_ShaderString); material.shaderKeywords = null; var settings = model.settings.taaSettings; if (m_ResetHistory || m_HistoryTexture == null || m_HistoryTexture.width != source.width || m_HistoryTexture.height != source.height) { if (m_HistoryTexture) RenderTexture.ReleaseTemporary(m_HistoryTexture); m_HistoryTexture = RenderTexture.GetTemporary(source.width, source.height, 0, source.format); m_HistoryTexture.name = "TAA History"; Graphics.Blit(source, m_HistoryTexture, material, 2); } const float kMotionAmplification = 100f * 60f; material.SetVector(Uniforms._SharpenParameters, new Vector4(settings.sharpen, 0f, 0f, 0f)); material.SetVector(Uniforms._FinalBlendParameters, new Vector4(settings.stationaryBlending, settings.motionBlending, kMotionAmplification, 0f)); material.SetTexture(Uniforms._MainTex, source); material.SetTexture(Uniforms._HistoryTex, m_HistoryTexture); var tempHistory = RenderTexture.GetTemporary(source.width, source.height, 0, source.format); tempHistory.name = "TAA History"; m_MRT[0] = destination.colorBuffer; m_MRT[1] = tempHistory.colorBuffer; Graphics.SetRenderTarget(m_MRT, source.depthBuffer); GraphicsUtils.Blit(material, context.camera.orthographic ? 1 : 0); RenderTexture.ReleaseTemporary(m_HistoryTexture); m_HistoryTexture = tempHistory; m_ResetHistory = false; } float GetHaltonValue(int index, int radix) { float result = 0f; float fraction = 1f / (float)radix; while (index > 0) { result += (float)(index % radix) * fraction; index /= radix; fraction /= (float)radix; } return result; } Vector2 GenerateRandomOffset() { var offset = new Vector2( GetHaltonValue(m_SampleIndex & 1023, 2), GetHaltonValue(m_SampleIndex & 1023, 3)); if (++m_SampleIndex >= k_SampleCount) m_SampleIndex = 0; return offset; } // Adapted heavily from PlayDead's TAA code // https://github.com/playdeadgames/temporal/blob/master/Assets/Scripts/Extensions.cs Matrix4x4 GetPerspectiveProjectionMatrix(Vector2 offset) { float vertical = Mathf.Tan(0.5f * Mathf.Deg2Rad * context.camera.fieldOfView); float horizontal = vertical * context.camera.aspect; offset.x *= horizontal / (0.5f * context.width); offset.y *= vertical / (0.5f * context.height); float left = (offset.x - horizontal) * context.camera.nearClipPlane; float right = (offset.x + horizontal) * context.camera.nearClipPlane; float top = (offset.y + vertical) * context.camera.nearClipPlane; float bottom = (offset.y - vertical) * context.camera.nearClipPlane; var matrix = new Matrix4x4(); matrix[0, 0] = (2f * context.camera.nearClipPlane) / (right - left); matrix[0, 1] = 0f; matrix[0, 2] = (right + left) / (right - left); matrix[0, 3] = 0f; matrix[1, 0] = 0f; matrix[1, 1] = (2f * context.camera.nearClipPlane) / (top - bottom); matrix[1, 2] = (top + bottom) / (top - bottom); matrix[1, 3] = 0f; matrix[2, 0] = 0f; matrix[2, 1] = 0f; matrix[2, 2] = -(context.camera.farClipPlane + context.camera.nearClipPlane) / (context.camera.farClipPlane - context.camera.nearClipPlane); matrix[2, 3] = -(2f * context.camera.farClipPlane * context.camera.nearClipPlane) / (context.camera.farClipPlane - context.camera.nearClipPlane); matrix[3, 0] = 0f; matrix[3, 1] = 0f; matrix[3, 2] = -1f; matrix[3, 3] = 0f; return matrix; } Matrix4x4 GetOrthographicProjectionMatrix(Vector2 offset) { float vertical = context.camera.orthographicSize; float horizontal = vertical * context.camera.aspect; offset.x *= horizontal / (0.5f * context.width); offset.y *= vertical / (0.5f * context.height); float left = offset.x - horizontal; float right = offset.x + horizontal; float top = offset.y + vertical; float bottom = offset.y - vertical; return Matrix4x4.Ortho(left, right, bottom, top, context.camera.nearClipPlane, context.camera.farClipPlane); } public override void OnDisable() { if (m_HistoryTexture != null) RenderTexture.ReleaseTemporary(m_HistoryTexture); m_HistoryTexture = null; m_SampleIndex = 0; ResetHistory(); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/TaaComponent.cs.meta ================================================ fileFormatVersion: 2 guid: f28703283e17be54180fd04a7c70e1d5 timeCreated: 1472806965 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/UserLutComponent.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class UserLutComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _UserLut = Shader.PropertyToID("_UserLut"); internal static readonly int _UserLut_Params = Shader.PropertyToID("_UserLut_Params"); } public override bool active { get { var settings = model.settings; return model.enabled && settings.lut != null && settings.contribution > 0f && settings.lut.height == (int)Mathf.Sqrt(settings.lut.width) && !context.interrupted; } } public override void Prepare(Material uberMaterial) { var settings = model.settings; uberMaterial.EnableKeyword("USER_LUT"); uberMaterial.SetTexture(Uniforms._UserLut, settings.lut); uberMaterial.SetVector(Uniforms._UserLut_Params, new Vector4(1f / settings.lut.width, 1f / settings.lut.height, settings.lut.height - 1f, settings.contribution)); } public void OnGUI() { var settings = model.settings; var rect = new Rect(context.viewport.x * Screen.width + 8f, 8f, settings.lut.width, settings.lut.height); GUI.DrawTexture(rect, settings.lut); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/UserLutComponent.cs.meta ================================================ fileFormatVersion: 2 guid: 63cb071fb8442a14f85c02e6ddba9b72 timeCreated: 1473086193 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/VignetteComponent.cs ================================================ namespace UnityEngine.PostProcessing { public sealed class VignetteComponent : PostProcessingComponentRenderTexture { static class Uniforms { internal static readonly int _Vignette_Color = Shader.PropertyToID("_Vignette_Color"); internal static readonly int _Vignette_Center = Shader.PropertyToID("_Vignette_Center"); internal static readonly int _Vignette_Settings = Shader.PropertyToID("_Vignette_Settings"); internal static readonly int _Vignette_Mask = Shader.PropertyToID("_Vignette_Mask"); internal static readonly int _Vignette_Opacity = Shader.PropertyToID("_Vignette_Opacity"); } public override bool active { get { return model.enabled && !context.interrupted; } } public override void Prepare(Material uberMaterial) { var settings = model.settings; uberMaterial.SetColor(Uniforms._Vignette_Color, settings.color); if (settings.mode == VignetteModel.Mode.Classic) { uberMaterial.SetVector(Uniforms._Vignette_Center, settings.center); uberMaterial.EnableKeyword("VIGNETTE_CLASSIC"); float roundness = (1f - settings.roundness) * 6f + settings.roundness; uberMaterial.SetVector(Uniforms._Vignette_Settings, new Vector4(settings.intensity * 3f, settings.smoothness * 5f, roundness, settings.rounded ? 1f : 0f)); } else if (settings.mode == VignetteModel.Mode.Masked) { if (settings.mask != null && settings.opacity > 0f) { uberMaterial.EnableKeyword("VIGNETTE_MASKED"); uberMaterial.SetTexture(Uniforms._Vignette_Mask, settings.mask); uberMaterial.SetFloat(Uniforms._Vignette_Opacity, settings.opacity); } } } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components/VignetteComponent.cs.meta ================================================ fileFormatVersion: 2 guid: 39074aa97f4be23438147346f081c7f3 timeCreated: 1473083872 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Components.meta ================================================ fileFormatVersion: 2 guid: c1f765b2bd3d2ad49b2677f6478a9ba3 folderAsset: yes timeCreated: 1466585494 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/AmbientOcclusionModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class AmbientOcclusionModel : PostProcessingModel { public enum SampleCount { Lowest = 3, Low = 6, Medium = 10, High = 16 } [Serializable] public struct Settings { [Range(0, 4), Tooltip("Degree of darkness produced by the effect.")] public float intensity; [Min(1e-4f), Tooltip("Radius of sample points, which affects extent of darkened areas.")] public float radius; [Tooltip("Number of sample points, which affects quality and performance.")] public SampleCount sampleCount; [Tooltip("Halves the resolution of the effect to increase performance at the cost of visual quality.")] public bool downsampling; [Tooltip("Forces compatibility with Forward rendered objects when working with the Deferred rendering path.")] public bool forceForwardCompatibility; [Tooltip("Enables the ambient-only mode in that the effect only affects ambient lighting. This mode is only available with the Deferred rendering path and HDR rendering.")] public bool ambientOnly; [Tooltip("Toggles the use of a higher precision depth texture with the forward rendering path (may impact performances). Has no effect with the deferred rendering path.")] public bool highPrecision; public static Settings defaultSettings { get { return new Settings { intensity = 1f, radius = 0.3f, sampleCount = SampleCount.Medium, downsampling = true, forceForwardCompatibility = false, ambientOnly = false, highPrecision = false }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/AmbientOcclusionModel.cs.meta ================================================ fileFormatVersion: 2 guid: 564228afc5cbd5f49beb80038b4b7af2 timeCreated: 1462280796 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/AntialiasingModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class AntialiasingModel : PostProcessingModel { public enum Method { Fxaa, Taa } // Most settings aren't exposed to the user anymore, presets are enough. Still, I'm leaving // the tooltip attributes in case an user wants to customize each preset. #region FXAA Settings public enum FxaaPreset { ExtremePerformance, Performance, Default, Quality, ExtremeQuality } [Serializable] public struct FxaaQualitySettings { [Tooltip("The amount of desired sub-pixel aliasing removal. Effects the sharpeness of the output.")] [Range(0f, 1f)] public float subpixelAliasingRemovalAmount; [Tooltip("The minimum amount of local contrast required to qualify a region as containing an edge.")] [Range(0.063f, 0.333f)] public float edgeDetectionThreshold; [Tooltip("Local contrast adaptation value to disallow the algorithm from executing on the darker regions.")] [Range(0f, 0.0833f)] public float minimumRequiredLuminance; public static FxaaQualitySettings[] presets = { // ExtremePerformance new FxaaQualitySettings { subpixelAliasingRemovalAmount = 0f, edgeDetectionThreshold = 0.333f, minimumRequiredLuminance = 0.0833f }, // Performance new FxaaQualitySettings { subpixelAliasingRemovalAmount = 0.25f, edgeDetectionThreshold = 0.25f, minimumRequiredLuminance = 0.0833f }, // Default new FxaaQualitySettings { subpixelAliasingRemovalAmount = 0.75f, edgeDetectionThreshold = 0.166f, minimumRequiredLuminance = 0.0833f }, // Quality new FxaaQualitySettings { subpixelAliasingRemovalAmount = 1f, edgeDetectionThreshold = 0.125f, minimumRequiredLuminance = 0.0625f }, // ExtremeQuality new FxaaQualitySettings { subpixelAliasingRemovalAmount = 1f, edgeDetectionThreshold = 0.063f, minimumRequiredLuminance = 0.0312f } }; } [Serializable] public struct FxaaConsoleSettings { [Tooltip("The amount of spread applied to the sampling coordinates while sampling for subpixel information.")] [Range(0.33f, 0.5f)] public float subpixelSpreadAmount; [Tooltip("This value dictates how sharp the edges in the image are kept; a higher value implies sharper edges.")] [Range(2f, 8f)] public float edgeSharpnessAmount; [Tooltip("The minimum amount of local contrast required to qualify a region as containing an edge.")] [Range(0.125f, 0.25f)] public float edgeDetectionThreshold; [Tooltip("Local contrast adaptation value to disallow the algorithm from executing on the darker regions.")] [Range(0.04f, 0.06f)] public float minimumRequiredLuminance; public static FxaaConsoleSettings[] presets = { // ExtremePerformance new FxaaConsoleSettings { subpixelSpreadAmount = 0.33f, edgeSharpnessAmount = 8f, edgeDetectionThreshold = 0.25f, minimumRequiredLuminance = 0.06f }, // Performance new FxaaConsoleSettings { subpixelSpreadAmount = 0.33f, edgeSharpnessAmount = 8f, edgeDetectionThreshold = 0.125f, minimumRequiredLuminance = 0.06f }, // Default new FxaaConsoleSettings { subpixelSpreadAmount = 0.5f, edgeSharpnessAmount = 8f, edgeDetectionThreshold = 0.125f, minimumRequiredLuminance = 0.05f }, // Quality new FxaaConsoleSettings { subpixelSpreadAmount = 0.5f, edgeSharpnessAmount = 4f, edgeDetectionThreshold = 0.125f, minimumRequiredLuminance = 0.04f }, // ExtremeQuality new FxaaConsoleSettings { subpixelSpreadAmount = 0.5f, edgeSharpnessAmount = 2f, edgeDetectionThreshold = 0.125f, minimumRequiredLuminance = 0.04f } }; } [Serializable] public struct FxaaSettings { public FxaaPreset preset; public static FxaaSettings defaultSettings { get { return new FxaaSettings { preset = FxaaPreset.Default }; } } } #endregion #region TAA Settings [Serializable] public struct TaaSettings { [Tooltip("The diameter (in texels) inside which jitter samples are spread. Smaller values result in crisper but more aliased output, while larger values result in more stable but blurrier output.")] [Range(0.1f, 1f)] public float jitterSpread; [Tooltip("Controls the amount of sharpening applied to the color buffer.")] [Range(0f, 3f)] public float sharpen; [Tooltip("The blend coefficient for a stationary fragment. Controls the percentage of history sample blended into the final color.")] [Range(0f, 0.99f)] public float stationaryBlending; [Tooltip("The blend coefficient for a fragment with significant motion. Controls the percentage of history sample blended into the final color.")] [Range(0f, 0.99f)] public float motionBlending; public static TaaSettings defaultSettings { get { return new TaaSettings { jitterSpread = 0.75f, sharpen = 0.3f, stationaryBlending = 0.95f, motionBlending = 0.85f }; } } } #endregion [Serializable] public struct Settings { public Method method; public FxaaSettings fxaaSettings; public TaaSettings taaSettings; public static Settings defaultSettings { get { return new Settings { method = Method.Fxaa, fxaaSettings = FxaaSettings.defaultSettings, taaSettings = TaaSettings.defaultSettings }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/AntialiasingModel.cs.meta ================================================ fileFormatVersion: 2 guid: cb9a239ec5f20ca4cb5d0391441588de timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/BloomModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class BloomModel : PostProcessingModel { [Serializable] public struct BloomSettings { [Min(0f), Tooltip("Strength of the bloom filter.")] public float intensity; [Min(0f), Tooltip("Filters out pixels under this level of brightness.")] public float threshold; public float thresholdLinear { set { threshold = Mathf.LinearToGammaSpace(value); } get { return Mathf.GammaToLinearSpace(threshold); } } [Range(0f, 1f), Tooltip("Makes transition between under/over-threshold gradual (0 = hard threshold, 1 = soft threshold).")] public float softKnee; [Range(1f, 7f), Tooltip("Changes extent of veiling effects in a screen resolution-independent fashion.")] public float radius; [Tooltip("Reduces flashing noise with an additional filter.")] public bool antiFlicker; public static BloomSettings defaultSettings { get { return new BloomSettings { intensity = 0.5f, threshold = 1.1f, softKnee = 0.5f, radius = 4f, antiFlicker = false, }; } } } [Serializable] public struct LensDirtSettings { [Tooltip("Dirtiness texture to add smudges or dust to the lens.")] public Texture texture; [Min(0f), Tooltip("Amount of lens dirtiness.")] public float intensity; public static LensDirtSettings defaultSettings { get { return new LensDirtSettings { texture = null, intensity = 3f }; } } } [Serializable] public struct Settings { public BloomSettings bloom; public LensDirtSettings lensDirt; public static Settings defaultSettings { get { return new Settings { bloom = BloomSettings.defaultSettings, lensDirt = LensDirtSettings.defaultSettings }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/BloomModel.cs.meta ================================================ fileFormatVersion: 2 guid: e215a6ec29d100f489c186f289526f06 timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/BuiltinDebugViewsModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class BuiltinDebugViewsModel : PostProcessingModel { [Serializable] public struct DepthSettings { [Range(0f, 1f), Tooltip("Scales the camera far plane before displaying the depth map.")] public float scale; public static DepthSettings defaultSettings { get { return new DepthSettings { scale = 1f }; } } } [Serializable] public struct MotionVectorsSettings { [Range(0f, 1f), Tooltip("Opacity of the source render.")] public float sourceOpacity; [Range(0f, 1f), Tooltip("Opacity of the per-pixel motion vector colors.")] public float motionImageOpacity; [Min(0f), Tooltip("Because motion vectors are mainly very small vectors, you can use this setting to make them more visible.")] public float motionImageAmplitude; [Range(0f, 1f), Tooltip("Opacity for the motion vector arrows.")] public float motionVectorsOpacity; [Range(8, 64), Tooltip("The arrow density on screen.")] public int motionVectorsResolution; [Min(0f), Tooltip("Tweaks the arrows length.")] public float motionVectorsAmplitude; public static MotionVectorsSettings defaultSettings { get { return new MotionVectorsSettings { sourceOpacity = 1f, motionImageOpacity = 0f, motionImageAmplitude = 16f, motionVectorsOpacity = 1f, motionVectorsResolution = 24, motionVectorsAmplitude = 64f }; } } } public enum Mode { None, Depth, Normals, MotionVectors, AmbientOcclusion, EyeAdaptation, FocusPlane, PreGradingLog, LogLut, UserLut } [Serializable] public struct Settings { public Mode mode; public DepthSettings depth; public MotionVectorsSettings motionVectors; public static Settings defaultSettings { get { return new Settings { mode = Mode.None, depth = DepthSettings.defaultSettings, motionVectors = MotionVectorsSettings.defaultSettings }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public bool willInterrupt { get { return !IsModeActive(Mode.None) && !IsModeActive(Mode.EyeAdaptation) && !IsModeActive(Mode.PreGradingLog) && !IsModeActive(Mode.LogLut) && !IsModeActive(Mode.UserLut); } } public override void Reset() { settings = Settings.defaultSettings; } public bool IsModeActive(Mode mode) { return m_Settings.mode == mode; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/BuiltinDebugViewsModel.cs.meta ================================================ fileFormatVersion: 2 guid: 33d6d1a4b7b3dec40819019a25605191 timeCreated: 1467970684 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/ChromaticAberrationModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class ChromaticAberrationModel : PostProcessingModel { [Serializable] public struct Settings { [Tooltip("Shift the hue of chromatic aberrations.")] public Texture2D spectralTexture; [Range(0f, 1f), Tooltip("Amount of tangential distortion.")] public float intensity; public static Settings defaultSettings { get { return new Settings { spectralTexture = null, intensity = 0.1f }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/ChromaticAberrationModel.cs.meta ================================================ fileFormatVersion: 2 guid: 8da01668697617e43879715e835a2367 timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/ColorGradingModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class ColorGradingModel : PostProcessingModel { public enum Tonemapper { None, /// /// ACES Filmic reference tonemapper. /// ACES, /// /// Neutral tonemapper (based off John Hable's & Jim Hejl's work). /// Neutral } [Serializable] public struct TonemappingSettings { [Tooltip("Tonemapping algorithm to use at the end of the color grading process. Use \"Neutral\" if you need a customizable tonemapper or \"Filmic\" to give a standard filmic look to your scenes.")] public Tonemapper tonemapper; // Neutral settings [Range(-0.1f, 0.1f)] public float neutralBlackIn; [Range(1f, 20f)] public float neutralWhiteIn; [Range(-0.09f, 0.1f)] public float neutralBlackOut; [Range(1f, 19f)] public float neutralWhiteOut; [Range(0.1f, 20f)] public float neutralWhiteLevel; [Range(1f, 10f)] public float neutralWhiteClip; public static TonemappingSettings defaultSettings { get { return new TonemappingSettings { tonemapper = Tonemapper.Neutral, neutralBlackIn = 0.02f, neutralWhiteIn = 10f, neutralBlackOut = 0f, neutralWhiteOut = 10f, neutralWhiteLevel = 5.3f, neutralWhiteClip = 10f }; } } } [Serializable] public struct BasicSettings { [Tooltip("Adjusts the overall exposure of the scene in EV units. This is applied after HDR effect and right before tonemapping so it won't affect previous effects in the chain.")] public float postExposure; [Range(-100f, 100f), Tooltip("Sets the white balance to a custom color temperature.")] public float temperature; [Range(-100f, 100f), Tooltip("Sets the white balance to compensate for a green or magenta tint.")] public float tint; [Range(-180f, 180f), Tooltip("Shift the hue of all colors.")] public float hueShift; [Range(0f, 2f), Tooltip("Pushes the intensity of all colors.")] public float saturation; [Range(0f, 2f), Tooltip("Expands or shrinks the overall range of tonal values.")] public float contrast; public static BasicSettings defaultSettings { get { return new BasicSettings { postExposure = 0f, temperature = 0f, tint = 0f, hueShift = 0f, saturation = 1f, contrast = 1f, }; } } } [Serializable] public struct ChannelMixerSettings { public Vector3 red; public Vector3 green; public Vector3 blue; [HideInInspector] public int currentEditingChannel; // Used only in the editor public static ChannelMixerSettings defaultSettings { get { return new ChannelMixerSettings { red = new Vector3(1f, 0f, 0f), green = new Vector3(0f, 1f, 0f), blue = new Vector3(0f, 0f, 1f), currentEditingChannel = 0 }; } } } [Serializable] public struct LogWheelsSettings { [Trackball("GetSlopeValue")] public Color slope; [Trackball("GetPowerValue")] public Color power; [Trackball("GetOffsetValue")] public Color offset; public static LogWheelsSettings defaultSettings { get { return new LogWheelsSettings { slope = Color.clear, power = Color.clear, offset = Color.clear }; } } } [Serializable] public struct LinearWheelsSettings { [Trackball("GetLiftValue")] public Color lift; [Trackball("GetGammaValue")] public Color gamma; [Trackball("GetGainValue")] public Color gain; public static LinearWheelsSettings defaultSettings { get { return new LinearWheelsSettings { lift = Color.clear, gamma = Color.clear, gain = Color.clear }; } } } public enum ColorWheelMode { Linear, Log } [Serializable] public struct ColorWheelsSettings { public ColorWheelMode mode; [TrackballGroup] public LogWheelsSettings log; [TrackballGroup] public LinearWheelsSettings linear; public static ColorWheelsSettings defaultSettings { get { return new ColorWheelsSettings { mode = ColorWheelMode.Log, log = LogWheelsSettings.defaultSettings, linear = LinearWheelsSettings.defaultSettings }; } } } [Serializable] public struct CurvesSettings { public ColorGradingCurve master; public ColorGradingCurve red; public ColorGradingCurve green; public ColorGradingCurve blue; public ColorGradingCurve hueVShue; public ColorGradingCurve hueVSsat; public ColorGradingCurve satVSsat; public ColorGradingCurve lumVSsat; // Used only in the editor [HideInInspector] public int e_CurrentEditingCurve; [HideInInspector] public bool e_CurveY; [HideInInspector] public bool e_CurveR; [HideInInspector] public bool e_CurveG; [HideInInspector] public bool e_CurveB; public static CurvesSettings defaultSettings { get { return new CurvesSettings { master = new ColorGradingCurve(new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f)), 0f, false, new Vector2(0f, 1f)), red = new ColorGradingCurve(new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f)), 0f, false, new Vector2(0f, 1f)), green = new ColorGradingCurve(new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f)), 0f, false, new Vector2(0f, 1f)), blue = new ColorGradingCurve(new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f)), 0f, false, new Vector2(0f, 1f)), hueVShue = new ColorGradingCurve(new AnimationCurve(), 0.5f, true, new Vector2(0f, 1f)), hueVSsat = new ColorGradingCurve(new AnimationCurve(), 0.5f, true, new Vector2(0f, 1f)), satVSsat = new ColorGradingCurve(new AnimationCurve(), 0.5f, false, new Vector2(0f, 1f)), lumVSsat = new ColorGradingCurve(new AnimationCurve(), 0.5f, false, new Vector2(0f, 1f)), e_CurrentEditingCurve = 0, e_CurveY = true, e_CurveR = false, e_CurveG = false, e_CurveB = false }; } } } [Serializable] public struct Settings { public TonemappingSettings tonemapping; public BasicSettings basic; public ChannelMixerSettings channelMixer; public ColorWheelsSettings colorWheels; public CurvesSettings curves; public static Settings defaultSettings { get { return new Settings { tonemapping = TonemappingSettings.defaultSettings, basic = BasicSettings.defaultSettings, channelMixer = ChannelMixerSettings.defaultSettings, colorWheels = ColorWheelsSettings.defaultSettings, curves = CurvesSettings.defaultSettings }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; OnValidate(); } } public bool isDirty { get; internal set; } public RenderTexture bakedLut { get; internal set; } public override void Reset() { m_Settings = Settings.defaultSettings; OnValidate(); } public override void OnValidate() { isDirty = true; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/ColorGradingModel.cs.meta ================================================ fileFormatVersion: 2 guid: fe146bcdc1fb8ae4ab7dd803982d3489 timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/DepthOfFieldModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class DepthOfFieldModel : PostProcessingModel { public enum KernelSize { Small, Medium, Large, VeryLarge } [Serializable] public struct Settings { [Min(0.1f), Tooltip("Distance to the point of focus.")] public float focusDistance; [Range(0.05f, 32f), Tooltip("Ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.")] public float aperture; [Range(1f, 300f), Tooltip("Distance between the lens and the film. The larger the value is, the shallower the depth of field is.")] public float focalLength; [Tooltip("Calculate the focal length automatically from the field-of-view value set on the camera. Using this setting isn't recommended.")] public bool useCameraFov; [Tooltip("Convolution kernel size of the bokeh filter, which determines the maximum radius of bokeh. It also affects the performance (the larger the kernel is, the longer the GPU time is required).")] public KernelSize kernelSize; public static Settings defaultSettings { get { return new Settings { focusDistance = 10f, aperture = 5.6f, focalLength = 50f, useCameraFov = false, kernelSize = KernelSize.Medium }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/DepthOfFieldModel.cs.meta ================================================ fileFormatVersion: 2 guid: 2626b17c595c71e43811d654eb28d30d timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/DitheringModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class DitheringModel : PostProcessingModel { [Serializable] public struct Settings { public static Settings defaultSettings { get { return new Settings(); } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/DitheringModel.cs.meta ================================================ fileFormatVersion: 2 guid: 41209882cdbcf31429d2a457a2164801 timeCreated: 1485179235 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/EyeAdaptationModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class EyeAdaptationModel : PostProcessingModel { public enum EyeAdaptationType { Progressive, Fixed } [Serializable] public struct Settings { [Range(1f, 99f), Tooltip("Filters the dark part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")] public float lowPercent; [Range(1f, 99f), Tooltip("Filters the bright part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")] public float highPercent; [Tooltip("Minimum average luminance to consider for auto exposure (in EV).")] public float minLuminance; [Tooltip("Maximum average luminance to consider for auto exposure (in EV).")] public float maxLuminance; [Min(0f), Tooltip("Exposure bias. Use this to offset the global exposure of the scene.")] public float keyValue; [Tooltip("Set this to true to let Unity handle the key value automatically based on average luminance.")] public bool dynamicKeyValue; [Tooltip("Use \"Progressive\" if you want the auto exposure to be animated. Use \"Fixed\" otherwise.")] public EyeAdaptationType adaptationType; [Min(0f), Tooltip("Adaptation speed from a dark to a light environment.")] public float speedUp; [Min(0f), Tooltip("Adaptation speed from a light to a dark environment.")] public float speedDown; [Range(-16, -1), Tooltip("Lower bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")] public int logMin; [Range(1, 16), Tooltip("Upper bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")] public int logMax; public static Settings defaultSettings { get { return new Settings { lowPercent = 45f, highPercent = 95f, minLuminance = -5f, maxLuminance = 1f, keyValue = 0.25f, dynamicKeyValue = true, adaptationType = EyeAdaptationType.Progressive, speedUp = 2f, speedDown = 1f, logMin = -8, logMax = 4 }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/EyeAdaptationModel.cs.meta ================================================ fileFormatVersion: 2 guid: edf6d216ca4b60942a0c533c14f26d53 timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/FogModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class FogModel : PostProcessingModel { [Serializable] public struct Settings { [Tooltip("Should the fog affect the skybox?")] public bool excludeSkybox; public static Settings defaultSettings { get { return new Settings { excludeSkybox = true }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/FogModel.cs.meta ================================================ fileFormatVersion: 2 guid: 1e20e66aa2deb7943993c444137d9acd timeCreated: 1487328709 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/GrainModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class GrainModel : PostProcessingModel { [Serializable] public struct Settings { [Tooltip("Enable the use of colored grain.")] public bool colored; [Range(0f, 1f), Tooltip("Grain strength. Higher means more visible grain.")] public float intensity; [Range(0.3f, 3f), Tooltip("Grain particle size.")] public float size; [Range(0f, 1f), Tooltip("Controls the noisiness response curve based on scene luminance. Lower values mean less noise in dark areas.")] public float luminanceContribution; public static Settings defaultSettings { get { return new Settings { colored = true, intensity = 0.5f, size = 1f, luminanceContribution = 0.8f }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/GrainModel.cs.meta ================================================ fileFormatVersion: 2 guid: f4fbcdb7f7a3c76489f32ffea74e6bb3 timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/MotionBlurModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class MotionBlurModel : PostProcessingModel { [Serializable] public struct Settings { [Range(0f, 360f), Tooltip("The angle of rotary shutter. Larger values give longer exposure.")] public float shutterAngle; [Range(4, 32), Tooltip("The amount of sample points, which affects quality and performances.")] public int sampleCount; [Range(0f, 1f), Tooltip("The strength of multiple frame blending. The opacity of preceding frames are determined from this coefficient and time differences.")] public float frameBlending; public static Settings defaultSettings { get { return new Settings { shutterAngle = 270f, sampleCount = 10, frameBlending = 0f }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/MotionBlurModel.cs.meta ================================================ fileFormatVersion: 2 guid: bb4df227c906dd342bd34767914d292c timeCreated: 1468325392 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class ScreenSpaceReflectionModel : PostProcessingModel { public enum SSRResolution { High = 0, Low = 2 } public enum SSRReflectionBlendType { PhysicallyBased, Additive } [Serializable] public struct IntensitySettings { [Tooltip("Nonphysical multiplier for the SSR reflections. 1.0 is physically based.")] [Range(0.0f, 2.0f)] public float reflectionMultiplier; [Tooltip("How far away from the maxDistance to begin fading SSR.")] [Range(0.0f, 1000.0f)] public float fadeDistance; [Tooltip("Amplify Fresnel fade out. Increase if floor reflections look good close to the surface and bad farther 'under' the floor.")] [Range(0.0f, 1.0f)] public float fresnelFade; [Tooltip("Higher values correspond to a faster Fresnel fade as the reflection changes from the grazing angle.")] [Range(0.1f, 10.0f)] public float fresnelFadePower; } [Serializable] public struct ReflectionSettings { // When enabled, we just add our reflections on top of the existing ones. This is physically incorrect, but several // popular demos and games have taken this approach, and it does hide some artifacts. [Tooltip("How the reflections are blended into the render.")] public SSRReflectionBlendType blendType; [Tooltip("Half resolution SSRR is much faster, but less accurate.")] public SSRResolution reflectionQuality; [Tooltip("Maximum reflection distance in world units.")] [Range(0.1f, 300.0f)] public float maxDistance; /// REFLECTIONS [Tooltip("Max raytracing length.")] [Range(16, 1024)] public int iterationCount; [Tooltip("Log base 2 of ray tracing coarse step size. Higher traces farther, lower gives better quality silhouettes.")] [Range(1, 16)] public int stepSize; [Tooltip("Typical thickness of columns, walls, furniture, and other objects that reflection rays might pass behind.")] [Range(0.01f, 10.0f)] public float widthModifier; [Tooltip("Blurriness of reflections.")] [Range(0.1f, 8.0f)] public float reflectionBlur; [Tooltip("Disable for a performance gain in scenes where most glossy objects are horizontal, like floors, water, and tables. Leave on for scenes with glossy vertical objects.")] public bool reflectBackfaces; } [Serializable] public struct ScreenEdgeMask { [Tooltip("Higher = fade out SSRR near the edge of the screen so that reflections don't pop under camera motion.")] [Range(0.0f, 1.0f)] public float intensity; } [Serializable] public struct Settings { public ReflectionSettings reflection; public IntensitySettings intensity; public ScreenEdgeMask screenEdgeMask; public static Settings defaultSettings { get { return new Settings { reflection = new ReflectionSettings { blendType = SSRReflectionBlendType.PhysicallyBased, reflectionQuality = SSRResolution.Low, maxDistance = 100f, iterationCount = 256, stepSize = 3, widthModifier = 0.5f, reflectionBlur = 1f, reflectBackfaces = false }, intensity = new IntensitySettings { reflectionMultiplier = 1f, fadeDistance = 100f, fresnelFade = 1f, fresnelFadePower = 1f, }, screenEdgeMask = new ScreenEdgeMask { intensity = 0.03f } }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs.meta ================================================ fileFormatVersion: 2 guid: e841012229e57cd408a146561435e90d timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/UserLutModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class UserLutModel : PostProcessingModel { [Serializable] public struct Settings { [Tooltip("Custom lookup texture (strip format, e.g. 256x16).")] public Texture2D lut; [Range(0f, 1f), Tooltip("Blending factor.")] public float contribution; public static Settings defaultSettings { get { return new Settings { lut = null, contribution = 1f }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/UserLutModel.cs.meta ================================================ fileFormatVersion: 2 guid: 3a7afd753a89c4140b80c855e15f69d6 timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/VignetteModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public class VignetteModel : PostProcessingModel { public enum Mode { Classic, Masked } [Serializable] public struct Settings { [Tooltip("Use the \"Classic\" mode for parametric controls. Use the \"Masked\" mode to use your own texture mask.")] public Mode mode; [ColorUsage(false)] [Tooltip("Vignette color. Use the alpha channel for transparency.")] public Color color; [Tooltip("Sets the vignette center point (screen center is [0.5,0.5]).")] public Vector2 center; [Range(0f, 1f), Tooltip("Amount of vignetting on screen.")] public float intensity; [Range(0.01f, 1f), Tooltip("Smoothness of the vignette borders.")] public float smoothness; [Range(0f, 1f), Tooltip("Lower values will make a square-ish vignette.")] public float roundness; [Tooltip("A black and white mask to use as a vignette.")] public Texture mask; [Range(0f, 1f), Tooltip("Mask opacity.")] public float opacity; [Tooltip("Should the vignette be perfectly round or be dependent on the current aspect ratio?")] public bool rounded; public static Settings defaultSettings { get { return new Settings { mode = Mode.Classic, color = new Color(0f, 0f, 0f, 1f), center = new Vector2(0.5f, 0.5f), intensity = 0.45f, smoothness = 0.2f, roundness = 1f, mask = null, opacity = 1f, rounded = false }; } } } [SerializeField] Settings m_Settings = Settings.defaultSettings; public Settings settings { get { return m_Settings; } set { m_Settings = value; } } public override void Reset() { m_Settings = Settings.defaultSettings; } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models/VignetteModel.cs.meta ================================================ fileFormatVersion: 2 guid: d7aa967ba692363448f1b25d0728b9bd timeCreated: 1467126855 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Models.meta ================================================ fileFormatVersion: 2 guid: 8d5a699332eb8a9499077fa4bcd4e0a0 folderAsset: yes timeCreated: 1459757852 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingBehaviour.cs ================================================ using System; using System.Collections.Generic; using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { using DebugMode = BuiltinDebugViewsModel.Mode; #if UNITY_5_4_OR_NEWER [ImageEffectAllowedInSceneView] #endif [RequireComponent(typeof(Camera)), DisallowMultipleComponent, ExecuteInEditMode] [AddComponentMenu("Effects/Post-Processing Behaviour", -1)] public class PostProcessingBehaviour : MonoBehaviour { // Inspector fields public PostProcessingProfile profile; public Func jitteredMatrixFunc; // Internal helpers Dictionary> m_CommandBuffers; List m_Components; Dictionary m_ComponentStates; MaterialFactory m_MaterialFactory; RenderTextureFactory m_RenderTextureFactory; PostProcessingContext m_Context; Camera m_Camera; PostProcessingProfile m_PreviousProfile; bool m_RenderingInSceneView = false; // Effect components BuiltinDebugViewsComponent m_DebugViews; AmbientOcclusionComponent m_AmbientOcclusion; ScreenSpaceReflectionComponent m_ScreenSpaceReflection; FogComponent m_FogComponent; MotionBlurComponent m_MotionBlur; TaaComponent m_Taa; EyeAdaptationComponent m_EyeAdaptation; DepthOfFieldComponent m_DepthOfField; BloomComponent m_Bloom; ChromaticAberrationComponent m_ChromaticAberration; ColorGradingComponent m_ColorGrading; UserLutComponent m_UserLut; GrainComponent m_Grain; VignetteComponent m_Vignette; DitheringComponent m_Dithering; FxaaComponent m_Fxaa; void OnEnable() { m_CommandBuffers = new Dictionary>(); m_MaterialFactory = new MaterialFactory(); m_RenderTextureFactory = new RenderTextureFactory(); m_Context = new PostProcessingContext(); // Keep a list of all post-fx for automation purposes m_Components = new List(); // Component list m_DebugViews = AddComponent(new BuiltinDebugViewsComponent()); m_AmbientOcclusion = AddComponent(new AmbientOcclusionComponent()); m_ScreenSpaceReflection = AddComponent(new ScreenSpaceReflectionComponent()); m_FogComponent = AddComponent(new FogComponent()); m_MotionBlur = AddComponent(new MotionBlurComponent()); m_Taa = AddComponent(new TaaComponent()); m_EyeAdaptation = AddComponent(new EyeAdaptationComponent()); m_DepthOfField = AddComponent(new DepthOfFieldComponent()); m_Bloom = AddComponent(new BloomComponent()); m_ChromaticAberration = AddComponent(new ChromaticAberrationComponent()); m_ColorGrading = AddComponent(new ColorGradingComponent()); m_UserLut = AddComponent(new UserLutComponent()); m_Grain = AddComponent(new GrainComponent()); m_Vignette = AddComponent(new VignetteComponent()); m_Dithering = AddComponent(new DitheringComponent()); m_Fxaa = AddComponent(new FxaaComponent()); // Prepare state observers m_ComponentStates = new Dictionary(); foreach (var component in m_Components) m_ComponentStates.Add(component, false); useGUILayout = false; } void OnPreCull() { // All the per-frame initialization logic has to be done in OnPreCull instead of Update // because [ImageEffectAllowedInSceneView] doesn't trigger Update events... m_Camera = GetComponent(); if (profile == null || m_Camera == null) return; #if UNITY_EDITOR // Track the scene view camera to disable some effects we don't want to see in the // scene view // Currently disabled effects : // - Temporal Antialiasing // - Depth of Field // - Motion blur m_RenderingInSceneView = UnityEditor.SceneView.currentDrawingSceneView != null && UnityEditor.SceneView.currentDrawingSceneView.camera == m_Camera; #endif // Prepare context var context = m_Context.Reset(); context.profile = profile; context.renderTextureFactory = m_RenderTextureFactory; context.materialFactory = m_MaterialFactory; context.camera = m_Camera; // Prepare components m_DebugViews.Init(context, profile.debugViews); m_AmbientOcclusion.Init(context, profile.ambientOcclusion); m_ScreenSpaceReflection.Init(context, profile.screenSpaceReflection); m_FogComponent.Init(context, profile.fog); m_MotionBlur.Init(context, profile.motionBlur); m_Taa.Init(context, profile.antialiasing); m_EyeAdaptation.Init(context, profile.eyeAdaptation); m_DepthOfField.Init(context, profile.depthOfField); m_Bloom.Init(context, profile.bloom); m_ChromaticAberration.Init(context, profile.chromaticAberration); m_ColorGrading.Init(context, profile.colorGrading); m_UserLut.Init(context, profile.userLut); m_Grain.Init(context, profile.grain); m_Vignette.Init(context, profile.vignette); m_Dithering.Init(context, profile.dithering); m_Fxaa.Init(context, profile.antialiasing); // Handles profile change and 'enable' state observers if (m_PreviousProfile != profile) { DisableComponents(); m_PreviousProfile = profile; } CheckObservers(); // Find out which camera flags are needed before rendering begins // Note that motion vectors will only be available one frame after being enabled var flags = context.camera.depthTextureMode; foreach (var component in m_Components) { if (component.active) flags |= component.GetCameraFlags(); } context.camera.depthTextureMode = flags; // Temporal antialiasing jittering, needs to happen before culling if (!m_RenderingInSceneView && m_Taa.active && !profile.debugViews.willInterrupt) m_Taa.SetProjectionMatrix(jitteredMatrixFunc); } void OnPreRender() { if (profile == null) return; // Command buffer-based effects should be set-up here TryExecuteCommandBuffer(m_DebugViews); TryExecuteCommandBuffer(m_AmbientOcclusion); TryExecuteCommandBuffer(m_ScreenSpaceReflection); TryExecuteCommandBuffer(m_FogComponent); if (!m_RenderingInSceneView) TryExecuteCommandBuffer(m_MotionBlur); } void OnPostRender() { if (profile == null || m_Camera == null) return; if (!m_RenderingInSceneView && m_Taa.active && !profile.debugViews.willInterrupt) m_Context.camera.ResetProjectionMatrix(); } // Classic render target pipeline for RT-based effects void OnRenderImage(RenderTexture source, RenderTexture destination) { if (profile == null || m_Camera == null) { Graphics.Blit(source, destination); return; } // Uber shader setup bool uberActive = false; bool fxaaActive = m_Fxaa.active; bool taaActive = m_Taa.active && !m_RenderingInSceneView; bool dofActive = m_DepthOfField.active && !m_RenderingInSceneView; var uberMaterial = m_MaterialFactory.Get("Hidden/Post FX/Uber Shader"); uberMaterial.shaderKeywords = null; var src = source; var dst = destination; if (taaActive) { var tempRT = m_RenderTextureFactory.Get(src); m_Taa.Render(src, tempRT); src = tempRT; } #if UNITY_EDITOR // Render to a dedicated target when monitors are enabled so they can show information // about the final render. // At runtime the output will always be the backbuffer or whatever render target is // currently set on the camera. if (profile.monitors.onFrameEndEditorOnly != null) dst = m_RenderTextureFactory.Get(src); #endif Texture autoExposure = GraphicsUtils.whiteTexture; if (m_EyeAdaptation.active) { uberActive = true; autoExposure = m_EyeAdaptation.Prepare(src, uberMaterial); } uberMaterial.SetTexture("_AutoExposure", autoExposure); if (dofActive) { uberActive = true; m_DepthOfField.Prepare(src, uberMaterial, taaActive, m_Taa.jitterVector, m_Taa.model.settings.taaSettings.motionBlending); } if (m_Bloom.active) { uberActive = true; m_Bloom.Prepare(src, uberMaterial, autoExposure); } uberActive |= TryPrepareUberImageEffect(m_ChromaticAberration, uberMaterial); uberActive |= TryPrepareUberImageEffect(m_ColorGrading, uberMaterial); uberActive |= TryPrepareUberImageEffect(m_Vignette, uberMaterial); uberActive |= TryPrepareUberImageEffect(m_UserLut, uberMaterial); var fxaaMaterial = fxaaActive ? m_MaterialFactory.Get("Hidden/Post FX/FXAA") : null; if (fxaaActive) { fxaaMaterial.shaderKeywords = null; TryPrepareUberImageEffect(m_Grain, fxaaMaterial); TryPrepareUberImageEffect(m_Dithering, fxaaMaterial); if (uberActive) { var output = m_RenderTextureFactory.Get(src); Graphics.Blit(src, output, uberMaterial, 0); src = output; } m_Fxaa.Render(src, dst); } else { uberActive |= TryPrepareUberImageEffect(m_Grain, uberMaterial); uberActive |= TryPrepareUberImageEffect(m_Dithering, uberMaterial); if (uberActive) { if (!GraphicsUtils.isLinearColorSpace) uberMaterial.EnableKeyword("UNITY_COLORSPACE_GAMMA"); Graphics.Blit(src, dst, uberMaterial, 0); } } if (!uberActive && !fxaaActive) Graphics.Blit(src, dst); #if UNITY_EDITOR if (profile.monitors.onFrameEndEditorOnly != null) { Graphics.Blit(dst, destination); var oldRt = RenderTexture.active; profile.monitors.onFrameEndEditorOnly(dst); RenderTexture.active = oldRt; } #endif m_RenderTextureFactory.ReleaseAll(); } void OnGUI() { if (Event.current.type != EventType.Repaint) return; if (profile == null || m_Camera == null) return; if (m_EyeAdaptation.active && profile.debugViews.IsModeActive(DebugMode.EyeAdaptation)) m_EyeAdaptation.OnGUI(); else if (m_ColorGrading.active && profile.debugViews.IsModeActive(DebugMode.LogLut)) m_ColorGrading.OnGUI(); else if (m_UserLut.active && profile.debugViews.IsModeActive(DebugMode.UserLut)) m_UserLut.OnGUI(); } void OnDisable() { // Clear command buffers foreach (var cb in m_CommandBuffers.Values) { m_Camera.RemoveCommandBuffer(cb.Key, cb.Value); cb.Value.Dispose(); } m_CommandBuffers.Clear(); // Clear components if (profile != null) DisableComponents(); m_Components.Clear(); // Factories m_MaterialFactory.Dispose(); m_RenderTextureFactory.Dispose(); GraphicsUtils.Dispose(); } public void ResetTemporalEffects() { m_Taa.ResetHistory(); m_MotionBlur.ResetHistory(); m_EyeAdaptation.ResetHistory(); } #region State management List m_ComponentsToEnable = new List(); List m_ComponentsToDisable = new List(); void CheckObservers() { foreach (var cs in m_ComponentStates) { var component = cs.Key; var state = component.GetModel().enabled; if (state != cs.Value) { if (state) m_ComponentsToEnable.Add(component); else m_ComponentsToDisable.Add(component); } } for (int i = 0; i < m_ComponentsToDisable.Count; i++) { var c = m_ComponentsToDisable[i]; m_ComponentStates[c] = false; c.OnDisable(); } for (int i = 0; i < m_ComponentsToEnable.Count; i++) { var c = m_ComponentsToEnable[i]; m_ComponentStates[c] = true; c.OnEnable(); } m_ComponentsToDisable.Clear(); m_ComponentsToEnable.Clear(); } void DisableComponents() { foreach (var component in m_Components) { var model = component.GetModel(); if (model != null && model.enabled) component.OnDisable(); } } #endregion #region Command buffer handling & rendering helpers // Placeholders before the upcoming Scriptable Render Loop as command buffers will be // executed on the go so we won't need of all that stuff CommandBuffer AddCommandBuffer(CameraEvent evt, string name) where T : PostProcessingModel { var cb = new CommandBuffer { name = name }; var kvp = new KeyValuePair(evt, cb); m_CommandBuffers.Add(typeof(T), kvp); m_Camera.AddCommandBuffer(evt, kvp.Value); return kvp.Value; } void RemoveCommandBuffer() where T : PostProcessingModel { KeyValuePair kvp; var type = typeof(T); if (!m_CommandBuffers.TryGetValue(type, out kvp)) return; m_Camera.RemoveCommandBuffer(kvp.Key, kvp.Value); m_CommandBuffers.Remove(type); kvp.Value.Dispose(); } CommandBuffer GetCommandBuffer(CameraEvent evt, string name) where T : PostProcessingModel { CommandBuffer cb; KeyValuePair kvp; if (!m_CommandBuffers.TryGetValue(typeof(T), out kvp)) { cb = AddCommandBuffer(evt, name); } else if (kvp.Key != evt) { RemoveCommandBuffer(); cb = AddCommandBuffer(evt, name); } else cb = kvp.Value; return cb; } void TryExecuteCommandBuffer(PostProcessingComponentCommandBuffer component) where T : PostProcessingModel { if (component.active) { var cb = GetCommandBuffer(component.GetCameraEvent(), component.GetName()); cb.Clear(); component.PopulateCommandBuffer(cb); } else RemoveCommandBuffer(); } bool TryPrepareUberImageEffect(PostProcessingComponentRenderTexture component, Material material) where T : PostProcessingModel { if (!component.active) return false; component.Prepare(material); return true; } T AddComponent(T component) where T : PostProcessingComponentBase { m_Components.Add(component); return component; } #endregion } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingBehaviour.cs.meta ================================================ fileFormatVersion: 2 guid: ff26db721962cdf4a8edcdfa9a767d2a timeCreated: 1459757354 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingComponent.cs ================================================ using UnityEngine.Rendering; namespace UnityEngine.PostProcessing { public abstract class PostProcessingComponentBase { public PostProcessingContext context; public virtual DepthTextureMode GetCameraFlags() { return DepthTextureMode.None; } public abstract bool active { get; } public virtual void OnEnable() {} public virtual void OnDisable() {} public abstract PostProcessingModel GetModel(); } public abstract class PostProcessingComponent : PostProcessingComponentBase where T : PostProcessingModel { public T model { get; internal set; } public virtual void Init(PostProcessingContext pcontext, T pmodel) { context = pcontext; model = pmodel; } public override PostProcessingModel GetModel() { return model; } } public abstract class PostProcessingComponentCommandBuffer : PostProcessingComponent where T : PostProcessingModel { public abstract CameraEvent GetCameraEvent(); public abstract string GetName(); public abstract void PopulateCommandBuffer(CommandBuffer cb); } public abstract class PostProcessingComponentRenderTexture : PostProcessingComponent where T : PostProcessingModel { public virtual void Prepare(Material material) {} } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingComponent.cs.meta ================================================ fileFormatVersion: 2 guid: ef3277e9c14f78546a1ecaab0d293b77 timeCreated: 1473009349 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingContext.cs ================================================ namespace UnityEngine.PostProcessing { public class PostProcessingContext { public PostProcessingProfile profile; public Camera camera; public MaterialFactory materialFactory; public RenderTextureFactory renderTextureFactory; public bool interrupted { get; private set; } public void Interrupt() { interrupted = true; } public PostProcessingContext Reset() { profile = null; camera = null; materialFactory = null; renderTextureFactory = null; interrupted = false; return this; } #region Helpers public bool isGBufferAvailable { get { return camera.actualRenderingPath == RenderingPath.DeferredShading; } } public bool isHdr { // No UNITY_5_6_OR_NEWER defined in early betas of 5.6 #if UNITY_5_6 || UNITY_5_6_OR_NEWER get { return camera.allowHDR; } #else get { return camera.hdr; } #endif } public int width { get { return camera.pixelWidth; } } public int height { get { return camera.pixelHeight; } } public Rect viewport { get { return camera.rect; } // Normalized coordinates } #endregion } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingContext.cs.meta ================================================ fileFormatVersion: 2 guid: 63da4b6536f11834fa026e327087bd7b timeCreated: 1467630780 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingModel.cs ================================================ using System; namespace UnityEngine.PostProcessing { [Serializable] public abstract class PostProcessingModel { [SerializeField, GetSet("enabled")] bool m_Enabled; public bool enabled { get { return m_Enabled; } set { m_Enabled = value; if (value) OnValidate(); } } public abstract void Reset(); public virtual void OnValidate() {} } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingModel.cs.meta ================================================ fileFormatVersion: 2 guid: 28413153a26e53342baf1a7b2c3711c3 timeCreated: 1466586474 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingProfile.cs ================================================ using System; namespace UnityEngine.PostProcessing { public class PostProcessingProfile : ScriptableObject { #pragma warning disable 0169 // "field x is never used" public BuiltinDebugViewsModel debugViews = new BuiltinDebugViewsModel(); public FogModel fog = new FogModel(); public AntialiasingModel antialiasing = new AntialiasingModel(); public AmbientOcclusionModel ambientOcclusion = new AmbientOcclusionModel(); public ScreenSpaceReflectionModel screenSpaceReflection = new ScreenSpaceReflectionModel(); public DepthOfFieldModel depthOfField = new DepthOfFieldModel(); public MotionBlurModel motionBlur = new MotionBlurModel(); public EyeAdaptationModel eyeAdaptation = new EyeAdaptationModel(); public BloomModel bloom = new BloomModel(); public ColorGradingModel colorGrading = new ColorGradingModel(); public UserLutModel userLut = new UserLutModel(); public ChromaticAberrationModel chromaticAberration = new ChromaticAberrationModel(); public GrainModel grain = new GrainModel(); public VignetteModel vignette = new VignetteModel(); public DitheringModel dithering = new DitheringModel(); #if UNITY_EDITOR // Monitor settings [Serializable] public class MonitorSettings { // Callback used in the editor to grab the rendered frame and sent it to monitors public Action onFrameEndEditorOnly; // Global public int currentMonitorID = 0; public bool refreshOnPlay = false; // Histogram public enum HistogramMode { Red = 0, Green = 1, Blue = 2, Luminance = 3, RGBMerged, RGBSplit } public HistogramMode histogramMode = HistogramMode.Luminance; // Waveform public float waveformExposure = 0.12f; public bool waveformY = false; public bool waveformR = true; public bool waveformG = true; public bool waveformB = true; // Parade public float paradeExposure = 0.12f; // Vectorscope public float vectorscopeExposure = 0.12f; public bool vectorscopeShowBackground = true; } public MonitorSettings monitors = new MonitorSettings(); #endif } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/PostProcessingProfile.cs.meta ================================================ fileFormatVersion: 2 guid: 8a3bdb2cd68f901469e7cc149151eb49 timeCreated: 1459756301 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Utils/ColorGradingCurve.cs ================================================ using System; namespace UnityEngine.PostProcessing { // Small wrapper on top of AnimationCurve to handle zero-key curves and keyframe looping [Serializable] public sealed class ColorGradingCurve { public AnimationCurve curve; [SerializeField] bool m_Loop; [SerializeField] float m_ZeroValue; [SerializeField] float m_Range; AnimationCurve m_InternalLoopingCurve; public ColorGradingCurve(AnimationCurve curve, float zeroValue, bool loop, Vector2 bounds) { this.curve = curve; m_ZeroValue = zeroValue; m_Loop = loop; m_Range = bounds.magnitude; } public void Cache() { if (!m_Loop) return; var length = curve.length; if (length < 2) return; if (m_InternalLoopingCurve == null) m_InternalLoopingCurve = new AnimationCurve(); var prev = curve[length - 1]; prev.time -= m_Range; var next = curve[0]; next.time += m_Range; m_InternalLoopingCurve.keys = curve.keys; m_InternalLoopingCurve.AddKey(prev); m_InternalLoopingCurve.AddKey(next); } public float Evaluate(float t) { if (curve.length == 0) return m_ZeroValue; if (!m_Loop || curve.length == 1) return curve.Evaluate(t); return m_InternalLoopingCurve.Evaluate(t); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Utils/ColorGradingCurve.cs.meta ================================================ fileFormatVersion: 2 guid: 1bb6f2275f7eff940b6f0d72681e7877 timeCreated: 1473847739 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Utils/GraphicsUtils.cs ================================================ namespace UnityEngine.PostProcessing { using UnityObject = Object; public static class GraphicsUtils { public static bool isLinearColorSpace { get { return QualitySettings.activeColorSpace == ColorSpace.Linear; } } public static bool supportsDX11 { #if UNITY_WEBGL get { return false; } #else get { return SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; } #endif } static Texture2D s_WhiteTexture; public static Texture2D whiteTexture { get { if (s_WhiteTexture != null) return s_WhiteTexture; s_WhiteTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false); s_WhiteTexture.SetPixel(0, 0, new Color(1f, 1f, 1f, 1f)); s_WhiteTexture.Apply(); return s_WhiteTexture; } } static Mesh s_Quad; public static Mesh quad { get { if (s_Quad != null) return s_Quad; var vertices = new[] { new Vector3(-1f, -1f, 0f), new Vector3( 1f, 1f, 0f), new Vector3( 1f, -1f, 0f), new Vector3(-1f, 1f, 0f) }; var uvs = new[] { new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(1f, 0f), new Vector2(0f, 1f) }; var indices = new[] { 0, 1, 2, 1, 0, 3 }; s_Quad = new Mesh { vertices = vertices, uv = uvs, triangles = indices }; s_Quad.RecalculateNormals(); s_Quad.RecalculateBounds(); return s_Quad; } } // Useful when rendering to MRT public static void Blit(Material material, int pass) { GL.PushMatrix(); { GL.LoadOrtho(); material.SetPass(pass); GL.Begin(GL.TRIANGLE_STRIP); { GL.TexCoord2(0f, 0f); GL.Vertex3(0f, 0f, 0.1f); GL.TexCoord2(1f, 0f); GL.Vertex3(1f, 0f, 0.1f); GL.TexCoord2(0f, 1f); GL.Vertex3(0f, 1f, 0.1f); GL.TexCoord2(1f, 1f); GL.Vertex3(1f, 1f, 0.1f); } GL.End(); } GL.PopMatrix(); } public static void ClearAndBlit(Texture source, RenderTexture destination, Material material, int pass, bool clearColor = true, bool clearDepth = false) { var oldRT = RenderTexture.active; RenderTexture.active = destination; GL.Clear(false, clearColor, Color.clear); GL.PushMatrix(); { GL.LoadOrtho(); material.SetTexture("_MainTex", source); material.SetPass(pass); GL.Begin(GL.TRIANGLE_STRIP); { GL.TexCoord2(0f, 0f); GL.Vertex3(0f, 0f, 0.1f); GL.TexCoord2(1f, 0f); GL.Vertex3(1f, 0f, 0.1f); GL.TexCoord2(0f, 1f); GL.Vertex3(0f, 1f, 0.1f); GL.TexCoord2(1f, 1f); GL.Vertex3(1f, 1f, 0.1f); } GL.End(); } GL.PopMatrix(); RenderTexture.active = oldRT; } public static void Destroy(UnityObject obj) { if (obj != null) { #if UNITY_EDITOR if (Application.isPlaying) UnityObject.Destroy(obj); else UnityObject.DestroyImmediate(obj); #else UnityObject.Destroy(obj); #endif } } public static void Dispose() { Destroy(s_Quad); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Utils/GraphicsUtils.cs.meta ================================================ fileFormatVersion: 2 guid: f40f0a1acf6ce2f419f2b71c667e8973 timeCreated: 1467635425 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Utils/MaterialFactory.cs ================================================ using System; using System.Collections.Generic; namespace UnityEngine.PostProcessing { using UnityObject = Object; public sealed class MaterialFactory : IDisposable { Dictionary m_Materials; public MaterialFactory() { m_Materials = new Dictionary(); } public Material Get(string shaderName) { Material material; if (!m_Materials.TryGetValue(shaderName, out material)) { var shader = Shader.Find(shaderName); if (shader == null) throw new ArgumentException(string.Format("Shader not found ({0})", shaderName)); material = new Material(shader) { name = string.Format("PostFX - {0}", shaderName.Substring(shaderName.LastIndexOf("/") + 1)), hideFlags = HideFlags.DontSave }; m_Materials.Add(shaderName, material); } return material; } public void Dispose() { var enumerator = m_Materials.GetEnumerator(); while (enumerator.MoveNext()) { var material = enumerator.Current.Value; GraphicsUtils.Destroy(material); } m_Materials.Clear(); } } } ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Utils/MaterialFactory.cs.meta ================================================ fileFormatVersion: 2 guid: 594fad000c373f746864717c588e1815 timeCreated: 1466586851 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/PostProcessing/Runtime/Utils/RenderTextureFactory.cs ================================================ using System; using System.Collections.Generic; namespace UnityEngine.PostProcessing { public sealed class RenderTextureFactory : IDisposable { HashSet m_TemporaryRTs; public RenderTextureFactory() { m_TemporaryRTs = new HashSet(); } public RenderTexture Get(RenderTexture baseRenderTexture) { return Get( baseRenderTexture.width, baseRenderTexture.height, baseRenderTexture.depth, baseRenderTexture.format, baseRenderTexture.sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear, baseRenderTexture.filterMode, baseRenderTexture.wrapMode ); } public RenderTexture Get(int width, int height, int depthBuffer = 0, RenderTextureFormat format = RenderTextureFormat.ARGBHalf, RenderTextureReadWrite rw = RenderTextureReadWrite.Default, FilterMode filterMode = FilterMode.Bilinear, TextureWrapMode wrapMode = TextureWrapMode.Clamp, string name = "FactoryTempTexture") { var rt = RenderTexture.GetTemporary(width, height, depthBuffer, format, rw); // add forgotten param rw rt.filterMode = filterMode; rt.wrapMode = wrapMode; rt.name = name; m_TemporaryRTs.Add(rt); return rt; } public void Release(RenderTexture rt) { if (rt == null) return; if (!m_TemporaryRTs.Contains(rt)) throw new ArgumentException(string.Format("Attempting to remove a RenderTexture that was not allocated: {0}", rt)); m_TemporaryRTs.Remove(rt); RenderTexture.ReleaseTemporary(rt); } public void ReleaseAll() { var enumerator = 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m_Modification: m_TransformParent: {fileID: 0} m_Modifications: [] m_RemovedComponents: [] m_ParentPrefab: {fileID: 0} m_RootGameObject: {fileID: 100014} m_IsPrefabParent: 1 m_IsExploded: 1 ================================================ FILE: Portal/Assets/Standard Assets/2D/Prefabs/PlatformRamp.prefab.meta ================================================ fileFormatVersion: 2 guid: 47d3e747b2e87de4c8358aaa436365ea NativeFormatImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/2D/Prefabs.meta ================================================ fileFormatVersion: 2 guid: e6569085fafaa4cd1b747c51376fa329 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets._2D { public class Camera2DFollow 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target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ; Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping); transform.position = newPos; m_LastTargetPosition = target.position; } } } ================================================ FILE: Portal/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta ================================================ fileFormatVersion: 2 guid: 5d8238cc53530b64fbb7828c3d3bb591 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/2D/Scripts/CameraFollow.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets._2D { public class CameraFollow : MonoBehaviour { public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows. public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows. public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis. public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis. public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have. public Vector2 minXAndY; // The minimum x and y coordinates the camera can have. private Transform m_Player; // Reference to the player's transform. private void Awake() { // Setting up the reference. m_Player = GameObject.FindGameObjectWithTag("Player").transform; } private bool CheckXMargin() { // Returns true if the distance between the camera and the player in the x axis is greater than the x margin. return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin; } private bool CheckYMargin() { // Returns true if the distance between the camera and the player in the y axis is greater than the y margin. return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin; } private void Update() { TrackPlayer(); } private void TrackPlayer() { // By default the target x and y coordinates of the camera are it's current x and y coordinates. float targetX = transform.position.x; float targetY = transform.position.y; // If the player has moved beyond the x margin... if (CheckXMargin()) { // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position. targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime); } // If the player has moved beyond the y margin... if (CheckYMargin()) { // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position. targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime); } // The target x and y coordinates should not be larger than the maximum or smaller than the minimum. targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x); targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y); // Set the camera's position to the target position with the same z component. transform.position = new Vector3(targetX, targetY, transform.position.z); } } } ================================================ FILE: Portal/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta ================================================ fileFormatVersion: 2 guid: a9dfad760b6e9455593192a6d869f7ed MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets._2D { [RequireComponent(typeof (PlatformerCharacter2D))] public class Platformer2DUserControl : MonoBehaviour { private PlatformerCharacter2D m_Character; private bool m_Jump; private void Awake() { m_Character = GetComponent(); } private void Update() { if (!m_Jump) { // Read the jump input in Update so button presses aren't missed. m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } } private void FixedUpdate() { // Read the inputs. bool crouch = Input.GetKey(KeyCode.LeftControl); float h = CrossPlatformInputManager.GetAxis("Horizontal"); // Pass all parameters to the character control script. m_Character.Move(h, crouch, m_Jump); m_Jump = false; } } } ================================================ FILE: Portal/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta ================================================ fileFormatVersion: 2 guid: c3d7b34a3bb2d4e4b926e7e729d3d410 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets._2D { public class PlatformerCharacter2D : MonoBehaviour { [SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis. [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character private Transform m_GroundCheck; // A position marking where to check if the player is grounded. const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded private bool m_Grounded; // Whether or not the player is grounded. private Transform m_CeilingCheck; // A position marking where to check for ceilings const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up private Animator m_Anim; // Reference to the player's animator component. private Rigidbody2D m_Rigidbody2D; private bool m_FacingRight = true; // For determining which way the player is currently facing. private void Awake() { // Setting up references. m_GroundCheck = transform.Find("GroundCheck"); m_CeilingCheck = transform.Find("CeilingCheck"); m_Anim = GetComponent(); m_Rigidbody2D = GetComponent(); } private void FixedUpdate() { m_Grounded = false; // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground // This can be done using layers instead but Sample Assets will not overwrite your project settings. Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); for (int i = 0; i < colliders.Length; i++) { if (colliders[i].gameObject != gameObject) m_Grounded = true; } m_Anim.SetBool("Ground", m_Grounded); // Set the vertical animation m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y); } public void Move(float move, bool crouch, bool jump) { // If crouching, check to see if the character can stand up if (!crouch && m_Anim.GetBool("Crouch")) { // If the character has a ceiling preventing them from standing up, keep them crouching if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) { crouch = true; } } // Set whether or not the character is crouching in the animator m_Anim.SetBool("Crouch", crouch); //only control the player if grounded or airControl is turned on if (m_Grounded || m_AirControl) { // Reduce the speed if crouching by the crouchSpeed multiplier move = (crouch ? move*m_CrouchSpeed : move); // The Speed animator parameter is set to the absolute value of the horizontal input. m_Anim.SetFloat("Speed", Mathf.Abs(move)); // Move the character m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y); // If the input is moving the player right and the player is facing left... if (move > 0 && !m_FacingRight) { // ... flip the player. 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To use them, simply drop one into your scene, and set the target field on the root of the camera rig. If your player is tagged "Player", you don't even have to assign the target, as by default the cameras will automatically target the first object they find tagged "Player". You can uncheck this option if you don't want it. After adding one to your scene, you will also probably want to delete the default "Main Camera" that was in your scene already, since the camera rigs contain their own cameras. The "Free Look" camera is designed to follow a target's position, while allowing the user to rotate the angle of the camera with the mouse (or a touch gesture). The "Multipurpose" camera is designed to follow a target's position and rotation (or direction of movement) and is useful for many game situations. With the "Free Look" and "Multipurpose" camera, the rig is designed so the root object of the rig should always move towards the target's position. The camera offset is specified by the height (the Y value) of the "Pivot" object, and the forward offset of the final "Camera" object. A typical set up for this would be to have the Y positional value of the Pivot set to 2 (for 2 meters above the target), and the Z positional value of the Camera set to -6 (for 6 meters behind the pivot). If you wanted to adjust the camera to be to one side of the target (eg, for a closer over-shoulder third person view), you should adjust the X position value of the Pivot object. Camera Rig <- position will move towards target. Pivot <- adjust Y position for height, X position for horizontal offset Camera <- adjust Z position for distance away from target Both the "Free Look" and the "Multipurpose" camera also use the ProtectCameraFromWallClip script, which is intended to stop the camera from passing through items of scenery, as can happen if a character or vehicle targeted by the camera is backed up against a wall. The ProtectCameraFromWallClip script examines the distance between the Pivot and the Camera, and attempts to preserve this where possible, but draws the camera in closer to the pivot when colliders are detected. For this reason, if you're using the wall clip script, you can't modify the local offset of the Camera at runtime, because it's being set every frame by the clip protection script. The "CCTV Camera" is a little different, being a single GameObject with no hierarchy. Since it doesn't move to follow a target (it only rotates), it doesn't need the wall clip script. Assigning the target works exactly the same as the other Cameras however, and it will also auto target any object tagged "player" unless told otherwise. The CCTV camera uses the "LookAtTarget" script, which provides functionality above and beyond Unity's basic "Transform.LookAt" function. It works in local space relative to the object's parent, and allows constraints on the look angle which work relative to the object's starting rotation. Possible uses could be: A view out of the side window of a moving car, A turret which should aim at a target from a moving spaceship, or - as it's used in this case - a CCTV camera which can be placed anywhere and can pan towards a target. ================================================ FILE: Portal/Assets/Standard Assets/Cameras/CameraGuidelines.txt.meta ================================================ fileFormatVersion: 2 guid: 86f4276d9602ff547968823666aa5699 TextScriptImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Prefabs/CctvCamera.prefab ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!1 &100000 GameObject: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 100100000} serializedVersion: 4 m_Component: - 4: {fileID: 400000} - 20: {fileID: 2000000} - 124: {fileID: 12400000} - 92: {fileID: 9200000} - 81: {fileID: 8100000} - 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LateUpdate, // Update in LateUpdate. (for tracking objects that are moved in Update) ManualUpdate, // user must call to update camera } [SerializeField] protected Transform m_Target; // The target object to follow [SerializeField] private bool m_AutoTargetPlayer = true; // Whether the rig should automatically target the player. [SerializeField] private UpdateType m_UpdateType; // stores the selected update type protected Rigidbody targetRigidbody; protected virtual void Start() { // if auto targeting is used, find the object tagged "Player" // any class inheriting from this should call base.Start() to perform this action! if (m_AutoTargetPlayer) { FindAndTargetPlayer(); } if (m_Target == null) return; targetRigidbody = m_Target.GetComponent(); } private void FixedUpdate() { // we update from here if updatetype is set to Fixed, or in auto mode, // if the target has a rigidbody, and isn't kinematic. if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) { FindAndTargetPlayer(); } if (m_UpdateType == UpdateType.FixedUpdate) { FollowTarget(Time.deltaTime); } } private void LateUpdate() { // we update from here if updatetype is set to Late, or in auto mode, // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic. if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) { FindAndTargetPlayer(); } if (m_UpdateType == UpdateType.LateUpdate) { FollowTarget(Time.deltaTime); } } public void ManualUpdate() { // we update from here if updatetype is set to Late, or in auto mode, // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic. if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) { FindAndTargetPlayer(); } if (m_UpdateType == UpdateType.ManualUpdate) { FollowTarget(Time.deltaTime); } } protected abstract void FollowTarget(float deltaTime); public void FindAndTargetPlayer() { // auto target an object tagged player, if no target has been assigned var targetObj = GameObject.FindGameObjectWithTag("Player"); if (targetObj) { SetTarget(targetObj.transform); } } public virtual void SetTarget(Transform newTransform) { m_Target = newTransform; } public Transform Target { get { return m_Target; } } } } ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs.meta ================================================ fileFormatVersion: 2 guid: 89a534d869bfccd49bebf7cb6fb244b6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs ================================================ using System; using UnityEngine; #if UNITY_EDITOR #endif namespace UnityStandardAssets.Cameras { [ExecuteInEditMode] public class AutoCam : PivotBasedCameraRig { [SerializeField] private float m_MoveSpeed = 3; // How fast the rig will move to keep up with target's position [SerializeField] private float m_TurnSpeed = 1; // How fast the rig will turn to keep up with target's rotation [SerializeField] private float m_RollSpeed = 0.2f;// How fast the rig will roll (around Z axis) to match target's roll. [SerializeField] private bool m_FollowVelocity = false;// Whether the rig will rotate in the direction of the target's velocity. [SerializeField] private bool m_FollowTilt = true; // Whether the rig will tilt (around X axis) with the target. [SerializeField] private float m_SpinTurnLimit = 90;// The threshold beyond which the camera stops following the target's rotation. (used in situations where a car spins out, for example) [SerializeField] private float m_TargetVelocityLowerLimit = 4f;// the minimum velocity above which the camera turns towards the object's velocity. Below this we use the object's forward direction. [SerializeField] private float m_SmoothTurnTime = 0.2f; // the smoothing for the camera's rotation private float m_LastFlatAngle; // The relative angle of the target and the rig from the previous frame. private float m_CurrentTurnAmount; // How much to turn the camera private float m_TurnSpeedVelocityChange; // The change in the turn speed velocity private Vector3 m_RollUp = Vector3.up;// The roll of the camera around the z axis ( generally this will always just be up ) protected override void FollowTarget(float deltaTime) { // if no target, or no time passed then we quit early, as there is nothing to do if (!(deltaTime > 0) || m_Target == null) { return; } // initialise some vars, we'll be modifying these in a moment var targetForward = m_Target.forward; var targetUp = m_Target.up; if (m_FollowVelocity && Application.isPlaying) { // in follow velocity mode, the camera's rotation is aligned towards the object's velocity direction // but only if the object is traveling faster than a given threshold. if (targetRigidbody.velocity.magnitude > m_TargetVelocityLowerLimit) { // velocity is high enough, so we'll use the target's velocty targetForward = targetRigidbody.velocity.normalized; targetUp = Vector3.up; } else { targetUp = Vector3.up; } m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, 1, ref m_TurnSpeedVelocityChange, m_SmoothTurnTime); } else { // we're in 'follow rotation' mode, where the camera rig's rotation follows the object's rotation. // This section allows the camera to stop following the target's rotation when the target is spinning too fast. // eg when a car has been knocked into a spin. The camera will resume following the rotation // of the target when the target's angular velocity slows below the threshold. var currentFlatAngle = Mathf.Atan2(targetForward.x, targetForward.z)*Mathf.Rad2Deg; if (m_SpinTurnLimit > 0) { var targetSpinSpeed = Mathf.Abs(Mathf.DeltaAngle(m_LastFlatAngle, currentFlatAngle))/deltaTime; var desiredTurnAmount = Mathf.InverseLerp(m_SpinTurnLimit, m_SpinTurnLimit*0.75f, targetSpinSpeed); var turnReactSpeed = (m_CurrentTurnAmount > desiredTurnAmount ? .1f : 1f); if (Application.isPlaying) { m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, desiredTurnAmount, ref m_TurnSpeedVelocityChange, turnReactSpeed); } else { // for editor mode, smoothdamp won't work because it uses deltaTime internally m_CurrentTurnAmount = desiredTurnAmount; } } else { m_CurrentTurnAmount = 1; } m_LastFlatAngle = currentFlatAngle; } // camera position moves towards target position: transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed); // camera's rotation is split into two parts, which can have independend speed settings: // rotating towards the target's forward direction (which encompasses its 'yaw' and 'pitch') if (!m_FollowTilt) { targetForward.y = 0; if (targetForward.sqrMagnitude < float.Epsilon) { targetForward = transform.forward; } } var rollRotation = Quaternion.LookRotation(targetForward, m_RollUp); // and aligning with the target object's up direction (i.e. its 'roll') m_RollUp = m_RollSpeed > 0 ? Vector3.Slerp(m_RollUp, targetUp, m_RollSpeed*deltaTime) : Vector3.up; transform.rotation = Quaternion.Lerp(transform.rotation, rollRotation, m_TurnSpeed*m_CurrentTurnAmount*deltaTime); } } } ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs.meta ================================================ fileFormatVersion: 2 guid: a8d3968294210ba4a9d2bb96dfa74a16 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Cameras { public class FreeLookCam : PivotBasedCameraRig { // This script is designed to be placed on the root object of a camera rig, // comprising 3 gameobjects, each parented to the next: // Camera Rig // Pivot // Camera [SerializeField] private float m_MoveSpeed = 1f; // How fast the rig will move to keep up with the target's position. [Range(0f, 10f)] [SerializeField] private float m_TurnSpeed = 1.5f; // How fast the rig will rotate from user input. [SerializeField] private float m_TurnSmoothing = 0.0f; // How much smoothing to apply to the turn input, to reduce mouse-turn jerkiness [SerializeField] private float m_TiltMax = 75f; // The maximum value of the x axis rotation of the pivot. [SerializeField] private float m_TiltMin = 45f; // The minimum value of the x axis rotation of the pivot. [SerializeField] private bool m_LockCursor = false; // Whether the cursor should be hidden and locked. [SerializeField] private bool m_VerticalAutoReturn = false; // set wether or not the vertical axis should auto return private float m_LookAngle; // The rig's y axis rotation. private float m_TiltAngle; // The pivot's x axis rotation. private const float k_LookDistance = 100f; // How far in front of the pivot the character's look target is. private Vector3 m_PivotEulers; private Quaternion m_PivotTargetRot; private Quaternion m_TransformTargetRot; protected override void Awake() { base.Awake(); // Lock or unlock the cursor. Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None; Cursor.visible = !m_LockCursor; m_PivotEulers = m_Pivot.rotation.eulerAngles; m_PivotTargetRot = m_Pivot.transform.localRotation; m_TransformTargetRot = transform.localRotation; } protected void Update() { HandleRotationMovement(); if (m_LockCursor && Input.GetMouseButtonUp(0)) { Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None; Cursor.visible = !m_LockCursor; } } private void OnDisable() { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } protected override void FollowTarget(float deltaTime) { if (m_Target == null) return; // Move the rig towards target position. transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed); } private void HandleRotationMovement() { if(Time.timeScale < float.Epsilon) return; // Read the user input var x = CrossPlatformInputManager.GetAxis("Mouse X"); var y = CrossPlatformInputManager.GetAxis("Mouse Y"); // Adjust the look angle by an amount proportional to the turn speed and horizontal input. m_LookAngle += x*m_TurnSpeed; // Rotate the rig (the root object) around Y axis only: m_TransformTargetRot = Quaternion.Euler(0f, m_LookAngle, 0f); if (m_VerticalAutoReturn) { // For tilt input, we need to behave differently depending on whether we're using mouse or touch input: // on mobile, vertical input is directly mapped to tilt value, so it springs back automatically when the look input is released // we have to test whether above or below zero because we want to auto-return to zero even if min and max are not symmetrical. m_TiltAngle = y > 0 ? Mathf.Lerp(0, -m_TiltMin, y) : Mathf.Lerp(0, m_TiltMax, -y); } else { // on platforms with a mouse, we adjust the current angle based on Y mouse input and turn speed m_TiltAngle -= y*m_TurnSpeed; // and make sure the new value is within the tilt range m_TiltAngle = Mathf.Clamp(m_TiltAngle, -m_TiltMin, m_TiltMax); } // Tilt input around X is applied to the pivot (the child of this object) m_PivotTargetRot = Quaternion.Euler(m_TiltAngle, m_PivotEulers.y , m_PivotEulers.z); if (m_TurnSmoothing > 0) { m_Pivot.localRotation = Quaternion.Slerp(m_Pivot.localRotation, m_PivotTargetRot, m_TurnSmoothing * Time.deltaTime); transform.localRotation = Quaternion.Slerp(transform.localRotation, m_TransformTargetRot, m_TurnSmoothing * Time.deltaTime); } else { m_Pivot.localRotation = m_PivotTargetRot; transform.localRotation = m_TransformTargetRot; } } } } ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta ================================================ fileFormatVersion: 2 guid: e44af8091779fcb40801d5b284353dbe MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Cameras { public class HandHeldCam : LookatTarget { [SerializeField] private float m_SwaySpeed = .5f; [SerializeField] private float m_BaseSwayAmount = .5f; [SerializeField] private float m_TrackingSwayAmount = .5f; [Range(-1, 1)] [SerializeField] private float m_TrackingBias = 0; protected override void FollowTarget(float deltaTime) { base.FollowTarget(deltaTime); float bx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f); float by = (Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f; bx *= m_BaseSwayAmount; by *= m_BaseSwayAmount; float tx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f) + m_TrackingBias; float ty = ((Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f) + m_TrackingBias; tx *= -m_TrackingSwayAmount*m_FollowVelocity.x; ty *= m_TrackingSwayAmount*m_FollowVelocity.y; transform.Rotate(bx + tx, by + ty, 0); } } } ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta ================================================ fileFormatVersion: 2 guid: d947636a9390f6a46a121124154e6e3f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Cameras { public class LookatTarget : AbstractTargetFollower { // A simple script to make one object look at another, // but with optional constraints which operate relative to // this gameobject's initial rotation. // Only rotates around local X and Y. // Works in local coordinates, so if this object is parented // to another moving gameobject, its local constraints will // operate correctly // (Think: looking out the side window of a car, or a gun turret // on a moving spaceship with a limited angular range) // to have no constraints on an axis, set the rotationRange greater than 360. [SerializeField] private Vector2 m_RotationRange; [SerializeField] private float m_FollowSpeed = 1; private Vector3 m_FollowAngles; private Quaternion m_OriginalRotation; protected Vector3 m_FollowVelocity; // Use this for initialization protected override void Start() { base.Start(); m_OriginalRotation = transform.localRotation; } protected override void FollowTarget(float deltaTime) { // we make initial calculations from the original local rotation transform.localRotation = m_OriginalRotation; // tackle rotation around Y first Vector3 localTarget = transform.InverseTransformPoint(m_Target.position); float yAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg; yAngle = Mathf.Clamp(yAngle, -m_RotationRange.y*0.5f, m_RotationRange.y*0.5f); transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, yAngle, 0); // then recalculate new local target position for rotation around X localTarget = transform.InverseTransformPoint(m_Target.position); float xAngle = Mathf.Atan2(localTarget.y, localTarget.z)*Mathf.Rad2Deg; xAngle = Mathf.Clamp(xAngle, -m_RotationRange.x*0.5f, m_RotationRange.x*0.5f); var targetAngles = new Vector3(m_FollowAngles.x + Mathf.DeltaAngle(m_FollowAngles.x, xAngle), m_FollowAngles.y + Mathf.DeltaAngle(m_FollowAngles.y, yAngle)); // smoothly interpolate the current angles to the target angles m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, targetAngles, ref m_FollowVelocity, m_FollowSpeed); // and update the gameobject itself transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0); } } } ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta ================================================ fileFormatVersion: 2 guid: f2ec2b96de5640e42a622fc3064f1c80 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Cameras { public abstract class PivotBasedCameraRig : AbstractTargetFollower { // This script is designed to be placed on the root object of a camera rig, // comprising 3 gameobjects, each parented to the next: // Camera Rig // Pivot // Camera protected Transform m_Cam; // the transform of the camera protected Transform m_Pivot; // the point at which the camera pivots around protected Vector3 m_LastTargetPosition; protected virtual void Awake() { // find the camera in the object hierarchy m_Cam = GetComponentInChildren().transform; m_Pivot = m_Cam.parent; } } } ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta ================================================ fileFormatVersion: 2 guid: 58cb183e16853564e9ed457f8a296db1 labels: - Done MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs ================================================ using System; using System.Collections; using UnityEngine; namespace UnityStandardAssets.Cameras { public class ProtectCameraFromWallClip : MonoBehaviour { public float clipMoveTime = 0.05f; // time taken to move when avoiding cliping (low value = fast, which it should be) public float returnTime = 0.4f; // time taken to move back towards desired position, when not clipping (typically should be a higher value than clipMoveTime) public float sphereCastRadius = 0.1f; // the radius of the sphere used to test for object between camera and target public bool visualiseInEditor; // toggle for visualising the algorithm through lines for the raycast in the editor public float closestDistance = 0.5f; // the closest distance the camera can be from the target public bool protecting { get; private set; } // used for determining if there is an object between the target and the camera public string dontClipTag = "Player"; // don't clip against objects with this tag (useful for not clipping against the targeted object) private Transform m_Cam; // the transform of the camera private Transform m_Pivot; // the point at which the camera pivots around private float m_OriginalDist; // the original distance to the camera before any modification are made private float m_MoveVelocity; // the velocity at which the camera moved private float m_CurrentDist; // the current distance from the camera to the target private Ray m_Ray = new Ray(); // the ray used in the lateupdate for casting between the camera and the target private RaycastHit[] m_Hits; // the hits between the camera and the target private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances private void Start() { // find the camera in the object hierarchy m_Cam = GetComponentInChildren().transform; m_Pivot = m_Cam.parent; m_OriginalDist = m_Cam.localPosition.magnitude; m_CurrentDist = m_OriginalDist; // create a new RayHitComparer m_RayHitComparer = new RayHitComparer(); } private void LateUpdate() { // initially set the target distance float targetDist = m_OriginalDist; m_Ray.origin = m_Pivot.position + m_Pivot.forward*sphereCastRadius; m_Ray.direction = -m_Pivot.forward; // initial check to see if start of spherecast intersects anything var cols = Physics.OverlapSphere(m_Ray.origin, sphereCastRadius); bool initialIntersect = false; bool hitSomething = false; // loop through all the collisions to check if something we care about for (int i = 0; i < cols.Length; i++) { if ((!cols[i].isTrigger) && !(cols[i].attachedRigidbody != null && cols[i].attachedRigidbody.CompareTag(dontClipTag))) { initialIntersect = true; break; } } // if there is a collision if (initialIntersect) { m_Ray.origin += m_Pivot.forward*sphereCastRadius; // do a raycast and gather all the intersections m_Hits = Physics.RaycastAll(m_Ray, m_OriginalDist - sphereCastRadius); } else { // if there was no collision do a sphere cast to see if there were any other collisions m_Hits = Physics.SphereCastAll(m_Ray, sphereCastRadius, m_OriginalDist + sphereCastRadius); } // sort the collisions by distance Array.Sort(m_Hits, m_RayHitComparer); // set the variable used for storing the closest to be as far as possible float nearest = Mathf.Infinity; // loop through all the collisions for (int i = 0; i < m_Hits.Length; i++) { // only deal with the collision if it was closer than the previous one, not a trigger, and not attached to a rigidbody tagged with the dontClipTag if (m_Hits[i].distance < nearest && (!m_Hits[i].collider.isTrigger) && !(m_Hits[i].collider.attachedRigidbody != null && m_Hits[i].collider.attachedRigidbody.CompareTag(dontClipTag))) { // change the nearest collision to latest nearest = m_Hits[i].distance; targetDist = -m_Pivot.InverseTransformPoint(m_Hits[i].point).z; hitSomething = true; } } // visualise the cam clip effect in the editor if (hitSomething) { Debug.DrawRay(m_Ray.origin, -m_Pivot.forward*(targetDist + sphereCastRadius), Color.red); } // hit something so move the camera to a better position protecting = hitSomething; m_CurrentDist = Mathf.SmoothDamp(m_CurrentDist, targetDist, ref m_MoveVelocity, m_CurrentDist > targetDist ? clipMoveTime : returnTime); m_CurrentDist = Mathf.Clamp(m_CurrentDist, closestDistance, m_OriginalDist); m_Cam.localPosition = -Vector3.forward*m_CurrentDist; } // comparer for check distances in ray cast hits public class RayHitComparer : IComparer { public int Compare(object x, object y) { return ((RaycastHit) x).distance.CompareTo(((RaycastHit) y).distance); } } } } ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs.meta ================================================ fileFormatVersion: 2 guid: 94b04ec3bda6b7747aa53936ef3b0ae2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Cameras { public class TargetFieldOfView : AbstractTargetFollower { // This script is primarily designed to be used with the "LookAtTarget" script to enable a // CCTV style camera looking at a target to also adjust its field of view (zoom) to fit the // target (so that it zooms in as the target becomes further away). // When used with a follow cam, it will automatically use the same target. [SerializeField] private float m_FovAdjustTime = 1; // the time taken to adjust the current FOV to the desired target FOV amount. [SerializeField] private float m_ZoomAmountMultiplier = 2; // a multiplier for the FOV amount. The default of 2 makes the field of view twice as wide as required to fit the target. [SerializeField] private bool m_IncludeEffectsInSize = false; // changing this only takes effect on startup, or when new target is assigned. private float m_BoundSize; private float m_FovAdjustVelocity; private Camera m_Cam; private Transform m_LastTarget; // Use this for initialization protected override void Start() { base.Start(); m_BoundSize = MaxBoundsExtent(m_Target, m_IncludeEffectsInSize); // get a reference to the actual camera component: m_Cam = GetComponentInChildren(); } protected override void FollowTarget(float deltaTime) { // calculate the correct field of view to fit the bounds size at the current distance float dist = (m_Target.position - transform.position).magnitude; float requiredFOV = Mathf.Atan2(m_BoundSize, dist)*Mathf.Rad2Deg*m_ZoomAmountMultiplier; m_Cam.fieldOfView = Mathf.SmoothDamp(m_Cam.fieldOfView, requiredFOV, ref m_FovAdjustVelocity, m_FovAdjustTime); } public override void SetTarget(Transform newTransform) { base.SetTarget(newTransform); m_BoundSize = MaxBoundsExtent(newTransform, m_IncludeEffectsInSize); } public static float MaxBoundsExtent(Transform obj, bool includeEffects) { // get the maximum bounds extent of object, including all child renderers, // but excluding particles and trails, for FOV zooming effect. var renderers = obj.GetComponentsInChildren(); Bounds bounds = new Bounds(); bool initBounds = false; foreach (Renderer r in renderers) { if (!((r is TrailRenderer) || (r is ParticleSystemRenderer))) { if (!initBounds) { initBounds = true; bounds = r.bounds; } else { bounds.Encapsulate(r.bounds); } } } float max = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z); return max; } } } ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs.meta ================================================ fileFormatVersion: 2 guid: a62942d9af3f36d448094c6ed1f214dd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras/Scripts.meta ================================================ fileFormatVersion: 2 guid: e7b22774d57de9f4eb961b3ff68ed80a folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Cameras.meta ================================================ fileFormatVersion: 2 guid: 604bd9e7358cf48c0969f5b515a8c51c folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Footstep01.wav.meta ================================================ fileFormatVersion: 2 guid: 42e65e088b3f4374e851b8dbd38f3df9 AudioImporter: serializedVersion: 5 format: -1 loadType: 1 quality: -1 sampleRate: 0 forceToMono: 0 preloadAudioData: 1 loadInBackground: 0 overrideSampleRate: 0 optimizeSampleRate: 0 3D: 1 userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Footstep02.wav.meta ================================================ fileFormatVersion: 2 guid: 8bc94ec6ed537e743b481638bdcd503d AudioImporter: serializedVersion: 5 format: -1 loadType: 1 quality: -1 sampleRate: 0 forceToMono: 0 preloadAudioData: 1 loadInBackground: 0 overrideSampleRate: 0 optimizeSampleRate: 0 3D: 1 userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Footstep03.wav.meta ================================================ fileFormatVersion: 2 guid: 5a9383dda6cabc047b7a297602e93eb4 AudioImporter: serializedVersion: 5 format: -1 loadType: 1 quality: -1 sampleRate: 0 forceToMono: 0 preloadAudioData: 1 loadInBackground: 0 overrideSampleRate: 0 optimizeSampleRate: 0 3D: 1 userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Footstep04.wav.meta ================================================ fileFormatVersion: 2 guid: e9714160ce34f2b4ab63ff8c27bd68e1 AudioImporter: serializedVersion: 5 format: -1 loadType: 1 quality: -1 sampleRate: 0 forceToMono: 0 preloadAudioData: 1 loadInBackground: 0 overrideSampleRate: 0 optimizeSampleRate: 0 3D: 1 userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Jump.wav.meta ================================================ fileFormatVersion: 2 guid: 5897aeed9b676024fbb8c694b421a861 AudioImporter: serializedVersion: 5 format: -1 loadType: 1 quality: -1 sampleRate: 0 forceToMono: 0 preloadAudioData: 1 loadInBackground: 0 overrideSampleRate: 0 optimizeSampleRate: 0 3D: 1 userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio/Land.wav.meta ================================================ fileFormatVersion: 2 guid: 3b09d59f4499d45428baa7a21e954296 AudioImporter: serializedVersion: 5 format: -1 loadType: 1 quality: -1 sampleRate: 0 forceToMono: 0 preloadAudioData: 1 loadInBackground: 0 overrideSampleRate: 0 optimizeSampleRate: 0 3D: 1 userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Audio.meta ================================================ fileFormatVersion: 2 guid: 2dac79461900e0f4c93561031c2e6902 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/FirstPersonCharacterGuidelines.txt ================================================ The first-person character is a single prefab which is designed to be used as-is. There's usually no need to create your own from the separate scripts provided. Just drop the prefab into your scene and you're good to go. The simplest way to get started with the First Person Character is to follow these steps: 1) Start with a suitable scene. There ought to be enough flat ground to walk around on. 2) Place the "FirstPersonCharacter" prefab in the scene. 3) If present, delete the "Main Camera" that exists in new scenes by default. The First Person Character prefab contains its own camera, so you don't need the default camera, or any of the camera rigs to use it. The first-person character is made up of a few components acting together. The FirstPersonCharacter script provides the functionality of moving, strafing and jumping. The SimpleMouseRotator provides the functionality of turning the body of the character left and right, and another copy of the same script on the "FirstPersonCamera" controls the looking-up-and-down effect. There is also an optional "Head Bob" script which provides a head bobbing effect and optionally also plays footstep sounds in sync with the head bobbing. This script can be disabled or removed if required. There are a number of simple adjustable settings on each component allowing you to change the movement speed, jump power, head bob style, and more. For more detail about each setting, see the comments in each script. The Character script also requires references to "zero friction" and "max friction" physics materials. 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[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. private Camera m_Camera; private bool m_Jump; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; private AudioSource m_AudioSource; // Use this for initialization private void Start() { m_CharacterController = GetComponent(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent(); m_MouseLook.Init(transform , m_Camera.transform); } // Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void PlayLandingSound() { m_AudioSource.clip = m_LandSound; m_AudioSource.Play(); m_NextStep = m_StepCycle + .5f; } private void FixedUpdate() { float speed; GetInput(out speed); // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; // get a normal for the surface that is being touched to move along it RaycastHit hitInfo; Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x*speed; m_MoveDir.z = desiredMove.z*speed; if (m_CharacterController.isGrounded) { m_MoveDir.y = -m_StickToGroundForce; if (m_Jump) { m_MoveDir.y = m_JumpSpeed; PlayJumpSound(); m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); ProgressStepCycle(speed); UpdateCameraPosition(speed); m_MouseLook.UpdateCursorLock(); } private void PlayJumpSound() { m_AudioSource.clip = m_JumpSound; m_AudioSource.Play(); } private void ProgressStepCycle(float speed) { if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) { m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* Time.fixedDeltaTime; } if (!(m_StepCycle > m_NextStep)) { return; } m_NextStep = m_StepCycle + m_StepInterval; PlayFootStepAudio(); } private void PlayFootStepAudio() { if (!m_CharacterController.isGrounded) { return; } // pick & play a random footstep sound from the array, // excluding sound at index 0 int n = Random.Range(1, m_FootstepSounds.Length); m_AudioSource.clip = m_FootstepSounds[n]; m_AudioSource.PlayOneShot(m_AudioSource.clip); // move picked sound to index 0 so it's not picked next time m_FootstepSounds[n] = m_FootstepSounds[0]; m_FootstepSounds[0] = m_AudioSource.clip; } private void UpdateCameraPosition(float speed) { Vector3 newCameraPosition; if (!m_UseHeadBob) { return; } if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) { m_Camera.transform.localPosition = m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); } else { newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); } m_Camera.transform.localPosition = newCameraPosition; } private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } // handle speed change to give an fov kick // only if the player is going to a run, is running and the fovkick is to be used if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } } private void RotateView() { m_MouseLook.LookRotation (transform, m_Camera.transform); } private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody; //dont move the rigidbody if the character is on top of it if (m_CollisionFlags == CollisionFlags.Below) { return; } if (body == null || body.isKinematic) { return; } body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); } } } ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta ================================================ fileFormatVersion: 2 guid: 05ec5cf00ca181d45a42ba1870e148c3 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.Utility; namespace UnityStandardAssets.Characters.FirstPerson { public class HeadBob : MonoBehaviour { public Camera Camera; public CurveControlledBob motionBob = new CurveControlledBob(); public LerpControlledBob jumpAndLandingBob = new LerpControlledBob(); public RigidbodyFirstPersonController rigidbodyFirstPersonController; public float StrideInterval; [Range(0f, 1f)] public float RunningStrideLengthen; // private CameraRefocus m_CameraRefocus; private bool m_PreviouslyGrounded; private Vector3 m_OriginalCameraPosition; private void Start() { motionBob.Setup(Camera, StrideInterval); m_OriginalCameraPosition = Camera.transform.localPosition; // m_CameraRefocus = new CameraRefocus(Camera, transform.root.transform, Camera.transform.localPosition); } private void Update() { // m_CameraRefocus.GetFocusPoint(); Vector3 newCameraPosition; if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded) { Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.Velocity.magnitude*(rigidbodyFirstPersonController.Running ? 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================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Characters.FirstPerson { [Serializable] public class MouseLook { public float XSensitivity = 2f; public float YSensitivity = 2f; public bool clampVerticalRotation = true; public float MinimumX = -90F; public float MaximumX = 90F; public bool smooth; public float smoothTime = 5f; public bool lockCursor = true; private Quaternion m_CharacterTargetRot; private Quaternion m_CameraTargetRot; private bool m_cursorIsLocked = true; public void Init(Transform character, Transform camera) { m_CharacterTargetRot = character.localRotation; m_CameraTargetRot = camera.localRotation; } public void LookRotation(Transform character, Transform camera) { float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity; float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity; m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f); m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f); if(clampVerticalRotation) m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot); if(smooth) { character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot, smoothTime * Time.deltaTime); camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot, smoothTime * Time.deltaTime); } else { character.localRotation = m_CharacterTargetRot; camera.localRotation = m_CameraTargetRot; } UpdateCursorLock(); } public void SetCursorLock(bool value) { lockCursor = value; if(!lockCursor) {//we force unlock the cursor if the user disable the cursor locking helper Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } } public void UpdateCursorLock() { //if the user set "lockCursor" we check & properly lock the cursos if (lockCursor) InternalLockUpdate(); } private void InternalLockUpdate() { if(Input.GetKeyUp(KeyCode.Escape)) { m_cursorIsLocked = false; } else if(Input.GetMouseButtonUp(0)) { m_cursorIsLocked = true; } if (m_cursorIsLocked) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } else if (!m_cursorIsLocked) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } } Quaternion ClampRotationAroundXAxis(Quaternion q) { q.x /= q.w; q.y /= q.w; q.z /= q.w; q.w = 1.0f; float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x); angleX = Mathf.Clamp (angleX, MinimumX, MaximumX); q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX); return q; } } } ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta ================================================ fileFormatVersion: 2 guid: 37e60a97f2c87ae41b6cdc1055d78cb9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (Rigidbody))] [RequireComponent(typeof (CapsuleCollider))] public class RigidbodyFirstPersonController : MonoBehaviour { [Serializable] public class MovementSettings { public float ForwardSpeed = 8.0f; // Speed when walking forward public float BackwardSpeed = 4.0f; // Speed when walking backwards public float StrafeSpeed = 4.0f; // Speed when walking sideways public float RunMultiplier = 2.0f; // Speed when sprinting public KeyCode RunKey = KeyCode.LeftShift; public float JumpForce = 30f; public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f)); [HideInInspector] public float CurrentTargetSpeed = 8f; #if !MOBILE_INPUT private bool m_Running; #endif public void UpdateDesiredTargetSpeed(Vector2 input) { if (input == Vector2.zero) return; if (input.x > 0 || input.x < 0) { //strafe CurrentTargetSpeed = StrafeSpeed; } if (input.y < 0) { //backwards CurrentTargetSpeed = BackwardSpeed; } if (input.y > 0) { //forwards //handled last as if strafing and moving forward at the same time forwards speed should take precedence CurrentTargetSpeed = ForwardSpeed; } #if !MOBILE_INPUT if (Input.GetKey(RunKey)) { CurrentTargetSpeed *= RunMultiplier; m_Running = true; } else { m_Running = false; } #endif } #if !MOBILE_INPUT public bool Running { get { return m_Running; } } #endif } [Serializable] public class AdvancedSettings { public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this ) public float stickToGroundHelperDistance = 0.5f; // stops the character public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input public bool airControl; // can the user control the direction that is being moved in the air [Tooltip("set it to 0.1 or more if you get stuck in wall")] public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice) } public Camera cam; public MovementSettings movementSettings = new MovementSettings(); public MouseLook mouseLook = new MouseLook(); public AdvancedSettings advancedSettings = new AdvancedSettings(); private Rigidbody m_RigidBody; private CapsuleCollider m_Capsule; private float m_YRotation; private Vector3 m_GroundContactNormal; private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded; public Vector3 Velocity { get { return m_RigidBody.velocity; } } public bool Grounded { get { return m_IsGrounded; } } public bool Jumping { get { return m_Jumping; } } public bool Running { get { #if !MOBILE_INPUT return movementSettings.Running; #else return false; #endif } } private void Start() { m_RigidBody = GetComponent(); m_Capsule = GetComponent(); mouseLook.Init (transform, cam.transform); } private void Update() { RotateView(); if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump) { m_Jump = true; } } private void FixedUpdate() { GroundCheck(); Vector2 input = GetInput(); if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded)) { // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x; desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed; desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed; desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed; if (m_RigidBody.velocity.sqrMagnitude < (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed)) { m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse); } } if (m_IsGrounded) { m_RigidBody.drag = 5f; if (m_Jump) { m_RigidBody.drag = 0f; m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse); m_Jumping = true; } if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f) { m_RigidBody.Sleep(); } } else { m_RigidBody.drag = 0f; if (m_PreviouslyGrounded && !m_Jumping) { StickToGroundHelper(); } } m_Jump = false; } private float SlopeMultiplier() { float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up); return movementSettings.SlopeCurveModifier.Evaluate(angle); } private void StickToGroundHelper() { RaycastHit hitInfo; if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f) { m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal); } } } private Vector2 GetInput() { Vector2 input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") }; movementSettings.UpdateDesiredTargetSpeed(input); return input; } private void RotateView() { //avoids the mouse looking if the game is effectively paused if (Mathf.Abs(Time.timeScale) < float.Epsilon) return; // get the rotation before it's changed float oldYRotation = transform.eulerAngles.y; mouseLook.LookRotation (transform, cam.transform); if (m_IsGrounded || advancedSettings.airControl) { // Rotate 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Portal/Assets/Standard Assets/Characters/RollerBall/RollerBallGuidelines.txt ================================================ The RollerBall prefab is a very simple controllable example which is designed to be used as-is. Just drop the prefab into your scene and you're good to go. It's designed as a minimal demonstration of using our Cross Platform Input scripts, and to demonstrate the way we've chosen to separate the input from the mechanics of the controller, so that you're free to swap in other input styles or AI controls. The ball converts its input to camera-relative motion, so it works fine with any of the camera rigs provided - even the CCTV Camera Rig! The simplest way to get started with the rolling ball controller is to: 1) Start with a suitable scene. There ought to be enough flat ground to roll around on. 2) Place the "RollerBall" prefab in the scene. 3) Place a camera rig in the scene, from the Cameras folder. 4) If present, delete the "Main Camera" that exists in new scenes by default. The camera rigs contain their own camera, so you don't need the default camera. There are a number of simple adjustable settings on the Ball allowing you to change the handling and jump power. For more information, see the comments in the script. ================================================ FILE: Portal/Assets/Standard Assets/Characters/RollerBall/RollerBallGuidelines.txt.meta ================================================ fileFormatVersion: 2 guid: 0cdb788e79be7594e8cc8e1f742d23b7 TextScriptImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/RollerBall/Scripts/Ball.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Ball { public class Ball : MonoBehaviour { [SerializeField] private float m_MovePower = 5; // The force added to the ball to move it. [SerializeField] private bool m_UseTorque = true; // Whether or not to use torque to move the ball. [SerializeField] private float m_MaxAngularVelocity = 25; // The maximum velocity the ball can rotate at. [SerializeField] private float m_JumpPower = 2; // The force added to the ball when it jumps. private const float k_GroundRayLength = 1f; // The length of the ray to check if the ball is grounded. private Rigidbody m_Rigidbody; private void Start() { m_Rigidbody = GetComponent(); // Set the maximum angular velocity. GetComponent().maxAngularVelocity = m_MaxAngularVelocity; } public void Move(Vector3 moveDirection, bool jump) { // If using torque to rotate the ball... if (m_UseTorque) { // ... add torque around the axis defined by the move direction. m_Rigidbody.AddTorque(new Vector3(moveDirection.z, 0, -moveDirection.x)*m_MovePower); } else { // Otherwise add force in the move direction. m_Rigidbody.AddForce(moveDirection*m_MovePower); } // If on the ground and jump is pressed... if (Physics.Raycast(transform.position, -Vector3.up, k_GroundRayLength) && jump) { // ... add force in upwards. m_Rigidbody.AddForce(Vector3.up*m_JumpPower, ForceMode.Impulse); } } } } ================================================ FILE: Portal/Assets/Standard Assets/Characters/RollerBall/Scripts/Ball.cs.meta ================================================ fileFormatVersion: 2 guid: e004fefca5c7ba44d9c5ffd46fdee2ed MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/RollerBall/Scripts/BallUserControl.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Vehicles.Ball { public class BallUserControl : MonoBehaviour { private Ball ball; // Reference to the ball controller. private Vector3 move; // the world-relative desired move direction, calculated from the camForward and user input. private Transform cam; // A reference to the main camera in the scenes transform private Vector3 camForward; // The current forward direction of the camera private bool jump; // whether the jump button is currently pressed private void Awake() { // Set up the reference. ball = GetComponent(); // get the transform of the main camera if (Camera.main != null) { cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Ball needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use world-relative controls in this case, which may not be what the user wants, but hey, we warned them! } } private void Update() { // Get the axis and jump input. float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = CrossPlatformInputManager.GetAxis("Vertical"); jump = CrossPlatformInputManager.GetButton("Jump"); // calculate move direction if (cam != null) { // calculate camera relative direction to move: camForward = Vector3.Scale(cam.forward, new Vector3(1, 0, 1)).normalized; move = (v*camForward + h*cam.right).normalized; } else { // we use world-relative directions in the case of no main camera move = (v*Vector3.forward + h*Vector3.right).normalized; } } private void FixedUpdate() { // Call the Move function of the ball controller ball.Move(move, jump); jump = false; } } } ================================================ FILE: Portal/Assets/Standard 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-15.000001, z: -15.000001} max: {x: 0, y: 15.000001, z: 30.0000019} value: {x: .0728295371, y: 0, z: .0364147685} length: .0910369605 modified: 1 - boneName: RightShoulder humanName: RightShoulder limit: min: {x: 0, y: -15.000001, z: -15.000001} max: {x: 0, y: 15.000001, z: 30.0000019} value: {x: .0728297681, y: 0, z: .036414884} length: .0910372436 modified: 1 - boneName: LeftArm humanName: LeftUpperArm limit: min: {x: -90, y: -100, z: -60.0000038} max: {x: 90, y: 100, z: 100} value: {x: .203239575, y: 0, z: .101619788} length: .25404954 modified: 1 - boneName: RightArm humanName: RightUpperArm limit: min: {x: -90, y: -100, z: -60.0000038} max: {x: 90, y: 100, z: 100} value: {x: .203239575, y: 0, z: .101619788} length: .25404954 modified: 1 - boneName: LeftForeArm humanName: LeftLowerArm limit: min: {x: -90, y: 0, z: -80} max: {x: 90, y: 0, z: 80} value: {x: .197111592, y: 0, z: .0985557958} length: .246389553 modified: 1 - boneName: RightForeArm humanName: RightLowerArm limit: min: {x: -90, y: 0, z: -80} max: {x: 90, y: 0, z: 80} value: {x: .197110742, y: 0, z: .0985553712} length: .246388495 modified: 1 - boneName: LeftHand humanName: LeftHand limit: min: {x: 0, y: -40, z: -80} max: {x: 0, y: 40, z: 80} value: {x: .0985557958, y: 0, z: .0492778979} length: .123194776 modified: 1 - boneName: RightHand humanName: RightHand limit: min: {x: 0, y: -40, z: -80} max: {x: 0, y: 40, z: 80} value: {x: .0985553712, y: 0, z: .0492776856} length: .123194247 modified: 1 - boneName: LeftToes humanName: LeftToes limit: min: {x: 0, y: 0, z: -50} max: {x: 0, y: 0, z: 50} value: {x: .065187104, y: 0, z: .032593552} length: .0814839154 modified: 1 - boneName: RightToes humanName: RightToes limit: min: {x: 0, y: 0, z: -50} max: {x: 0, y: 0, z: 50} value: {x: .0651872158, y: 0, z: .0325936079} length: .081484057 modified: 1 - boneName: LeftCheek humanName: LeftEye limit: min: {x: 0, y: -20, z: -10} max: {x: 0, y: 20, z: 15.000001} value: {x: .0799999759, y: 0, z: .0399999879} length: .100000001 modified: 1 - boneName: RightCheek humanName: RightEye limit: min: {x: 0, y: -20, z: -10} max: {x: 0, y: 20, z: 15.000001} value: {x: .0799999759, y: 0, z: .0399999879} length: .100000001 modified: 1 - boneName: Jaw humanName: Jaw limit: min: {x: 0, y: -10, z: -10} max: {x: 0, y: 10, z: 10} value: {x: .0799999759, y: 0, z: .0399999879} length: .100000001 modified: 1 - boneName: LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: -25, z: -20} max: {x: 0, y: 25, z: 20} value: {x: .0232954323, y: 0, z: .0116477162} length: .0291192997 modified: 1 - boneName: LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: -40} max: {x: 0, y: 0, z: 35} value: {x: .0270182174, y: 0, z: .0135091087} length: .0337727815 modified: 1 - boneName: LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: -40} max: {x: 0, y: 0, z: 35} value: {x: .0202636626, y: 0, z: .0101318313} length: .0253295861 modified: 1 - boneName: LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: -20, z: -50} max: {x: 0, y: 20, z: 50} value: {x: .0318517908, y: 0, z: .0159258954} length: .0398147553 modified: 1 - boneName: LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0223746132, y: 0, z: .0111873066} length: .0279682763 modified: 1 - boneName: LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0167809594, y: 0, z: .00839047972} length: .0209762082 modified: 1 - boneName: LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: -7.50000048, z: -50} max: {x: 0, y: 7.50000048, z: 50} value: {x: .0354253612, y: 0, z: .0177126806} length: .0442817174 modified: 1 - boneName: LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0271717981, y: 0, z: .013585899} length: .0339647569 modified: 1 - boneName: LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0203788485, y: 0, z: .0101894243} length: .0254735686 modified: 1 - boneName: LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: -7.50000048, z: -50} max: {x: 0, y: 7.50000048, z: 50} value: {x: .034554895, y: 0, z: .0172774475} length: .0431936346 modified: 1 - boneName: LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0246685278, y: 0, z: .0123342639} length: .0308356676 modified: 1 - boneName: LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0185013935, y: 0, z: .00925069675} length: .0231267512 modified: 1 - boneName: LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: -20, z: -50} max: {x: 0, y: 20, z: 50} value: {x: .024671454, y: 0, z: .012335727} length: .0308393259 modified: 1 - boneName: LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0184512939, y: 0, z: .00922564697} length: .0230641253 modified: 1 - boneName: LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0138384728, y: 0, z: .00691923639} length: .0172980949 modified: 1 - boneName: RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: -25, z: -20} max: {x: 0, y: 25, z: 20} value: {x: .0232955087, y: 0, z: .0116477543} length: .0291193947 modified: 1 - boneName: RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: -40} max: {x: 0, y: 0, z: 35} value: {x: .0270181522, y: 0, z: .0135090761} length: .0337726995 modified: 1 - boneName: RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: -40} max: {x: 0, y: 0, z: 35} value: {x: .0202636123, y: 0, z: .0101318061} length: .0253295247 modified: 1 - boneName: RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: -20, z: -50} max: {x: 0, y: 20, z: 50} value: {x: .0318510309, y: 0, z: .0159255154} length: .0398138054 modified: 1 - boneName: RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0223747212, y: 0, z: .0111873606} length: .0279684104 modified: 1 - boneName: RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0167810395, y: 0, z: .00839051977} length: .0209763087 modified: 1 - boneName: RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: -7.50000048, z: -50} max: {x: 0, y: 7.50000048, z: 50} value: {x: .0354258306, y: 0, z: .0177129153} length: .044282306 modified: 1 - boneName: RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0271718819, y: 0, z: .0135859409} length: .0339648612 modified: 1 - boneName: RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .02037891, y: 0, z: .010189455} length: .0254736468 modified: 1 - boneName: RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: -7.50000048, z: -50} max: {x: 0, y: 7.50000048, z: 50} value: {x: .0345548131, y: 0, z: .0172774065} length: .043193534 modified: 1 - boneName: RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .024668118, y: 0, z: .012334059} length: .0308351573 modified: 1 - boneName: RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0185010862, y: 0, z: .00925054308} length: .0231263675 modified: 1 - boneName: RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: -20, z: -50} max: {x: 0, y: 20, z: 50} value: {x: .0246717427, y: 0, z: .0123358713} length: .0308396872 modified: 1 - boneName: RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .0184513107, y: 0, z: .00922565535} length: .0230641477 modified: 1 - boneName: RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: -45} max: {x: 0, y: 0, z: 45} value: {x: .013838484, y: 0, z: .00691924198} length: .0172981098 modified: 1 skeleton: - name: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: .99999994} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Reference position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: -0, z: 0, w: .99999994} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Hips position: {x: 3.42077811e-09, y: .963793695, z: -.0235067811} rotation: {x: 5.82076654e-09, y: 4.65661252e-08, z: -2.91038305e-09, w: .99999994} scale: {x: .999999464, y: .999999464, z: .999999583} transformModified: 1 - name: LeftUpLeg position: {x: -.0754494593, y: -.045663476, z: 4.68068517e-09} rotation: {x: -4.07453626e-08, y: -3.4924593e-08, z: -4.3655735e-08, w: .99999994} scale: {x: 1, y: 1.00000036, z: 1.00000036} transformModified: 1 - name: LeftLeg position: {x: -.0205504373, y: -.409130454, z: .0071713319} rotation: {x: 2.32830679e-08, y: -4.65661252e-08, z: 3.49245859e-08, w: .99999994} scale: {x: 1.00000024, y: 1.00000024, z: .999999762} transformModified: 1 - name: LeftFoot position: {x: -.00515303621, y: -.423155665, z: -.0120320953} rotation: {x: 1.16415313e-08, y: 6.9849186e-08, z: 1.16529e-08, w: .99999994} scale: {x: 1.00000012, y: 1.00000012, z: 1.00000012} transformModified: 1 - name: LeftToes position: {x: -.00748698693, y: -.0731672943, z: .145427078} rotation: {x: 4.54747316e-11, y: -1.16415313e-08, z: 7.20825038e-19, w: .99999994} scale: {x: 1, y: 1.00000012, z: .99999994} transformModified: 1 - name: RightUpLeg position: {x: .0754495189, y: -.045663774, z: 6.53003767e-08} rotation: {x: -1.23691262e-08, y: -4.80213167e-08, z: -3.20142099e-08, w: .99999994} scale: {x: 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-.0214135218, w: .999770641} scale: {x: 1.00000012, y: .99999994, z: 1.00000012} transformModified: 1 - name: LeftHandIndex1 position: {x: -.075125888, y: -.0078406008, z: .0326528661} rotation: {x: -.00211889809, y: .080257535, z: .0175381638, w: .996617556} scale: {x: .999999523, y: 1, z: .999999762} transformModified: 1 - name: LeftHandIndex2 position: {x: -.0397970714, y: 4.91564933e-05, z: .0011855599} rotation: {x: .000501967676, y: .0154704293, z: .0404186174, w: .999062896} scale: {x: .999999821, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -.0279682875, y: -1.673816e-07, z: -6.32759711e-09} rotation: {x: 3.69308495e-08, y: 6.05847372e-09, z: 7.44928075e-09, w: .99999994} scale: {x: 1.00000012, y: .99999994, z: 1.00000024} transformModified: 1 - name: LeftHandMiddle1 position: {x: -.0760238469, y: -.00188483985, z: .0101411967} rotation: {x: -.000768827042, y: .03332109, z: .0209074691, w: .999225616} scale: {x: .999999702, y: 1.00000012, z: 1.00000012} 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-.0123787876, z: .0255317632} rotation: {x: -.012324756, y: -.00852822885, z: .0125762429, w: .99980849} scale: {x: .999999583, y: .999999881, z: .999999404} transformModified: 1 - name: LeftHandThumb2 position: {x: -.0163738672, y: -.00529063167, z: .02349131} rotation: {x: -.0260513071, y: .0966911316, z: .00361812161, w: .994966805} scale: {x: 1.00000048, y: 1, z: 1.00000036} transformModified: 1 - name: LeftHandThumb3 position: {x: -.0254602432, y: -.00763921905, z: .0208331123} rotation: {x: 2.46801015e-08, y: 6.89048749e-11, z: -2.14205915e-08, w: .99999994} scale: {x: .999999821, y: 1, z: 1} transformModified: 1 - name: Neck position: {x: -5.19688825e-08, y: .235723853, z: -.0324132778} rotation: {x: -8.73114825e-09, y: -2.32830626e-08, z: 2.32830626e-08, w: .99999994} scale: {x: 1.00000012, y: 1, z: 1.00000012} transformModified: 1 - name: Head position: {x: 5.99316294e-08, y: .106355786, z: .0113267787} rotation: {x: 1.16415313e-08, y: 1.16415313e-08, z: -1.74622965e-08, w: 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takeName: _87_a_U1_M_P_idle_Neutral__Fb_p0_No_1 firstFrame: 445 lastFrame: 517 wrapMode: 0 orientationOffsetY: 0 level: 0 cycleOffset: 0 loop: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 1 loopBlendPositionY: 1 loopBlendPositionXZ: 1 keepOriginalOrientation: 0 keepOriginalPositionY: 1 keepOriginalPositionXZ: 0 heightFromFeet: 0 mirror: 0 bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 curves: [] events: [] transformMask: [] maskType: 0 maskSource: {instanceID: 0} isReadable: 1 meshes: lODScreenPercentages: [] globalScale: .00999999978 meshCompression: 0 addColliders: 0 importBlendShapes: 0 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 optimizeMeshForGPU: 1 weldVertices: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 secondaryUVPackMargin: 4 useFileScale: 0 tangentSpace: normalSmoothAngle: 60 splitTangentsAcrossUV: 1 normalImportMode: 0 tangentImportMode: 1 importAnimation: 1 copyAvatar: 0 humanDescription: human: - boneName: Hips humanName: Hips limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftUpLeg humanName: LeftUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightUpLeg humanName: RightUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftLeg humanName: LeftLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightLeg humanName: RightLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftFoot humanName: LeftFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightFoot humanName: RightFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Spine humanName: Spine limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Chest humanName: Chest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Neck humanName: Neck limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Head humanName: Head limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftShoulder humanName: LeftShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightShoulder humanName: RightShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftToes humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightToes humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftEye humanName: LeftEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightEye humanName: RightEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Jaw humanName: Jaw limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: Idle(Clone) position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Hips position: {x: 0, y: .960555851, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftUpLeg position: {x: -.0754494965, y: -.0456640199, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLeg position: {x: -.0205504987, y: -.409129977, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftFoot position: {x: -.00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftToes position: {x: -.00748699997, y: -.0731673017, z: .145427123} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightUpLeg position: {x: .0754495338, y: -.0456639901, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLeg position: {x: .0205504671, y: -.409130007, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightFoot position: {x: .00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightToes position: {x: .00748699997, y: -.0731673017, z: .145427495} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Spine position: {x: 2.6469779e-25, y: .0922631845, z: .0157713313} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Chest position: {x: -0, y: .162540287, z: -.00165605545} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftShoulder position: {x: -.0382859968, y: .221622497, z: -.017063085} rotation: {x: -.0231816266, y: -.0412397236, z: .155462489, w: .986708343} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftArm position: {x: -.100502051, y: 5.68434176e-16, z: -3.330669e-18} rotation: {x: .0886180326, y: .0276504513, z: -.142930597, w: .985369623} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftForeArm position: {x: -.254049301, y: 5.68434176e-16, z: 1.11022296e-17} rotation: {x: .124834061, y: .031358555, z: .00281256856, w: .99167794} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHand position: {x: -.24638927, y: 0, z: -1.99840139e-16} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex1 position: {x: -.0751257986, y: -.00784140453, z: .0326526426} rotation: {x: .00608505122, y: -.0167607125, z: .0568631738, w: .998222768} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex2 position: {x: -.03979728, y: 4.98084046e-05, z: .00118575036} rotation: {x: -.0674880594, y: .0152272331, z: .0327193551, w: .997067153} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -.0279684775, y: -6.28122487e-09, z: -5.17186614e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle1 position: {x: -.0760238245, y: -.00188513438, z: .0101412293} rotation: {x: -.00380875752, y: .0447872244, z: .0881900042, w: .995088995} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle2 position: {x: -.0442804359, y: 4.79887422e-06, z: -.000425400125} rotation: {x: -.0125460858, y: -.00755280908, z: .0314764269, w: .999397218} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle3 position: {x: -.0339648277, y: -1.21979289e-08, z: 3.75648268e-09} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky1 position: {x: -.0656599477, y: -.00782510638, z: -.0322512463} rotation: {x: -.0661564544, y: .0816889778, z: .0931312442, w: .990089357} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky2 position: {x: -.0308054481, y: -3.0874573e-05, z: -.0014480775} rotation: {x: .0470220037, y: -.0211624149, z: .0376887321, w: .997958302} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky3 position: {x: -.0230640266, y: -6.40258077e-06, z: 1.8332095e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing1 position: {x: -.0703021064, y: -.00374530931, z: -.0114117917} rotation: {x: -.0202594865, y: .0722944736, z: .090059869, w: .993102431} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing2 position: {x: -.0431354567, y: -2.08823076e-05, z: -.00223517837} rotation: {x: .018373603, y: -.0256185681, z: .0339712389, w: .998925507} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing3 position: {x: -.0308355652, y: 7.71032613e-11, z: -1.64932707e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb1 position: {x: -.0142312413, y: -.0123778246, z: .0255316682} rotation: {x: -.102060832, y: -.0509465337, z: -.102719858, w: .988148153} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb2 position: {x: -.0163739994, y: -.00528999977, z: .0234914087} rotation: {x: -.0260625444, y: .096688956, z: .00360701559, w: .994966805} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb3 position: {x: -.0254599992, y: -.00763999997, z: .0208330005} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Neck position: {x: -0, y: .259009302, z: -.0324132554} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Head position: {x: -2.6469779e-25, y: .0830703825, z: .0113267815} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Jaw position: {x: 1.73472344e-20, y: .0111267585, z: .0103275431} rotation: {x: .219240054, y: -0, z: -0, w: .975670993} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: JawEND position: {x: -1.73472344e-20, y: -.0482887588, z: .071851708} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipCorner position: {x: -.032843262, y: -.01657876, z: .0661217645} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipLower position: {x: -.0142508168, y: -.0216887593, z: .0822406337} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipCorner position: {x: .0328399986, y: -.01657876, z: .0661187842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipLower position: {x: .0142508168, y: -.0216887593, z: .0822387859} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueBack position: {x: -1.73472344e-20, y: -.022869369, z: .0100954091} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueTip position: {x: -1.73472344e-20, y: -.0232788119, z: .0383227095} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftCheek position: {x: -.0542440265, y: .0337019488, z: .0594304018} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEye position: {x: -.0208482333, y: .0825027004, z: .0554274321} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidLower position: {x: -.0356189571, y: .0650736615, z: .076234743} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidUpper position: {x: -.0344068967, y: .10060814, z: .0802053064} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftInnerBrow position: {x: -.0120626912, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftIOuterBrow position: {x: -.0550398715, y: .114825293, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipUpper position: {x: -.0145013221, y: -.00511181122, z: .094618842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftNostril position: {x: -.0178999994, y: .0263128281, z: .0908674002} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightCheek position: {x: .0542399958, y: .033702828, z: .0594273992} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEye position: {x: .020849999, y: .082502827, z: .0554273985} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidLower position: {x: .0356200002, y: .065072827, z: .0762374029} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidUpper position: {x: .0344099998, y: .100612827, z: .0802073926} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightInnerBrow position: {x: .0120626874, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightIOuterBrow position: {x: .0550400019, y: .114822827, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipUpper position: {x: .0145013221, y: -.00510717137, z: .094617404} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightNostril position: {x: .0178999994, y: .0263089053, z: .0908706188} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightShoulder position: {x: .0382860154, y: .221621141, z: -.017063085} rotation: {x: .156615213, y: .987296224, z: -.0141431456, w: -.0227564517} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightArm position: {x: -.100501455, y: -2.49955224e-06, z: -5.15574072e-08} rotation: {x: .128958732, y: .988591135, z: -.0591316372, w: .0506025925} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightForeArm position: {x: .253428251, y: .00601135287, z: -.0167045239} rotation: {x: .173002034, y: .0184975266, z: -.0264111329, w: .984393537} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHand position: {x: .245373696, y: .0216417722, z: .00555046508} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex1 position: {x: .0747694969, y: -.00124305359, z: .0343444981} rotation: {x: -.00425036438, y: .162121609, z: -.0406839401, w: .985922575} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex2 position: {x: .0370584019, y: .00072612107, z: .0145388944} rotation: {x: -.0775998086, y: .0223485287, z: .0409148932, w: .995893955} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex3 position: {x: .0252250377, y: -.00496646529, z: .0110121462} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle1 position: {x: .0756476447, y: .00479140272, z: .0118531818} rotation: {x: -.00183081278, y: .0143531328, z: -.0478143916, w: .998751462} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle2 position: {x: .0438090637, y: .000194188149, z: .00645493623} rotation: {x: -.01889815, y: -.0441117585, z: .0829459056, w: .995397985} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle3 position: {x: .0330724716, y: -.00754753686, z: .00168984616} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky1 position: {x: .0668033436, y: -.00199410878, z: -.0307561457} rotation: {x: -.0619647875, y: -.25861457, z: -.0167126823, w: .963846266} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky2 position: {x: .0285308417, y: -.001397143, z: -.0116237961} rotation: {x: .029886473, y: .000801108778, z: -.0616784878, w: .997648239} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky3 position: {x: .0214268602, y: -.000553508929, z: -.00851660781} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing1 position: {x: .0705984756, y: .00245709647, z: -.00982145779} rotation: {x: -.0148130022, y: -.115992621, z: -.0297175236, w: .992694914} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing2 position: {x: .0428871848, y: -.00137538207, z: -.00494585792} rotation: {x: .0208193418, y: -.0215571187, z: .0755800083, w: .99668926} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing3 position: {x: .0295006037, y: -.00769293541, z: -.00462225592} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb1 position: {x: .0146849155, y: -.0111049423, z: .0258580949} rotation: {x: -.120005637, y: .0336783491, z: .148804903, w: .980979919} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb2 position: {x: .0163739994, y: -.00528999977, z: .0234913602} rotation: {x: -.0260625705, y: -.0966919959, z: -.00360832806, w: .994966567} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb3 position: {x: .0254599992, y: -.00763999997, z: .0208330005} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 armTwist: .5 foreArmTwist: .5 upperLegTwist: .5 legTwist: .5 armStretch: .0500000007 legStretch: 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{x: -.0333359092, y: .0206441227, z: -.0173483491, w: .99908036} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHand position: {x: -.24638927, y: -1.34519945e-12, z: -1.48500223e-11} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex1 position: {x: -.0751257986, y: -.00784140453, z: .0326526426} rotation: {x: -.0308350436, y: .0179687776, z: .0871932581, w: .995551944} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex2 position: {x: -.03979728, y: 4.98084046e-05, z: .00118575036} rotation: {x: -.0689338297, y: .0147136617, z: .0279492512, w: .997121096} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -.0279684775, y: -6.28308783e-09, z: -5.17217202e-08} rotation: {x: -1.98371708e-07, y: .07579723, z: .08633665, w: .99337852} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex13 position: {x: -.0186619665, y: .00437385263, z: -.00384002505} rotation: {x: -.00472124433, y: -.101354174, z: -.0462910533, w: .993761659} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle1 position: {x: -.0760238245, y: -.00188513438, z: .0101412293} rotation: {x: -.0157175697, y: .0537212379, z: .0864731297, w: .994680524} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle2 position: {x: -.0442804359, y: 4.79887376e-06, z: -.000425400125} rotation: {x: -.0084464848, y: -.00629218388, z: .0269988962, w: .999579966} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle3 position: {x: -.0339648277, y: -1.2198452e-08, z: 3.7516088e-09} rotation: {x: 0, y: .0085622156, z: .0601554625, w: .998152316} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle13 position: {x: -.0196715724, y: .00392557262, z: -.000558814383} rotation: {x: -.000701564946, y: -.0125020025, z: -.0560236648, w: .998350918} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky1 position: {x: -.0656599477, y: -.00782510638, z: -.0322512463} rotation: {x: -.0464278534, y: .075739637, z: .0861574858, w: .992312968} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky2 position: {x: -.0308054481, y: -3.0874573e-05, z: -.0014480775} rotation: {x: .0492938273, y: -.0217208154, z: .0329489894, w: .998004377} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky3 position: {x: -.0230640266, y: -6.40258258e-06, z: 1.8330093e-08} rotation: {x: 1.6131904e-05, y: -.0589529239, z: .0381713584, w: .997530699} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky13 position: {x: -.0169719923, y: .00202882662, z: .00314032286} rotation: {x: .000580511638, y: .0944183916, z: -.00612070598, w: .995513618} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing1 position: {x: -.0703021064, y: -.00374530931, z: -.0114117917} rotation: {x: -.0137463454, y: .0746484697, z: .0850590393, w: .993480563} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing2 position: {x: -.0431354567, y: -2.08823076e-05, z: -.00223517837} rotation: {x: .0193215031, y: -.0256576315, z: .0290472321, w: .999061942} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing3 position: {x: -.0308355652, y: 7.67334946e-11, z: -1.64974168e-08} rotation: {x: 2.46800482e-08, y: -.0178757682, z: .0421800427, w: .998950183} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing13 position: {x: -.0205416381, y: .00325422082, z: .00137918338} rotation: {x: .00240248861, y: .0378382765, z: -.063320443, w: .997272789} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb1 position: {x: -.0142312413, y: -.0123778246, z: .0255316682} rotation: {x: -.18747139, y: -.0952679813, z: -.186436191, w: .959697902} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb2 position: {x: -.0163739994, y: -.00528999977, z: .0234914087} rotation: {x: -.0260623731, y: .0966885313, z: .00360709149, w: .994966924} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb3 position: {x: -.0254599992, y: -.00763999997, z: .0208330005} rotation: {x: .00545273209, y: .000443113851, z: .00682628015, w: .999961734} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb13 position: {x: -.031868957, y: -.0052999449, z: .0258005001} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Neck position: {x: 4.26325632e-16, y: .259009302, z: -.0324132554} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Head position: {x: 1.27897687e-15, y: .0830703825, z: .0113267815} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: HeadTop_End position: {x: -5.17045827e-18, y: .188178778, z: .0121086892} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Jaw position: {x: 1.73472344e-20, y: .0111267585, z: .0103275431} rotation: {x: .219240054, y: -0, z: -0, w: .975670993} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: JawEND position: {x: -1.73472344e-20, y: -.0482887588, z: .071851708} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipCorner position: {x: -.032843262, y: -.01657876, z: .0661217645} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipLower position: {x: -.0142508168, y: -.0216887593, z: .0822406337} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipCorner position: {x: .0328399986, y: -.01657876, z: .0661187842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipLower position: {x: .0142508168, y: -.0216887593, z: .0822387859} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftCheek position: {x: -.0542440265, y: .0337019488, z: .0594304018} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEye position: {x: -.0208482333, y: .0825027004, z: .0554274321} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidLower position: {x: -.0356189571, y: .0650736615, z: .076234743} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidUpper position: {x: -.0344068967, y: .10060814, z: .0802053064} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftInnerBrow position: {x: -.0120626912, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftIOuterBrow position: {x: -.0550398715, y: .114825293, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipUpper position: {x: -.0145013221, y: -.00511181122, z: .094618842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftNostril position: {x: -.0178999994, y: .0263128281, z: .0908674002} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightCheek position: {x: .0542399958, y: .033702828, z: .0594273992} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEye position: {x: .020849999, y: .082502827, z: .0554273985} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidLower position: {x: .0356200002, y: .065072827, z: .0762374029} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidUpper position: {x: .0344099998, y: .100612827, z: .0802073926} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightInnerBrow position: {x: .0120626874, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightIOuterBrow position: {x: .0550400019, y: .114822827, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipUpper position: {x: .0145013221, y: -.00510717137, z: .094617404} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightNostril position: {x: .0178999994, y: .0263089053, z: .0908706188} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightShoulder position: {x: .0382860154, y: .221621141, z: -.017063085} rotation: {x: .156456366, y: .987114966, z: .0289233401, w: .0169999544} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightArm position: {x: -.100501455, y: -2.49955224e-06, z: -5.15574072e-08} rotation: {x: .105774529, y: .952139974, z: -.285703897, w: -.0247889012} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightForeArm position: {x: .253428251, y: .00601135287, z: -.0167045239} rotation: {x: .00553037226, y: .0252947882, z: -.014007926, w: .999566615} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHand position: {x: .245373696, y: .0216417722, z: .00555046508} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex1 position: {x: .0747694969, y: -.00124305359, z: .0343444981} rotation: {x: -.0270000603, y: .134704068, z: -.0601686388, w: .988688886} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex2 position: {x: .0370584019, y: .00072612107, z: .0145388944} rotation: {x: -.0803579837, y: .0230234303, z: .0437483452, w: .995539427} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex3 position: {x: .0252250377, y: -.00496646529, z: .0110121462} rotation: {x: .0205338672, y: -.0777156726, z: -.0820851624, w: .99337846} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex17 position: {x: .019119978, y: .000846308249, z: .00398164755} rotation: {x: -.00472124433, y: -.101354174, z: -.0462910533, w: .993761659} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle1 position: {x: .0756476447, y: .00479140272, z: .0118531818} rotation: {x: -.0139238043, y: .00904238503, z: -.0464301668, w: .998783588} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle2 position: {x: .0438090637, y: .000194188149, z: .00645493623} rotation: {x: -.0214388501, y: -.0445624664, z: .0864190832, w: .99503082} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle3 position: {x: .0330724716, y: -.00754753686, z: .00168984616} rotation: {x: .00108970981, y: -.00868779328, z: -.0601257607, w: .998152435} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle17 position: {x: .0200548954, y: -.000547108881, z: .000442590448} rotation: {x: -.000701564946, y: -.0125020025, z: -.0560236648, w: .998350918} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky1 position: {x: .0668033436, y: -.00199410878, z: -.0307561457} rotation: {x: -.0533693507, y: -.255000859, z: -.0125746699, w: .96538502} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky2 position: {x: .0285308417, y: -.001397143, z: -.0116237961} rotation: {x: .0333432369, y: .00105855579, z: -.0586744659, w: .997719646} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky3 position: {x: .0214268602, y: -.000553508929, z: -.00851660781} rotation: {x: -.0126836589, y: .0591125637, z: -.0357522406, w: .997530282} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky17 position: {x: .016975116, y: .00161137758, z: -.00335797085} rotation: {x: .000580511638, y: .0944183916, z: -.00612070598, w: .995513618} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing1 position: {x: .0705984756, y: .00245709647, z: -.00982145779} rotation: {x: -.014535781, y: -.117996089, z: -.0257448405, w: .992573857} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing2 position: {x: .0428871848, y: -.00137538207, z: -.00494585792} rotation: {x: .0220796783, y: -.0216961354, z: .0796110034, w: .996345222} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing3 position: {x: .0295006037, y: -.00769293541, z: -.00462225592} rotation: {x: -.00186281116, y: .0181142092, z: -.0420369543, w: .998950124} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing17 position: {x: .0206709336, y: -.00200043293, z: -.00177803368} rotation: {x: .00240248861, y: .0378382765, z: -.063320443, w: .997272789} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb1 position: {x: .0146849155, y: -.0111049423, z: .0258580949} rotation: {x: -.184676751, y: .0523882434, z: .193273544, w: .962182641} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb2 position: {x: .0163739994, y: -.00528999977, z: .0234913602} rotation: {x: -.0260629468, y: -.0966878831, z: -.00360650336, w: .994966984} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb3 position: {x: .0254599992, y: -.00763999997, z: .0208330005} rotation: {x: .00545433257, y: -.000443138037, z: -.00682824804, w: .999961793} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb17 position: {x: .0318690389, y: -.00529994583, z: .0258005001} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 armTwist: .5 foreArmTwist: .5 upperLegTwist: .5 legTwist: .5 armStretch: .0500000007 legStretch: .0500000007 feetSpacing: 0 rootMotionBoneName: lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: d89ea37480b6d75458aa38843e9688dc, type: 3} animationType: 3 additionalBone: 0 userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidJumpAndFall.fbx.meta ================================================ fileFormatVersion: 2 guid: 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rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Hips position: {x: -1.86264515e-08, y: .960032225, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftUpLeg position: {x: -.0754494965, y: -.0456640199, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLeg position: {x: -.0205504987, y: -.409129977, z: .00717136543} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftFoot position: {x: -.00515299942, y: -.423155904, z: -.0120320888} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftToes position: {x: -.00748699997, y: -.0731673017, z: .145427123} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightUpLeg position: {x: .0754495338, y: -.0456639901, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLeg position: {x: .0205504671, y: -.409130007, z: .00717136543} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightFoot position: {x: .00515299942, y: -.423155904, z: -.0120320888} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightToes position: {x: .00748699997, y: -.0731673017, z: .145427495} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Spine position: {x: -0, y: .0922631845, z: .0157713313} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Chest position: {x: -0, y: .162540287, z: .0218507219} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftShoulder position: {x: -.0382435061, y: .192178085, z: -.017063085} rotation: {x: -.00121677481, y: -.00917607173, z: .327255577, w: .944890559} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftArm position: {x: -.0835747719, y: .036097575, z: 0} rotation: {x: .208304122, y: -.055566486, z: -.310117185, w: .925931454} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftForeArm position: {x: -.254049301, y: 0, z: 0} rotation: {x: .00065340061, y: .0216908138, z: -.0116735483, w: .999696374} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHand position: {x: -.24638927, y: 0, z: 0} rotation: {x: .00174571283, y: -.0316711254, z: .0242843106, w: .999201775} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex1 position: {x: -.0751257986, y: -.00784140453, z: .0326526426} rotation: {x: -.00211892044, y: .0802574381, z: .0175381862, w: .996617615} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex2 position: {x: -.03979728, y: 4.98084046e-05, z: .00118575036} rotation: {x: .000501934439, y: .0154705783, z: .0404105186, w: .999063313} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -.0279684775, y: -6.28122399e-09, z: -5.17186614e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle1 position: {x: -.0760238245, y: -.00188513438, z: .0101412293} rotation: {x: -.000768873433, y: .0333210826, z: .020907538, w: .999225736} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle2 position: {x: -.0442804359, y: 4.79887422e-06, z: -.000425400125} rotation: {x: -.00136209256, y: -.0191520527, z: .0378838927, w: .999097645} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle3 position: {x: -.0339648277, y: -1.21979289e-08, z: 3.75648268e-09} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky1 position: {x: -.0656599477, y: -.00782510638, z: -.0322512463} rotation: {x: -.000912672316, y: .0121611441, z: .0212233849, w: .999700367} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky2 position: {x: -.0308054481, y: -3.0874573e-05, z: -.0014480775} rotation: {x: -.000226802338, y: -.00969417952, z: .000434517511, w: .999952912} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky3 position: {x: -.0230640266, y: -6.40258077e-06, z: 1.8332095e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing1 position: {x: -.0703021064, y: -.00374530931, z: -.0114117917} rotation: {x: -.000324145716, y: .0115975412, z: .0247372258, w: .999626696} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing2 position: {x: -.0431354567, y: -2.08823076e-05, z: -.00223517837} rotation: {x: -.00120344944, y: -.0231133532, z: .0409869365, w: .998891592} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing3 position: {x: -.0308355652, y: 7.71049682e-11, z: -1.64932707e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb1 position: {x: -.0142312413, y: -.0123778246, z: .0255316682} rotation: {x: -.1395832, y: -.0351250619, z: -.0833107978, w: .98607409} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb2 position: {x: -.0163739994, y: -.00528999977, z: .0234914087} rotation: {x: -.026061492, y: .0966902077, z: .00360864005, w: .994966805} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb3 position: {x: -.0254599992, y: -.00763999997, z: .0208330005} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Neck position: {x: -0, y: .235723898, z: -.0324132554} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Head position: {x: -0, y: .106355801, z: .0113267815} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Jaw position: {x: -0, y: .0111267585, z: .0103275431} rotation: {x: .219240054, y: -0, z: -0, w: .975670993} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: JawEND position: {x: -0, y: -.0482887588, z: .071851708} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipCorner position: {x: -.032843262, y: -.01657876, z: .0661217645} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipLower position: {x: -.0142508168, y: -.0216887593, z: .0822406337} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipCorner position: {x: .0328399986, y: -.01657876, z: .0661187842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipLower position: {x: .0142508168, y: -.0216887593, z: .0822387859} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueBack position: {x: -0, y: -.022869369, z: .0100954091} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueTip position: {x: -0, y: -.000409444125, z: .0282272995} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftCheek position: {x: -.0542440265, y: .0337019488, z: .0594304018} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEye position: {x: -.0208482333, y: .0825027004, z: .0554274321} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidLower position: {x: -.0356189571, y: .0650736615, z: .076234743} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidUpper position: {x: -.0344068967, y: .10060814, z: .0802053064} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftInnerBrow position: {x: -.0120626912, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftIOuterBrow position: {x: -.0550398715, y: .114825293, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipUpper position: {x: -.0145013221, y: -.00511181122, z: .094618842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftNostril position: {x: -.0178999994, y: .0263128281, z: .0908674002} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightCheek position: {x: .0542399958, y: .033702828, z: .0594273992} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEye position: {x: .020849999, y: .082502827, z: .0554273985} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidLower position: {x: .0356200002, y: .065072827, z: .0762374029} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidUpper position: {x: .0344099998, y: .100612827, z: .0802073926} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightInnerBrow position: {x: .0120626874, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightIOuterBrow position: {x: .0550400019, y: .114822827, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipUpper position: {x: .0145013221, y: -.00510717137, z: .094617404} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightNostril position: {x: .0178999994, y: .0263089053, z: .0908706188} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightShoulder position: {x: .0383285098, y: .192176744, z: -.017063085} rotation: {x: .290413886, y: .956010222, z: .0322408788, w: -.02578477} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightArm position: {x: -.0835755169, y: .0360957012, z: -5.15574072e-08} rotation: {x: .263129145, y: .953624487, z: -.146085501, w: .00475239567} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightForeArm position: {x: .253428251, y: .00601135287, z: -.0167045239} rotation: {x: -.0153278718, y: .0147472881, z: -.0201126598, w: .999571443} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHand position: {x: .245373696, y: .0216417722, z: .00555046508} rotation: {x: .000613642507, y: .036897447, z: -.0569219254, w: .9976964} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex1 position: {x: .0747694969, y: -.00124305359, z: .0343444981} rotation: {x: -.00211892044, y: .0802574381, z: .0175381862, w: .996617615} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex2 position: {x: .0370584019, y: .00072612107, z: .0145388944} rotation: {x: -.00332621601, y: .0159315318, z: .060632892, w: .998027444} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex3 position: {x: .0252250377, y: -.00496646529, z: .0110121462} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle1 position: {x: .0756476447, y: .00479140272, z: .0118531818} rotation: {x: -.000768873433, y: .0333210826, z: .020907538, w: .999225736} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle2 position: {x: .0438090637, y: .000194188149, z: .00645493623} rotation: {x: -.00413046591, y: -.0335116945, z: .0761208013, w: .996526778} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle3 position: {x: .0330724716, y: -.00754753686, z: .00168984616} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky1 position: {x: .0668033436, y: -.00199410878, z: -.0307561457} rotation: {x: .0031761073, y: -.192005888, z: .0451137684, w: .98035115} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky2 position: {x: .0285308417, y: -.001397143, z: -.0116237961} rotation: {x: -.00225326815, y: -.00959618483, z: -.0107575748, w: .999893546} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky3 position: {x: .0214268602, y: -.000553508929, z: -.00851660781} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing1 position: {x: .0705984756, y: .00245709647, z: -.00982145779} rotation: {x: .000710848777, y: -.0543420911, z: .0349445045, w: .997910559} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing2 position: {x: .0428871848, y: -.00137538207, z: -.00494585792} rotation: {x: .000484766497, y: -.0212895721, z: .0698628947, w: .997329295} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing3 position: {x: .0295006037, y: -.00769293541, z: -.00462225592} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb1 position: {x: .0146849155, y: -.0111049423, z: .0258580949} rotation: {x: -.108707562, y: .00948966853, z: .100395039, w: .988945663} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb2 position: {x: .0163739994, y: -.00528999977, z: .0234913602} rotation: {x: -.0260640942, y: -.0966886356, z: -.00360555435, w: .994966805} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb3 position: {x: .0254599992, y: -.00763999997, z: .0208330005} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 armTwist: .5 foreArmTwist: .5 upperLegTwist: .5 legTwist: .5 armStretch: .0500000007 legStretch: .0500000007 feetSpacing: 0 rootMotionBoneName: lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 9bde93922c5ea4196b87f9b5593da1dc, type: 3} animationType: 3 additionalBone: 0 userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidMidAir.fbx.meta ================================================ fileFormatVersion: 2 guid: f03e10c73f30b4ab4aa8ea8f1cc16d36 ModelImporter: 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Hips/LeftUpLeg/LeftLeg/LeftFoot/LeftToes weight: 1 - path: Hips/LeftUpLeg/LeftLeg/LeftFoot/LeftToes/LToeBase_End2 weight: 1 maskType: 0 maskSource: {instanceID: 0} isReadable: 1 meshes: lODScreenPercentages: [] globalScale: .00999999978 meshCompression: 0 addColliders: 0 importBlendShapes: 0 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 optimizeMeshForGPU: 1 weldVertices: 1 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 secondaryUVPackMargin: 4 useFileScale: 0 tangentSpace: normalSmoothAngle: 60 splitTangentsAcrossUV: 1 normalImportMode: 0 tangentImportMode: 1 importAnimation: 1 copyAvatar: 0 humanDescription: human: - boneName: Hips humanName: Hips limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightUpLeg humanName: RightUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightLeg humanName: RightLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightFoot humanName: RightFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightToes humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Spine humanName: Spine limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Chest humanName: Chest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightShoulder humanName: RightShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Neck humanName: Neck limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Head humanName: Head limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Jaw humanName: Jaw limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightEye humanName: RightEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftEye humanName: LeftEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftShoulder humanName: LeftShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftUpLeg humanName: LeftUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftLeg humanName: LeftLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftFoot humanName: LeftFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftToes humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: HumanoidMidAir(Clone) position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Hips position: {x: 0, y: .978280783, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftUpLeg position: {x: -.0754494965, y: -.0456640199, z: 3.5527136e-17} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLeg position: {x: -.0205504987, y: -.409129977, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftFoot position: {x: -.00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftToes position: {x: -.00748699997, y: -.0731673017, z: .145427123} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LToeBase_End2 position: {x: .0126400003, y: -.0131357787, z: .0358933695} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightUpLeg position: {x: .0754495338, y: -.0456639901, z: -7.1054272e-17} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLeg position: {x: .0205504671, y: -.409130007, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightFoot position: {x: .00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightToes position: {x: .00748699997, y: -.0731673017, z: .145427495} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LToeBase_End3 position: {x: -.0126400003, y: -.0131357787, z: .0358929969} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Spine position: {x: -3.55271347e-16, y: .0922631845, z: .0157713313} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Chest position: {x: -0, y: .162540287, z: -.00165605545} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftShoulder position: {x: -.0382859968, y: .221622497, z: -.017063085} rotation: {x: -.0169460457, y: -.0529774576, z: .15200372, w: .986813664} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftArm position: {x: -.100502051, y: 8.52651264e-16, z: -1.91846525e-15} rotation: {x: .303798467, y: .015646534, z: -.148740351, w: .940924048} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftForeArm position: {x: -.254049301, y: -5.6772363e-14, z: -7.74633667e-13} rotation: {x: .0051808483, y: .0260420516, z: -.0195699595, w: .999455869} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHand position: {x: -.24638927, y: -1.34519945e-12, z: -1.48500223e-11} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex1 position: {x: -.0751257986, y: -.00784140453, z: .0326526426} rotation: {x: -.0308351107, y: .0179683305, z: .0871939808, w: .995551884} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex2 position: {x: -.03979728, y: 4.98084046e-05, z: .00118575036} rotation: {x: -.0689609796, y: .0147136748, z: .0279580243, w: .997119009} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -.0279684775, y: -6.28308783e-09, z: -5.17217202e-08} rotation: {x: 4.9360068e-08, y: .0757969022, z: .0863323957, w: .993378937} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex13 position: {x: -.0186619665, y: .00437385263, z: -.00384002505} rotation: {x: -.00472124433, y: -.101354174, z: -.0462910533, w: .993761659} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle1 position: {x: -.0760238245, y: -.00188513438, z: .0101412293} rotation: {x: -.0157171767, y: .053721305, z: .0864773318, w: .994680226} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle2 position: {x: -.0442804359, y: 4.79887376e-06, z: -.000425400125} rotation: {x: -.0151028167, y: -.00648156414, z: .0269547533, w: .999501586} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle3 position: {x: -.0339648277, y: -1.2198452e-08, z: 3.7516088e-09} rotation: {x: -1.01979772e-07, y: .00856075436, z: .0601487383, w: .998152792} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle13 position: {x: -.0196715724, y: .00392557262, z: -.000558814383} rotation: {x: -.000701564946, y: -.0125020025, z: -.0560236648, w: .998350918} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky1 position: {x: -.0656599477, y: -.00782510638, z: -.0322512463} rotation: {x: -.0464271381, y: .0757413954, z: .0861605853, w: .992312551} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky2 position: {x: -.0308054481, y: -3.0874573e-05, z: -.0014480775} rotation: {x: .0494193174, y: -.0217061825, z: .0329463966, w: .997998536} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky3 position: {x: -.0230640266, y: -6.40258258e-06, z: 1.8330093e-08} rotation: {x: 1.67766084e-05, y: -.0589505993, z: .0381766856, w: .997530639} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky13 position: {x: -.0169719923, y: .00202882662, z: .00314032286} rotation: {x: .000580511638, y: .0944183916, z: -.00612070598, w: .995513618} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing1 position: {x: -.0703021064, y: -.00374530931, z: -.0114117917} rotation: {x: -.0137468018, y: .0746479779, z: .0850574374, w: .993480802} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing2 position: {x: -.0431354567, y: -2.08823076e-05, z: -.00223517837} rotation: {x: .0193584226, y: -.0256355982, z: .0290550962, w: .999061465} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing3 position: {x: -.0308355652, y: 7.67334946e-11, z: -1.64974168e-08} rotation: {x: -1.97207484e-07, y: -.0178757701, z: .0421713889, w: .998950541} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing13 position: {x: -.0205416381, y: .00325422082, z: .00137918338} rotation: {x: .00240248861, y: .0378382765, z: -.063320443, w: .997272789} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb1 position: {x: -.0142312413, y: -.0123778246, z: .0255316682} rotation: {x: -.158041775, y: -.0722015724, z: -.152828872, w: .972858191} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb2 position: {x: -.0163739994, y: -.00528999977, z: .0234914087} rotation: {x: -.0260618888, y: .0966887325, z: .00360755436, w: .994966924} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb3 position: {x: -.0254599992, y: -.00763999997, z: .0208330005} rotation: {x: .00545194838, y: .000442996417, z: .00682530133, w: .999961793} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb13 position: {x: -.031868957, y: -.0052999449, z: .0258005001} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Neck position: {x: 4.26325632e-16, y: .259009302, z: -.0324132554} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Head position: {x: 1.27897687e-15, y: .0830703825, z: .0113267815} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: HeadTop_End position: {x: -5.17045827e-18, y: .188178778, z: .0121086892} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Jaw position: {x: 1.73472344e-20, y: .0111267585, z: .0103275431} rotation: {x: .219240054, y: -0, z: -0, w: .975670993} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: JawEND position: {x: -1.73472344e-20, y: -.0482887588, z: .071851708} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipCorner position: {x: -.032843262, y: -.01657876, z: .0661217645} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipLower position: {x: -.0142508168, y: -.0216887593, z: .0822406337} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipCorner position: {x: .0328399986, y: -.01657876, z: .0661187842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipLower position: {x: .0142508168, y: -.0216887593, z: .0822387859} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueBack position: {x: -1.73472344e-20, y: -.022869369, z: .0100954091} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueTip position: {x: -1.73472344e-20, y: -.0232788119, z: .0383227095} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftCheek position: {x: -.0542440265, y: .0337019488, z: .0594304018} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEye position: {x: -.0208482333, y: .0825027004, z: .0554274321} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidLower position: {x: -.0356189571, y: .0650736615, z: .076234743} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidUpper position: {x: -.0344068967, y: .10060814, z: .0802053064} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftInnerBrow position: {x: -.0120626912, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftIOuterBrow position: {x: -.0550398715, y: .114825293, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipUpper position: {x: -.0145013221, y: -.00511181122, z: .094618842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftNostril position: {x: -.0178999994, y: .0263128281, z: .0908674002} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightCheek position: {x: .0542399958, y: .033702828, z: .0594273992} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEye position: {x: .020849999, y: .082502827, z: .0554273985} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidLower position: {x: .0356200002, y: .065072827, z: .0762374029} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidUpper position: {x: .0344099998, y: .100612827, z: .0802073926} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightInnerBrow position: {x: .0120626874, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightIOuterBrow position: {x: .0550400019, y: .114822827, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipUpper position: {x: .0145013221, y: -.00510717137, z: .094617404} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightNostril position: {x: .0178999994, y: .0263089053, z: .0908706188} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightShoulder position: {x: .0382860154, y: .221621141, z: -.017063085} rotation: {x: .148889691, y: .986841977, z: -.0191342514, w: -.0600721166} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightArm position: {x: -.100501455, y: -2.49955224e-06, z: -5.15574072e-08} rotation: {x: .12166404, y: .961327732, z: -.242588788, w: .0468774885} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightForeArm position: {x: .253428251, y: .00601135287, z: -.0167045239} rotation: {x: .0546663813, y: .0180182401, z: -.0126463044, w: .998261988} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHand position: {x: .245373696, y: .0216417722, z: .00555046508} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex1 position: {x: .0747694969, y: -.00124305359, z: .0343444981} rotation: {x: -.0269991793, y: .134705037, z: -.0601718239, w: .988688529} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex2 position: {x: .0370584019, y: .00072612107, z: .0145388944} rotation: {x: -.0803585127, y: .0230226964, z: .0437488221, w: .995539308} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex3 position: {x: .0252250377, y: -.00496646529, z: .0110121462} rotation: {x: .0205331407, y: -.0777122155, z: -.0820826665, w: .993378937} 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-.000701564946, y: -.0125020025, z: -.0560236648, w: .998350918} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky1 position: {x: .0668033436, y: -.00199410878, z: -.0307561457} rotation: {x: -.0533694737, y: -.255000681, z: -.0125761544, w: .96538502} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky2 position: {x: .0285308417, y: -.001397143, z: -.0116237961} rotation: {x: .0333825685, y: .00105689454, z: -.0586909167, w: .997717321} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky3 position: {x: .0214268602, y: -.000553508929, z: -.00851660781} rotation: {x: -.0126826987, y: .0591077842, z: -.0357496776, w: .997530639} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky17 position: {x: .016975116, y: .00161137758, z: -.00335797085} rotation: {x: .000580511638, y: .0944183916, z: -.00612070598, w: .995513618} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing1 position: {x: .0705984756, y: 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0} length: 0 modified: 0 - boneName: RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftToes humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightToes humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftEye humanName: LeftEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightEye humanName: RightEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} 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boneName: LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb3 humanName: Right Thumb 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limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: HumanoidRunTurn(Clone) position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Hips position: {x: 0, y: .957496524, z: -.0550467446} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftUpLeg position: {x: -.0754494965, y: -.0456640199, z: -1.1546319e-16} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLeg position: {x: -.0205504987, y: -.409129977, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftFoot position: {x: -.00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftToes position: {x: -.00748699997, y: -.0731673017, z: .145427123} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LToeBase_End2 position: {x: .0126400003, y: -.0131357787, z: .0358933695} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightUpLeg position: {x: .0754495338, y: -.0456639901, z: -6.21724896e-17} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLeg position: {x: .0205504671, y: -.409130007, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightFoot position: {x: .00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightToes position: {x: .00748699997, y: -.0731673017, z: .145427495} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LToeBase_End3 position: {x: -.0126400003, y: -.0131357787, z: .0358929969} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Spine position: {x: -3.97903934e-15, y: .0922631845, z: .0157713313} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Chest position: {x: -1.13686835e-15, y: .162540287, z: -.00165605545} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftShoulder position: {x: -.0382859968, y: .221622497, z: -.017063085} rotation: {x: -.0352291651, y: -.0970438123, z: .134997442, w: .985452831} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftArm position: {x: -.100502051, y: 1.12508469e-09, z: -1.90390342e-10} rotation: {x: -.0375410952, y: .102647617, z: -.11081282, w: .987813115} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftForeArm position: {x: -.254049301, y: -1.05943622e-10, z: 1.09253259e-10} rotation: {x: .116439298, y: .0291142799, z: -.0214416683, w: .992539465} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHand position: {x: -.24638927, y: -1.22168442e-10, z: 1.6358968e-11} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex1 position: {x: -.0751257986, y: -.00784140453, z: .0326526426} rotation: {x: .0428046882, y: .0563275144, z: .0690078288, w: .995104432} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex2 position: {x: -.03979728, y: 4.98084119e-05, z: .00118575059} rotation: {x: -.118420318, y: .0150028728, z: .0166708156, w: .992710233} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -.0279684775, y: -6.41564535e-09, z: -5.14344407e-08} rotation: {x: 1.22934537e-07, y: .0757973641, z: .0863341093, w: .993378758} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex13 position: {x: -.0186619665, y: .00437385263, z: -.00384002505} rotation: {x: -.00472124433, y: -.101354174, z: -.0462910533, w: .993761659} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle1 position: {x: -.0760238245, y: -.00188513438, z: .0101412293} rotation: {x: -.0333416462, y: .0704228282, z: .072310105, w: .994334102} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle2 position: {x: -.0442804359, y: 4.79887103e-06, z: -.000425400329} rotation: {x: -.0331908464, y: -.00512672728, z: .0114875734, w: .999369919} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle3 position: {x: -.0339648277, y: -1.21844321e-08, z: 3.75247122e-09} rotation: {x: 7.72997311e-08, y: .00856341887, z: .0601519793, w: .998152494} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle13 position: {x: -.0196715724, y: .00392557262, z: -.000558814383} rotation: {x: -.000701564946, y: -.0125020025, z: -.0560236648, w: .998350918} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky1 position: {x: -.0656599477, y: -.00782510638, z: -.0322512463} rotation: {x: -.110300235, y: .0794490576, z: .0742729455, w: .987929761} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky2 position: {x: -.0308054481, y: -3.08745766e-05, z: -.00144807738} rotation: {x: -.0721698627, y: -.026309045, z: .0134672271, w: .996954381} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky3 position: {x: -.0230640266, y: -6.40258941e-06, z: 1.8200554e-08} rotation: {x: 1.64017492e-05, y: -.0589518994, z: .0381753892, w: .997530639} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky13 position: {x: -.0169719923, y: .00202882662, z: .00314032286} rotation: {x: .000580511638, y: .0944183916, z: -.00612070598, w: .995513618} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing1 position: {x: -.0703021064, y: -.00374530931, z: -.0114117917} rotation: {x: .0157954507, y: .0917719901, z: .067911014, w: .993336082} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing2 position: {x: -.0431354567, y: -2.08822912e-05, z: -.00223517814} rotation: {x: -.134465992, y: -.0260964297, z: .00873295218, w: .990535975} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing3 position: {x: -.0308355652, y: 1.57836272e-10, z: -1.64560099e-08} rotation: {x: -1.07102087e-08, y: -.0178772155, z: .0421802364, w: .998950064} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing13 position: {x: -.0205416381, y: .00325422082, z: .00137918338} rotation: {x: .00240248861, y: .0378382765, z: -.063320443, w: .997272789} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb1 position: {x: -.0142312413, y: -.0123778246, z: .0255316682} rotation: {x: -.0538494885, y: -.0280063953, z: .0134390658, w: .998065829} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb2 position: {x: -.0163739994, y: -.00528999977, z: .0234914087} rotation: {x: -.0260635093, y: .0966894701, z: .00360631011, w: .994966745} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb3 position: {x: -.0254599992, y: -.00763999997, z: .0208330005} rotation: {x: .00545505155, y: .000442162534, z: .00682885339, w: .999961793} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb13 position: {x: -.031868957, y: -.0052999449, z: .0258005001} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Neck position: {x: -2.2737367e-15, y: .259009302, z: -.0324132554} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Head position: {x: 1.42108539e-15, y: .0830703825, z: .0113267815} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: HeadTop_End position: {x: -5.17045827e-18, y: .188178778, z: .0121086892} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Jaw position: {x: 1.73472344e-20, y: .0111267585, z: .0103275431} rotation: {x: .219240054, y: -0, z: -0, w: .975670993} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: JawEND position: {x: -1.73472344e-20, y: -.0482887588, z: .071851708} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipCorner position: {x: -.032843262, y: -.01657876, z: .0661217645} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipLower position: {x: -.0142508168, y: -.0216887593, z: .0822406337} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipCorner position: {x: .0328399986, y: -.01657876, z: .0661187842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipLower position: {x: .0142508168, y: -.0216887593, z: .0822387859} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueBack position: {x: -1.73472344e-20, y: -.022869369, z: .0100954091} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueTip position: {x: -1.73472344e-20, y: -.0232788119, z: .0383227095} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftCheek position: {x: -.0542440265, y: .0337019488, z: .0594304018} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEye position: {x: -.0208482333, y: .0825027004, z: .0554274321} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidLower position: {x: -.0356189571, y: .0650736615, z: .076234743} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidUpper position: {x: -.0344068967, y: .10060814, z: .0802053064} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftInnerBrow position: {x: -.0120626912, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftIOuterBrow position: {x: -.0550398715, y: .114825293, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipUpper position: {x: -.0145013221, y: -.00511181122, z: .094618842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftNostril position: {x: -.0178999994, y: .0263128281, z: .0908674002} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightCheek position: {x: .0542399958, y: .033702828, z: .0594273992} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEye position: {x: .020849999, y: .082502827, z: .0554273985} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidLower position: {x: .0356200002, y: .065072827, z: .0762374029} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidUpper position: {x: .0344099998, y: .100612827, z: .0802073926} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightInnerBrow position: {x: .0120626874, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightIOuterBrow position: {x: .0550400019, y: .114822827, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipUpper position: {x: .0145013221, y: -.00510717137, z: .094617404} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightNostril position: {x: .0178999994, y: .0263089053, z: .0908706188} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightShoulder position: {x: .0382860154, y: .221621141, z: -.017063085} rotation: {x: .141828939, y: .986314952, z: -.0280099791, w: -.0792641193} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightArm position: {x: -.100501455, y: -2.49664549e-06, z: -5.22836601e-08} rotation: {x: .111637808, y: .986949325, z: -.0212962627, w: .114081413} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightForeArm position: {x: .253428251, y: .00601135287, z: -.0167045239} rotation: {x: .0631985143, y: .018642433, z: -.015235032, w: .997710526} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHand position: {x: .245373696, y: .0216417722, z: .00555046508} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex1 position: {x: .0747694969, y: -.00124305359, z: .0343444981} rotation: {x: .0501321293, y: .106331095, z: -.0250961073, w: .992749035} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex2 position: {x: .0370584019, y: .00072612107, z: .0145388944} rotation: {x: -.122100979, y: .0261854436, z: .0384845696, w: .991425633} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex3 position: {x: .0252250377, y: -.00496646529, z: .0110121462} rotation: {x: .020532662, y: -.0777138621, z: -.0820816681, w: .993378878} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex17 position: {x: .019119978, y: .000846308249, z: .00398164755} rotation: {x: -.00472124433, y: -.101354174, z: -.0462910533, w: .993761659} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle1 position: {x: .0756476447, y: .00479140272, z: .0118531818} rotation: {x: -.0268788524, y: -.00530444877, z: -.0332211144, w: .999072492} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle2 position: {x: .0438090637, y: .000194188149, z: .00645493623} rotation: {x: -.0398189314, y: -.0437413193, z: .0988601372, w: .993341804} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle3 position: {x: .0330724716, y: -.00754753686, z: .00168984616} rotation: {x: .00109003088, y: -.00868621655, z: -.0601307005, w: .998152137} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle17 position: {x: .0200548954, y: -.000547108881, z: .000442590448} rotation: {x: -.000701564946, y: -.0125020025, z: -.0560236648, w: .998350918} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky1 position: {x: .0668033436, y: -.00199410855, z: -.0307561457} rotation: {x: -.111875884, y: -.258728623, z: .008804827, w: .959409058} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky2 position: {x: .0285308417, y: -.001397143, z: -.0116237961} rotation: {x: .0333822668, y: .00105798536, z: -.0586918108, w: .997717321} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky3 position: {x: .0214268602, y: -.000553508929, z: -.00851660781} rotation: {x: -.0126830824, y: .0591105223, z: -.0357504971, w: .99753046} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky17 position: {x: .016975116, y: .00161137758, z: -.00335797085} rotation: {x: .000580511638, y: .0944183916, z: -.00612070598, w: .995513618} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing1 position: {x: .0705984756, y: .00245709647, z: -.00982145779} rotation: {x: .0182051547, y: -.133755058, z: -.008971164, w: .990806639} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing2 position: {x: .0428871848, y: -.00137538207, z: -.00494585838} rotation: {x: .0220806412, y: -.02169968, z: .0796146914, w: .996344924} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing3 position: {x: .0295006037, y: -.00769293541, z: -.00462225592} rotation: {x: -.00186249381, y: .0181122273, z: -.0420316532, w: .998950422} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing17 position: {x: .0206709336, y: -.00200043293, z: -.00177803368} rotation: {x: .00240248861, y: .0378382765, z: -.063320443, w: .997272789} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb1 position: {x: .0146849155, y: -.0111049423, z: .0258580949} rotation: {x: -.0592598654, y: .0142422384, z: .0330153108, w: .997594833} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb2 position: {x: .0163739994, y: -.00528999977, z: .0234913602} rotation: {x: -.0260627531, y: -.0966902673, z: -.00360747217, w: .994966745} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb3 position: {x: .0254599992, y: -.00763999997, z: .0208330005} rotation: {x: .0054546264, y: -.000443699653, z: -.00682877563, w: .999961793} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb17 position: {x: .0318690389, y: -.00529994583, z: .0258005001} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 armTwist: .5 foreArmTwist: .5 upperLegTwist: .5 legTwist: .5 armStretch: .0500000007 legStretch: .0500000007 feetSpacing: 0 rootMotionBoneName: lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: e8914d097ece7cc48a83d5fccd4098c0, type: 3} animationType: 3 additionalBone: 0 userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard 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value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: HumanoidRunTurnSharp(Clone) position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Hips position: {x: -1.1920929e-07, y: .978280783, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftUpLeg position: {x: -.0754494965, y: -.0456640199, z: 7.1054272e-17} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLeg position: {x: -.0205504987, y: -.409129977, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftFoot position: {x: -.00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftToes position: {x: -.00748699997, y: -.0731673017, z: .145427123} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightUpLeg position: {x: .0754495338, y: -.0456639901, z: -1.06581408e-16} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLeg position: {x: .0205504671, y: -.409130007, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightFoot position: {x: .00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightToes position: {x: .00748699997, y: -.0731673017, z: .145427495} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Spine position: {x: -3.41060506e-15, y: .0922631845, z: .0157713313} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Chest position: {x: 2.84217088e-16, y: .162540287, z: -.00165605545} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftShoulder position: {x: -.0382859968, y: .221622497, z: -.017063085} rotation: {x: -.0214740429, y: -.0649306327, z: .149301186, w: .98642391} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftArm position: {x: -.100502051, y: 1.12508303e-09, z: -1.90391064e-10} rotation: {x: .0582441725, y: .0541966818, z: -.143146858, w: .986498594} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftForeArm position: {x: -.254049301, y: -1.05876266e-10, z: 1.09272799e-10} rotation: {x: .370735109, y: .0307997242, z: -.00505082868, w: .928214133} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHand position: {x: -.24638927, y: -1.18688351e-10, z: 1.88802567e-11} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex1 position: {x: -.0751257986, y: -.00784140453, z: .0326526426} rotation: {x: .0285248309, y: .0622748137, z: .0811907127, w: .994342148} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex2 position: {x: -.03979728, y: 4.98084119e-05, z: .00118575059} rotation: {x: -.112918295, y: .0147299161, z: .0200799461, w: .993292153} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -.0279684775, y: -6.41415321e-09, z: -5.14323091e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle1 position: {x: -.0760238245, y: -.00188513438, z: .0101412293} rotation: {x: -.0297813602, y: .0698117316, z: .0790310055, w: .99397862} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle2 position: {x: -.0442804359, y: 4.79885148e-06, z: -.000425400329} rotation: {x: -.03165837, y: -.00521096354, z: .0131377848, w: .999398887} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle3 position: {x: -.0339648277, y: -1.21832722e-08, z: 3.75169362e-09} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky1 position: {x: -.0656599477, y: -.00782510638, z: -.0322512463} rotation: {x: -.0942266807, y: .0761036873, z: .0781878233, w: .989553571} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky2 position: {x: -.0308054481, y: -3.08745803e-05, z: -.00144807738} rotation: {x: -.0721703544, y: -.0263085775, z: .0134690031, w: .996954322} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky3 position: {x: -.0230640266, y: -6.40258941e-06, z: 1.81994846e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing1 position: {x: -.0703021064, y: -.00374530931, z: -.0114117917} rotation: {x: .0153381936, y: .0918124318, z: .0732276663, w: .992961764} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing2 position: {x: -.0431354567, y: -2.0882293e-05, z: -.00223517814} rotation: {x: -.134465471, y: -.0260947198, z: .00873644277, w: .990536094} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing3 position: {x: -.0308355652, y: 1.59126615e-10, z: -1.64565179e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb1 position: {x: -.0142312413, y: -.0123778246, z: .0255316682} rotation: {x: -.264946133, y: -.078369908, z: -.144285843, w: .950180709} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb2 position: {x: -.0163739994, y: -.00528999977, z: .0234914087} rotation: {x: -.0260620788, y: .0966867208, z: .00360709406, w: .994967103} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb3 position: {x: -.0254599992, y: -.00763999997, z: .0208330005} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Neck position: {x: -0, y: .259009302, z: -.0324132554} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Head position: {x: 5.68434176e-16, y: .0830703825, z: .0113267815} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Jaw position: {x: 1.73472344e-20, y: .0111267585, z: .0103275431} rotation: {x: .219240054, y: -0, z: -0, w: .975670993} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: JawEND position: {x: -1.73472344e-20, y: -.0482887588, z: .071851708} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipCorner position: {x: -.032843262, y: -.01657876, z: .0661217645} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipLower position: {x: -.0142508168, y: -.0216887593, z: .0822406337} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipCorner position: {x: .0328399986, y: -.01657876, z: .0661187842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipLower position: {x: .0142508168, y: -.0216887593, z: .0822387859} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueBack position: {x: -1.73472344e-20, y: -.022869369, z: .0100954091} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueTip position: {x: -1.73472344e-20, y: -.0232788119, z: .0383227095} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftCheek position: {x: -.0542440265, y: .0337019488, z: .0594304018} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEye position: {x: -.0208482333, y: .0825027004, z: .0554274321} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidLower position: {x: -.0356189571, y: .0650736615, z: .076234743} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidUpper position: {x: -.0344068967, y: .10060814, z: .0802053064} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftInnerBrow position: {x: -.0120626912, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftIOuterBrow position: {x: -.0550398715, y: .114825293, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipUpper position: {x: -.0145013221, y: -.00511181122, z: .094618842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftNostril position: {x: -.0178999994, y: .0263128281, z: .0908674002} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightCheek position: {x: .0542399958, y: .033702828, z: .0594273992} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEye position: {x: .020849999, y: .082502827, z: .0554273985} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidLower position: {x: .0356200002, y: .065072827, z: .0762374029} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidUpper position: {x: .0344099998, y: .100612827, z: .0802073926} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightInnerBrow position: {x: .0120626874, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightIOuterBrow position: {x: .0550400019, y: .114822827, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipUpper position: {x: .0145013221, y: -.00510717137, z: .094617404} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightNostril position: {x: .0178999994, y: .0263089053, z: .0908706188} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightShoulder position: {x: .0382860154, y: .221621141, z: -.017063085} rotation: {x: .161830962, y: .986479342, z: -.00653582299, w: -.0250314958} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightArm position: {x: -.100501455, y: -2.49664549e-06, z: -5.22836601e-08} rotation: {x: .140205517, y: .987173378, z: -.0505189113, w: .0572623983} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightForeArm position: {x: .253428251, y: .00601135287, z: -.0167045239} rotation: {x: .225095123, y: .0257679857, z: -.0287355334, w: .973572075} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHand position: {x: .245373696, y: .0216417722, z: .00555046508} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex1 position: {x: .0747694969, y: -.00124305382, z: .0343444981} rotation: {x: .0386432037, y: .0996977985, z: -.0396457911, w: .993476391} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex2 position: {x: .0370584019, y: .00072612107, z: .0145388944} rotation: {x: -.115742981, y: .0259806179, z: .0374040864, w: .992234588} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex3 position: {x: .0252250377, y: -.00496646529, z: .0110121462} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle1 position: {x: .0756476447, y: .00479140272, z: .0118531818} rotation: {x: -.022765018, y: -.00453316933, z: -.0396077782, w: .998945653} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle2 position: {x: .0438090637, y: .000194188149, z: .00645493623} rotation: {x: -.0381342135, y: -.0438377894, z: .0973902121, w: .99354881} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle3 position: {x: .0330724716, y: -.00754753686, z: .00168984616} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky1 position: {x: .0668033436, y: -.00199410855, z: -.0307561457} rotation: {x: -.0966819078, y: -.255429536, z: .00254705478, w: .961978137} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky2 position: {x: .0285308417, y: -.001397143, z: -.0116237961} rotation: {x: -.000170628467, y: -.00966134761, z: -.00536240125, w: .999938965} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky3 position: {x: .0214268602, y: -.000553508929, z: -.00851660781} rotation: {x: 0, y: 0, z: 0, w: 1} 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limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightUpLeg humanName: RightUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftLeg humanName: LeftLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightLeg humanName: RightLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftFoot humanName: LeftFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightFoot humanName: RightFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Spine humanName: Spine limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Chest humanName: Chest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Neck humanName: Neck limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Head humanName: Head limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftShoulder humanName: LeftShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightShoulder humanName: RightShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftToes humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightToes humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftEye humanName: LeftEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightEye humanName: RightEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: Jaw humanName: Jaw limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: HumanoidStandTurn(Clone) position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Hips position: {x: .00221104478, y: .960555851, z: .00774985878} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftUpLeg position: {x: -.0754494965, y: -.0456640199, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLeg position: {x: -.0205504987, y: -.409129977, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftFoot position: {x: -.00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftToes position: {x: -.00748699997, y: -.0731673017, z: .145427123} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightUpLeg position: {x: .0754495338, y: -.0456639901, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLeg position: {x: .0205504671, y: -.409130007, z: -.000718647963} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightFoot position: {x: .00515299942, y: -.423155904, z: -.0276488513} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightToes position: {x: .00748699997, y: -.0731673017, z: .145427495} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Spine position: {x: 2.6469779e-25, y: .0922631845, z: .0157713313} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Chest position: {x: -0, y: .162540287, z: -.00165605545} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftShoulder position: {x: -.0382859968, y: .221622497, z: -.017063085} rotation: {x: -.0231811199, y: -.0412411205, z: .155462235, w: .986708343} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftArm position: {x: -.100502051, y: 5.68434176e-16, z: -3.330669e-18} rotation: {x: .088617675, y: .0276518222, z: -.142930418, w: .985369623} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftForeArm position: {x: -.254049301, y: 5.68434176e-16, z: 1.11022296e-17} rotation: {x: .124834083, y: .0313581899, z: .00281256856, w: .991677999} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHand position: {x: -.24638927, y: 0, z: -1.99840139e-16} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex1 position: {x: -.0751257986, y: -.00784140453, z: .0326526426} rotation: {x: .00607836014, y: -.0167527385, z: .0568730906, w: .998222351} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex2 position: {x: -.03979728, y: 4.98084046e-05, z: .00118575036} rotation: {x: -.0675409213, y: .0152366757, z: .0327178091, w: .997063518} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -.0279684775, y: -6.28122487e-09, z: -5.17186614e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle1 position: {x: -.0760238245, y: -.00188513438, z: .0101412293} rotation: {x: -.00378268166, y: .0447947718, z: .0881895795, w: .995088816} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle2 position: {x: -.0442804359, y: 4.79887422e-06, z: -.000425400125} rotation: {x: -.0125990948, y: -.00755135808, z: .0314779356, w: .999396563} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle3 position: {x: -.0339648277, y: -1.21979289e-08, z: 3.75648268e-09} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky1 position: {x: -.0656599477, y: -.00782510638, z: -.0322512463} rotation: {x: -.0661177263, y: .0816951618, z: .0931271091, w: .990091801} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky2 position: {x: -.0308054481, y: -3.0874573e-05, z: -.0014480775} rotation: {x: .0469475128, y: -.0211696289, z: .0376872718, w: .9979617} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky3 position: {x: -.0230640266, y: -6.40258077e-06, z: 1.8332095e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing1 position: {x: -.0703021064, y: -.00374530931, z: -.0114117917} rotation: {x: -.0201800391, y: .0723013356, z: .0900597498, w: .993103564} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing2 position: {x: -.0431354567, y: -2.08823076e-05, z: -.00223517837} rotation: {x: .0182891581, y: -.0256066062, z: .0339722671, w: .998927355} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing3 position: {x: -.0308355652, y: 7.71035458e-11, z: -1.64932707e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb1 position: {x: -.0142312413, y: -.0123778246, z: .0255316682} rotation: {x: -.102118149, y: -.0509434976, z: -.10264302, w: .988150299} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb2 position: {x: -.0163739994, y: -.00528999977, z: .0234914087} rotation: {x: -.0260635857, y: .0966900364, z: .00360634457, w: .994966686} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb3 position: {x: -.0254599992, y: -.00763999997, z: .0208330005} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Neck position: {x: -0, y: .259009302, z: -.0324132554} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Head position: {x: -2.6469779e-25, y: .0830703825, z: .0113267815} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Jaw position: {x: 1.73472344e-20, y: .0111267585, z: .0103275431} rotation: {x: .219240054, y: -0, z: -0, w: .975670993} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: JawEND position: {x: -1.73472344e-20, y: -.0482887588, z: .071851708} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipCorner position: {x: -.032843262, y: -.01657876, z: .0661217645} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipLower position: {x: -.0142508168, y: -.0216887593, z: .0822406337} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipCorner position: {x: .0328399986, y: -.01657876, z: .0661187842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipLower position: {x: .0142508168, y: -.0216887593, z: .0822387859} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueBack position: {x: -1.73472344e-20, y: -.022869369, z: .0100954091} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueTip position: {x: -1.73472344e-20, y: -.0232788119, z: .0383227095} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftCheek position: {x: -.0542440265, y: .0337019488, z: .0594304018} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEye position: {x: -.0208482333, y: .0825027004, z: .0554274321} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidLower position: {x: -.0356189571, y: .0650736615, z: .076234743} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidUpper position: {x: -.0344068967, y: .10060814, z: .0802053064} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftInnerBrow position: {x: -.0120626912, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftIOuterBrow position: {x: -.0550398715, y: .114825293, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipUpper position: {x: -.0145013221, y: -.00511181122, z: .094618842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftNostril position: {x: -.0178999994, y: .0263128281, z: .0908674002} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightCheek position: {x: .0542399958, y: .033702828, z: .0594273992} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEye position: {x: .020849999, y: .082502827, z: .0554273985} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidLower position: {x: .0356200002, y: .065072827, z: .0762374029} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidUpper position: {x: .0344099998, y: .100612827, z: .0802073926} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightInnerBrow position: {x: .0120626874, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightIOuterBrow position: {x: .0550400019, y: .114822827, z: .061777398} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipUpper position: {x: .0145013221, y: -.00510717137, z: .094617404} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightNostril position: {x: .0178999994, y: .0263089053, z: .0908706188} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightShoulder position: {x: .0382860154, y: .221621141, z: -.017063085} rotation: {x: .156615227, y: .987296224, z: -.0141432397, w: -.022756584} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightArm position: {x: -.100501455, y: -2.49955224e-06, z: -5.15574072e-08} rotation: {x: .128958672, y: .988591135, z: -.0591317825, w: .0506032445} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightForeArm position: {x: .253428251, y: .00601135287, z: -.0167045239} rotation: {x: .173002318, y: .0184977558, z: -.0264102723, w: .984393537} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHand position: {x: .245373696, y: .0216417722, z: .00555046508} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex1 position: {x: .0747694969, y: -.00124305359, z: .0343444981} rotation: {x: -.00423200894, y: .162119269, z: -.0406824313, w: .985923171} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex2 position: {x: .0370584019, y: .00072612107, z: .0145388944} rotation: {x: -.0775835961, y: .0223498475, z: .040921364, w: .995894969} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex3 position: {x: .0252250377, y: -.00496646529, z: .0110121462} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle1 position: {x: .0756476447, y: .00479140272, z: .0118531818} rotation: {x: -.00177398103, y: .0143492613, z: -.047807496, w: .998751998} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle2 position: {x: .0438090637, y: .000194188149, z: .00645493623} rotation: {x: -.0188719332, y: -.0441113934, z: .082947962, w: .995398283} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle3 position: {x: .0330724716, y: -.00754753686, z: .00168984616} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky1 position: {x: .0668033436, y: -.00199410878, z: -.0307561457} rotation: {x: -.0620294139, y: -.258612514, z: -.016704157, w: .963842809} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky2 position: {x: .0285308417, y: -.001397143, z: -.0116237961} rotation: {x: .0298576318, y: .000797908462, z: -.0616652891, w: .997649908} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky3 position: {x: .0214268602, y: -.000553508929, z: -.00851660781} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing1 position: {x: .0705984756, y: .00245709647, z: -.00982145779} rotation: {x: -.0147603918, y: -.11599648, z: -.0297171939, w: .992695272} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing2 position: {x: .0428871848, y: -.00137538207, z: -.00494585792} rotation: {x: .0207646266, y: -.0215577111, z: .0755871385, w: .996689916} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing3 position: {x: .0295006037, y: -.00769293541, z: -.00462225592} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb1 position: {x: .0146849155, y: -.0111049423, z: .0258580949} rotation: {x: -.119986929, y: .0336791351, z: .148827791, w: .980978668} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb2 position: {x: .0163739994, y: -.00528999977, z: .0234913602} rotation: {x: -.0260633472, y: -.0966907069, z: -.00360694295, w: .994966686} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb3 position: {x: .0254599992, y: -.00763999997, z: .0208330005} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 armTwist: .5 foreArmTwist: .5 upperLegTwist: .5 legTwist: .5 armStretch: .0500000007 legStretch: .0500000007 feetSpacing: 0 rootMotionBoneName: lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: e8914d097ece7cc48a83d5fccd4098c0, type: 3} animationType: 3 additionalBone: 0 userData: 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4300112: l_kneeProxy_geo 4300114: l_hipProxy_geo 7400000: HumanoidWalk 9500000: //RootNode materials: importMaterials: 0 materialName: 1 materialSearch: 2 animations: legacyGenerateAnimations: 4 bakeSimulation: 0 resampleRotations: 1 optimizeGameObjects: 0 motionNodeName: animationImportErrors: animationImportWarnings: animationRetargetingWarnings: animationDoRetargetingWarnings: 0 animationCompression: 0 animationRotationError: 0.5 animationPositionError: 0.5 animationScaleError: 0.5 animationWrapMode: 0 extraExposedTransformPaths: [] clipAnimations: - serializedVersion: 16 name: HumanoidWalk takeName: _1_a_U1_M_P_WalkForward_NtrlFaceFwd__Fb_p0_No_0_PJ_3 firstFrame: 215.2 lastFrame: 244.9 wrapMode: 0 orientationOffsetY: 2.88 level: 0 cycleOffset: -0 loop: 0 hasAdditiveReferencePose: 0 loopTime: 1 loopBlend: 1 loopBlendOrientation: 1 loopBlendPositionY: 1 loopBlendPositionXZ: 0 keepOriginalOrientation: 0 keepOriginalPositionY: 0 keepOriginalPositionXZ: 0 heightFromFeet: 1 mirror: 0 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boneName: LeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb3 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Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: HumanoidWalk(Clone) position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Hips position: {x: -0.000000016763806, y: 0.9555335, z: 0.07758622} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftUpLeg position: {x: -0.0754495, y: -0.04566402, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLeg position: {x: -0.020550499, y: -0.40912998, z: -0.00071864796} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftFoot position: {x: -0.0051529994, y: -0.4231559, z: -0.027648851} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftToes position: {x: -0.007487, y: -0.0731673, z: 0.14542712} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, 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rotation: {x: -0.06737132, y: 0.015346782, z: 0.033307686, w: 0.9970538} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -0.027968477, y: -0.000000006281225, z: -0.00000005171866} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle1 position: {x: -0.076023825, y: -0.0018851344, z: 0.010141229} rotation: {x: -0.09939486, y: 0.04107085, z: 0.09351314, w: 0.9897925} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle2 position: {x: -0.044280436, y: 0.000004798874, z: -0.00042540013} rotation: {x: -0.012435689, y: -0.0076595433, z: 0.031807605, w: 0.9993873} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle3 position: {x: -0.033964828, y: -0.000000012197929, z: 0.0000000037564827} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky1 position: {x: -0.06565995, y: -0.007825106, z: -0.032251246} rotation: {x: 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boneName: RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: WalkTurn(Clone) position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Hips position: {x: 0, y: .978280783, z: -.0454514362} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftUpLeg position: {x: -.0754494965, y: -.0456640199, z: -2.30926381e-16} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLeg position: {x: -.0205504987, y: 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transformModified: 1 - name: LeftHand position: {x: -.24638927, y: -1.14727637e-10, z: 1.33491083e-11} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex1 position: {x: -.0751257986, y: -.00784140453, z: .0326526426} rotation: {x: -.0355877392, y: .0203897264, z: .0891612843, w: .995172441} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex2 position: {x: -.03979728, y: 4.98084119e-05, z: .00118575059} rotation: {x: -.067650035, y: .0147010209, z: .0282103531, w: .99720186} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandIndex3 position: {x: -.0279684775, y: -6.41634301e-09, z: -5.14348883e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle1 position: {x: -.0760238245, y: -.00188513438, z: .0101412293} rotation: {x: -.0202440154, y: .0555505231, z: .0874573365, w: .994412124} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle2 position: {x: -.0442804359, y: 4.79887012e-06, z: -.00042540062} rotation: {x: -.0149214305, y: -.00651388662, z: .0271232538, w: .9994995} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandMiddle3 position: {x: -.0339648277, y: -1.21842687e-08, z: 3.75257692e-09} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky1 position: {x: -.0656599477, y: -.00782510638, z: -.0322512463} rotation: {x: -.0490606353, y: .0760782659, z: .0864803717, w: .992132246} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky2 position: {x: -.0308054481, y: -3.08745766e-05, z: -.00144807738} rotation: {x: .0495492145, y: -.0218166728, z: .0328659192, w: .997992396} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandPinky3 position: {x: -.0230640266, y: -6.40260851e-06, z: 1.79083859e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing1 position: {x: -.0703021064, y: -.00374530931, z: -.0114117917} rotation: {x: -.0161509421, y: .0750548244, z: .085394524, w: .993385017} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing2 position: {x: -.0431354567, y: -2.0882293e-05, z: -.00223517814} rotation: {x: .0190618206, y: -.0256749857, z: .02892741, w: .999069929} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandRing3 position: {x: -.0308355652, y: 1.58168798e-10, z: -1.64554788e-08} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb1 position: {x: -.0142312413, y: -.0123778246, z: .0255316682} rotation: {x: -.129420206, y: -.0551873557, z: -.119928889, w: .982762337} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb2 position: {x: -.0163739994, y: -.00528999977, z: .0234914087} rotation: {x: -.0260624681, y: .0966897979, z: .00360738859, w: .994966745} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftHandThumb3 position: {x: -.0254599992, y: -.00763999997, z: .0208330005} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Neck position: {x: -2.84217077e-15, y: .259009272, z: -.0324132554} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Head position: {x: -5.68434176e-16, y: .0830703825, z: .0113267815} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: Jaw position: {x: 1.73472344e-20, y: .0111267585, z: .0103275431} rotation: {x: .219240054, y: -0, z: -0, w: .975670993} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: JawEND position: {x: -1.73472344e-20, y: -.0482887588, z: .071851708} rotation: {x: 3.46944695e-18, y: -3.25260652e-18, z: -1.12847458e-35, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipCorner position: {x: -.032843262, y: -.01657876, z: .0661217645} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipLower position: {x: -.0142508168, y: -.0216887593, z: .0822406337} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipCorner position: {x: .0328399986, y: -.01657876, z: .0661187842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipLower position: {x: .0142508168, y: -.0216887593, z: .0822387859} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueBack position: {x: -1.73472344e-20, y: -.022869369, z: .0100954091} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: TongueTip position: {x: -1.73472344e-20, y: -.0232788119, z: .0383227095} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftCheek position: {x: -.0542440265, y: .0337019488, z: .0594304018} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEye position: {x: -.0208482333, y: .0825027004, z: .0554274321} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidLower position: {x: -.0356189571, y: .0650736615, z: .076234743} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftEyelidUpper position: {x: -.0344068967, y: .10060814, z: .0802053064} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftInnerBrow position: {x: -.0120626912, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftIOuterBrow position: {x: -.0550398715, y: .114825293, z: .061777398} rotation: {x: 3.46944695e-18, y: -3.25260652e-18, z: -1.12847458e-35, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftLipUpper position: {x: -.0145013221, y: -.00511181122, z: .094618842} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: LeftNostril position: {x: -.0178999994, y: .0263128281, z: .0908674002} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightCheek position: {x: .0542399958, y: .033702828, z: .0594273992} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEye position: {x: .020849999, y: .082502827, z: .0554273985} rotation: {x: 3.46944695e-18, y: -3.25260652e-18, z: -1.12847458e-35, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidLower position: {x: .0356200002, y: .065072827, z: .0762374029} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightEyelidUpper position: {x: .0344099998, y: .100612827, z: .0802073926} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightInnerBrow position: {x: .0120626874, y: .118765265, z: .0934668258} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightIOuterBrow position: {x: .0550400019, y: .114822827, z: .061777398} rotation: {x: 3.46944695e-18, y: -3.25260652e-18, z: -1.12847458e-35, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightLipUpper position: {x: .0145013221, y: -.00510717137, z: .094617404} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightNostril position: {x: .0178999994, y: .0263089053, z: .0908706188} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightShoulder position: {x: .0382860154, y: .221621126, z: -.017063085} rotation: {x: .161226362, y: .986777782, z: -.000264319213, w: -.0166035369} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightArm position: {x: -.100501455, y: -2.49664549e-06, z: -5.22836601e-08} rotation: {x: .13713856, y: .985173404, z: .0769179687, w: .0686292574} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightForeArm position: {x: .253428251, y: .00601135287, z: -.0167045239} rotation: {x: .237398192, y: .0239303056, z: -.0130977379, w: .971029282} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHand position: {x: .245373696, y: .0216417722, z: .00555046508} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex1 position: {x: .0747694969, y: -.00124305359, z: .0343444981} rotation: {x: -.0193142965, y: .144485593, z: -.0552937947, w: .987771988} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex2 position: {x: .0370584019, y: .00072612107, z: .0145388944} rotation: {x: -.0626306161, y: .0217898954, z: .0492491424, w: .996582806} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandIndex3 position: {x: .0252250377, y: -.00496646529, z: .0110121462} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle1 position: {x: .0756476447, y: .00479140272, z: .0118531818} rotation: {x: -.0083159646, y: .0137313176, z: -.0464223213, w: .998792946} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle2 position: {x: .0438090637, y: .000194188149, z: .00645493623} rotation: {x: -.0187553763, y: -.0444608666, z: .0846683979, w: .995240033} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandMiddle3 position: {x: .0330724716, y: -.00754753686, z: .00168984616} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky1 position: {x: .0668033436, y: -.00199410855, z: -.0307561457} rotation: {x: -.0065329643, y: -.250651777, z: -.016728282, w: .967910707} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky2 position: {x: .0285308417, y: -.001397143, z: -.0116237961} rotation: {x: .033050999, y: .000949021487, z: -.0588754006, w: .997717619} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandPinky3 position: {x: .0214268602, y: -.000553508929, z: -.00851660781} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing1 position: {x: .0705984756, y: .00245709671, z: -.00982145779} rotation: {x: -.0121607138, y: -.11751543, z: -.0254483633, w: .992670476} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing2 position: {x: .0428871848, y: -.00137538207, z: -.00494585838} rotation: {x: .0222987644, y: -.0217661057, z: .0794658363, w: .996350527} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandRing3 position: {x: .0295006037, y: -.00769293541, z: -.00462225592} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb1 position: {x: .0146849155, y: -.0111049423, z: .0258580949} rotation: {x: -.101609342, y: .0311730728, z: .104487799, w: .988830745} scale: {x: 1, y: 1, z: 1} transformModified: 1 - name: RightHandThumb2 position: {x: .0163739994, y: -.00528999977, z: .0234913602} rotation: {x: -.0260628574, y: -.0966915861, z: 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0 modified: 0 - boneName: LeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftToes humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightToes humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: LeftEye humanName: LeftEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: 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{x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: RightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 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limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightLeg humanName: RightLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightFoot humanName: RightFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightToe1 humanName: RightToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanSpine1 humanName: Spine limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanSpine2 humanName: Chest limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightShoulder humanName: RightShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightArm humanName: RightUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightForeArm humanName: RightLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHand humanName: RightHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanHead humanName: Head limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanJaw humanName: Jaw limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightEye humanName: RightEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftEye humanName: LeftEye limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftShoulder humanName: LeftShoulder limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftArm humanName: LeftUpperArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftForeArm humanName: LeftLowerArm limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHand humanName: LeftHand limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftUpLeg humanName: LeftUpperLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftLeg humanName: LeftLowerLeg limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftFoot humanName: LeftFoot limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftToe1 humanName: LeftToes limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandThumb1 humanName: Left Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandThumb2 humanName: Left Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandThumb3 humanName: Left Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandIndex1 humanName: Left Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandIndex2 humanName: Left Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandIndex3 humanName: Left Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandMiddle1 humanName: Left Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandMiddle2 humanName: Left Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandMiddle3 humanName: Left Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandRing1 humanName: Left Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandRing2 humanName: Left Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandRing3 humanName: Left Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandPinky1 humanName: Left Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandPinky2 humanName: Left Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanLeftHandPinky3 humanName: Left Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandThumb1 humanName: Right Thumb Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandThumb2 humanName: Right Thumb Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandThumb3 humanName: Right Thumb Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandIndex1 humanName: Right Index Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandIndex2 humanName: Right Index Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandIndex3 humanName: Right Index Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandMiddle1 humanName: Right Middle Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandMiddle2 humanName: Right Middle Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandMiddle3 humanName: Right Middle Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandRing1 humanName: Right Ring Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandRing2 humanName: Right Ring Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandRing3 humanName: Right Ring Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandPinky1 humanName: Right Little Proximal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandPinky2 humanName: Right Little Intermediate limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 - boneName: EthanRightHandPinky3 humanName: Right Little Distal limit: min: {x: 0, y: 0, z: 0} max: {x: 0, y: 0, z: 0} value: {x: 0, y: 0, z: 0} length: 0 modified: 0 skeleton: - name: Ethan(Clone) parentName: position: {x: 0, y: 0, z: 0} rotation: {x: 0, y: 0, z: 0, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanBody parentName: Ethan(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanGlasses parentName: Ethan(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanSkeleton parentName: Ethan(Clone) position: {x: -0, y: 0, z: 0} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanHips parentName: EthanSkeleton position: {x: 0.00000042162256, y: 0.7787106, z: -0.033025585} rotation: {x: -0.49999934, y: 0.49999934, z: -0.50000066, w: 0.50000066} scale: {x: 1, y: 1, z: 1} - name: EthanSpine parentName: EthanHips position: {x: -0.044983033, y: 0.00011812973, z: -0.000000026061407} rotation: {x: -0.0000020492112, y: 0.0000006409474, z: 0.043222737, w: 0.99906546} scale: {x: 1, y: 1, z: 1} - name: EthanLeftUpLeg parentName: EthanSpine position: {x: 0.044804916, y: -0.00400244, z: -0.07436281} rotation: {x: 0.009854246, y: 0.9996559, z: -0.0031334888, w: 0.024108019} scale: {x: 1, y: 1, z: 1} - name: EthanLeftLeg parentName: EthanLeftUpLeg position: {x: -0.3529785, y: -0.047479518, z: 0.03461981} rotation: {x: 0, y: 0, z: 0.16876774, w: 0.98565584} scale: {x: 1, y: 1, z: 1} - name: EthanLeftFoot parentName: EthanLeftLeg position: {x: -0.2827789, y: 0.1718791, z: 0.031038838} rotation: {x: -0.08430487, y: 0.035964992, z: -0.13311164, w: 0.9868539} scale: {x: 1, y: 1, z: 1} - name: EthanLeftToe1 parentName: EthanLeftFoot position: {x: -0.085517354, y: 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EthanRightFoot position: {x: -0.08551728, y: -0.11005718, z: 0.000000062032285} rotation: {x: -1.3899192e-17, y: 3.352535e-17, z: -0.7071068, w: 0.7071068} scale: {x: 1, y: 1, z: 1} - name: EthanRightToe2 parentName: EthanRightToe1 position: {x: 0.08174264, y: 0.000000049485, z: 0.00000019218783} rotation: {x: -1.6724651e-16, y: 4.9321447e-33, z: -2.949027e-17, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanSpine1 parentName: EthanSpine position: {x: -0.14667831, y: 0.025727088, z: -0.0000003282363} rotation: {x: -1.0587912e-22, y: -7.34684e-40, z: 6.938894e-18, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanSpine2 parentName: EthanSpine1 position: {x: -0.12695539, y: 0.022281736, z: -0.0000002830808} rotation: {x: -1.0587912e-22, y: -7.34684e-40, z: 6.938894e-18, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanNeck parentName: EthanSpine2 position: {x: -0.12697862, y: 0.02224573, z: -0.00000028315998} rotation: {x: -7.318979e-17, y: 1.4170987e-17, z: -0.13052638, w: 0.9914448} scale: {x: 1, y: 1, z: 1} - name: EthanHead parentName: EthanNeck position: {x: -0.090649985, y: -0.041122116, z: 0.000000058975164} rotation: {x: 1.3487235e-18, y: -1.7102821e-17, z: 0.087552026, w: 0.99616} scale: {x: 1, y: 1, z: 1} - name: EthanHead1 parentName: EthanHead position: {x: -0.17475267, y: 0.00000045072835, z: 0.00000009431633} rotation: {x: 1.0587912e-22, y: 4.646893e-23, z: -2.7755576e-17, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanLeftCorner parentName: EthanHead1 position: {x: 0.14939941, y: -0.06769698, z: -0.024466591} rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} scale: {x: 1, y: 1, z: 1} - name: EthanLeftUpperLip parentName: EthanHead1 position: {x: 0.14274777, y: -0.075114705, z: -0.014378637} rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} scale: {x: 1, y: 1, z: 1} - name: EthanRightCorner parentName: EthanHead1 position: {x: 0.14939931, y: -0.06769704, z: 0.02431402} rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} scale: {x: 1, y: 1, z: 1} - name: EthanRightUpperLip parentName: EthanHead1 position: {x: 0.14274772, y: -0.07511473, z: 0.014226249} rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} scale: {x: 1, y: 1, z: 1} - name: EthanUpperLip parentName: EthanHead1 position: {x: 0.14274773, y: -0.087347545, z: -0.00007465846} rotation: {x: -0.5, y: 0.5, z: 0.5000007, w: -0.49999928} scale: {x: 1, y: 1, z: 1} - name: EthanJaw parentName: EthanHead position: {x: -0.03240739, y: -0.029785074, z: -0.00000007152633} rotation: {x: -0.49673736, y: 0.5032417, z: 0.5032421, w: -0.49673653} scale: {x: 1, y: 1, z: 1} - name: EthanLeftLowerLip parentName: EthanJaw position: {x: 0.044976283, y: -0.009381128, z: -0.014150948} rotation: {x: 5.54211e-23, y: 0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanLowerLip parentName: EthanJaw position: {x: 0.057204966, y: 0.0049228696, z: -0.014469165} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanRightLowerLip parentName: EthanJaw position: {x: 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EthanLeftHand position: {x: 0.013394796, y: 0.084405266, z: 0.03165157} rotation: {x: -0.044011682, y: 2.8034074e-17, z: -5.7106006e-18, w: 0.999031} scale: {x: 1, y: 1, z: 1} - name: EthanLeftHandMiddle2 parentName: EthanLeftHandMiddle1 position: {x: 0.0037795054, y: 0.030145722, z: 0.0116361305} rotation: {x: -0.091909915, y: 0.05467633, z: -0.42002133, w: 0.90119106} scale: {x: 1, y: 1, z: 1} - name: EthanLeftHandMiddle3 parentName: EthanLeftHandMiddle2 position: {x: -0.017910194, y: 0.014384004, z: 0.013012275} rotation: {x: -0.040044915, y: 0.008001845, z: -0.18298166, w: 0.9822679} scale: {x: 1, y: 1, z: 1} - name: EthanLeftHandMiddle4 parentName: EthanLeftHandMiddle3 position: {x: -0.020049915, y: 0.0035380095, z: 0.012281134} rotation: {x: 0, y: -0, z: -0, w: 1} scale: {x: 1, y: 1, z: 1} - name: EthanLeftHandPinky1 parentName: EthanLeftHand position: {x: -0.0067506824, y: 0.09838339, z: -0.0051224125} rotation: {x: -0.15040894, y: 0.08822873, z: -0.33158392, w: 0.92717046} 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================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs ================================================ using UnityEngine; namespace UnityStandardAssets.Characters.ThirdPerson { [RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(CapsuleCollider))] [RequireComponent(typeof(Animator))] public class ThirdPersonCharacter : MonoBehaviour { [SerializeField] float m_MovingTurnSpeed = 360; [SerializeField] float m_StationaryTurnSpeed = 180; [SerializeField] float m_JumpPower = 12f; [Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f; [SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others [SerializeField] float m_MoveSpeedMultiplier = 1f; [SerializeField] float m_AnimSpeedMultiplier = 1f; [SerializeField] float m_GroundCheckDistance = 0.1f; Rigidbody m_Rigidbody; Animator m_Animator; bool m_IsGrounded; float m_OrigGroundCheckDistance; const float k_Half = 0.5f; float m_TurnAmount; float m_ForwardAmount; Vector3 m_GroundNormal; float m_CapsuleHeight; Vector3 m_CapsuleCenter; CapsuleCollider m_Capsule; bool m_Crouching; void Start() { m_Animator = GetComponent(); m_Rigidbody = GetComponent(); m_Capsule = GetComponent(); m_CapsuleHeight = m_Capsule.height; m_CapsuleCenter = m_Capsule.center; m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; m_OrigGroundCheckDistance = m_GroundCheckDistance; } public void Move(Vector3 move, bool crouch, bool jump) { // convert the world relative moveInput vector into a local-relative // turn amount and forward amount required to head in the desired // direction. if (move.magnitude > 1f) move.Normalize(); move = transform.InverseTransformDirection(move); CheckGroundStatus(); move = Vector3.ProjectOnPlane(move, m_GroundNormal); m_TurnAmount = Mathf.Atan2(move.x, move.z); m_ForwardAmount = move.z; ApplyExtraTurnRotation(); // control and velocity handling is different when grounded and airborne: if (m_IsGrounded) { HandleGroundedMovement(crouch, jump); } else { HandleAirborneMovement(); } ScaleCapsuleForCrouching(crouch); PreventStandingInLowHeadroom(); // send input and other state parameters to the animator UpdateAnimator(move); } void ScaleCapsuleForCrouching(bool crouch) { if (m_IsGrounded && crouch) { if (m_Crouching) return; m_Capsule.height = m_Capsule.height / 2f; m_Capsule.center = m_Capsule.center / 2f; m_Crouching = true; } else { Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { m_Crouching = true; return; } m_Capsule.height = m_CapsuleHeight; m_Capsule.center = m_CapsuleCenter; m_Crouching = false; } } void PreventStandingInLowHeadroom() { // prevent standing up in crouch-only zones if (!m_Crouching) { Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { m_Crouching = true; } } } void UpdateAnimator(Vector3 move) { // update the animator parameters m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime); m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime); m_Animator.SetBool("Crouch", m_Crouching); m_Animator.SetBool("OnGround", m_IsGrounded); if (!m_IsGrounded) { m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y); } // calculate which leg is behind, so as to leave that leg trailing in the jump animation // (This code is reliant on the specific run cycle offset in our animations, // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5) float runCycle = Mathf.Repeat( m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1); float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount; if (m_IsGrounded) { m_Animator.SetFloat("JumpLeg", jumpLeg); } // the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector, // which affects the movement speed because of the root motion. if (m_IsGrounded && move.magnitude > 0) { m_Animator.speed = m_AnimSpeedMultiplier; } else { // don't use that while airborne m_Animator.speed = 1; } } void HandleAirborneMovement() { // apply extra gravity from multiplier: Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity; m_Rigidbody.AddForce(extraGravityForce); m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f; } void HandleGroundedMovement(bool crouch, bool jump) { // check whether conditions are right to allow a jump: if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded")) { // jump! m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z); m_IsGrounded = false; m_Animator.applyRootMotion = false; m_GroundCheckDistance = 0.1f; } } void ApplyExtraTurnRotation() { // help the character turn faster (this is in addition to root rotation in the animation) float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount); transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0); } public void OnAnimatorMove() { // we implement this function to override the default root motion. // this allows us to modify the positional speed before it's applied. if (m_IsGrounded && Time.deltaTime > 0) { Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime; // we preserve the existing y part of the current velocity. v.y = 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================================================ fileFormatVersion: 2 guid: ce7a80d520cacc042b5fe14f373d8173 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Characters.ThirdPerson { [RequireComponent(typeof (ThirdPersonCharacter))] public class ThirdPersonUserControl : MonoBehaviour { private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object private Transform m_Cam; // A reference to the main camera in the scenes transform private Vector3 m_CamForward; // The current forward direction of the camera private Vector3 m_Move; private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent(); } private void Update() { if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } } // Fixed update is called in sync with physics private void FixedUpdate() { // read inputs float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = CrossPlatformInputManager.GetAxis("Vertical"); bool crouch = Input.GetKey(KeyCode.C); // calculate move direction to pass to character if (m_Cam != null) { // calculate camera relative direction to move: m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; m_Move = v*m_CamForward + h*m_Cam.right; } else { // we use world-relative directions in the case of no main camera m_Move = v*Vector3.forward + h*Vector3.right; } #if !MOBILE_INPUT // walk speed multiplier if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f; #endif // pass all parameters to the character control script m_Character.Move(m_Move, crouch, m_Jump); m_Jump = false; } } } ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs.meta ================================================ fileFormatVersion: 2 guid: 521b611700410be45810047f0a74e899 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts.meta ================================================ fileFormatVersion: 2 guid: 3ee9c33ffee000840b0fed14ec400bc9 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/Textures/EthanNormals.png.meta ================================================ fileFormatVersion: 2 guid: 3b5b7be0f2332c24f89a2af018daa62d TextureImporter: fileIDToRecycleName: {} serializedVersion: 2 mipmaps: mipMapMode: 0 enableMipMap: 1 linearTexture: 1 correctGamma: 0 fadeOut: 0 borderMipMap: 0 mipMapFadeDistanceStart: 1 mipMapFadeDistanceEnd: 3 bumpmap: convertToNormalMap: 0 externalNormalMap: 1 heightScale: .25 normalMapFilter: 0 isReadable: 0 grayScaleToAlpha: 0 generateCubemap: 0 cubemapConvolution: 0 cubemapConvolutionSteps: 8 cubemapConvolutionExponent: 1.5 seamlessCubemap: 0 textureFormat: -1 maxTextureSize: 4096 textureSettings: filterMode: -1 aniso: -1 mipBias: -1 wrapMode: -1 nPOTScale: 1 lightmap: 0 rGBM: 0 compressionQuality: 50 spriteMode: 0 spriteExtrude: 1 spriteMeshType: 1 alignment: 0 spritePivot: {x: .5, y: .5} spriteBorder: {x: 0, y: 0, z: 0, w: 0} spritePixelsToUnits: 100 alphaIsTransparency: 0 textureType: 1 buildTargetSettings: [] spriteSheet: sprites: [] spritePackingTag: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/Textures/EthanOcclusion.png.meta ================================================ fileFormatVersion: 2 guid: 4e2f32e9a1fefc24092337ae061f3dbc TextureImporter: fileIDToRecycleName: {} serializedVersion: 2 mipmaps: mipMapMode: 0 enableMipMap: 1 linearTexture: 0 correctGamma: 0 fadeOut: 0 borderMipMap: 0 mipMapFadeDistanceStart: 1 mipMapFadeDistanceEnd: 3 bumpmap: convertToNormalMap: 0 externalNormalMap: 0 heightScale: .25 normalMapFilter: 0 isReadable: 0 grayScaleToAlpha: 0 generateCubemap: 0 cubemapConvolution: 0 cubemapConvolutionSteps: 8 cubemapConvolutionExponent: 1.5 seamlessCubemap: 0 textureFormat: -1 maxTextureSize: 4096 textureSettings: filterMode: 2 aniso: 1 mipBias: -1 wrapMode: -1 nPOTScale: 1 lightmap: 0 rGBM: 0 compressionQuality: 50 spriteMode: 0 spriteExtrude: 1 spriteMeshType: 1 alignment: 0 spritePivot: {x: .5, y: .5} spriteBorder: {x: 0, y: 0, z: 0, w: 0} spritePixelsToUnits: 100 alphaIsTransparency: 0 textureType: 0 buildTargetSettings: [] spriteSheet: sprites: [] spritePackingTag: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/Textures.meta ================================================ fileFormatVersion: 2 guid: 0de3730b71e479c47995d4a98395073e folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt ================================================ In the ThirdPersonCharacter folder you'll find two ready-made character prefabs, which are used in the ThirdPersonCharacter sample scenes. These prefabs demonstrate how you can use the ThirdPersonCharacters scripts and animations we've included, including an AI-controlled variant which is able to walk towards a specified target, or follow a waypoint-based route. The simplest way to get started setting up your own character is to take our ThirdPersonCharacter and replace the art with your own model. To do so, make sure you've imported your own rigged model with a Humanoid avatar, then follow these steps: 1) Start with a suitable scene. There ought to be enough flat ground to walk around on. 2) Place the "ThirdPersonCharacter" prefab in the scene. 3) Unfold the ThirdPersonCharacter hierarchy in the hierarchy window, and delete all child of "ThirdPersonController". 4) Place your own character model as a child of the ThirdPersonCharacter. 5) Drop the Avatar of your model (created by model importer, cf documentation) inside the Avatar slot of the Animator component on "ThirdPersonController" 6) Make sure your character model's position in the inspector is set to zero on X and Z, and that it's Y position is appropriately adjusted so that your character's feet are at the same position as the ThirdPersonCharacter GameObject. (if you find it easier, you could add your character first before deleting Ethan, so that you can use Ethan's feet as a guide for where your character's feet should be) 7) Hit play, and try controlling your character! You'll probably want to add a camera rig so that the camera follows the character as it runs off. See the Camera Rig guidelines for instructions on how to do that. The ThirdPersonCharacter script exposes a number of properties which determine the jump power, the amount of control while in air, and various other speed and behaviour modifiers. For more detail about each setting, see the comments in the script. The ThirdPersonUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use Unity's built-in Input class in place of CrossPlatformInput. For more information, see the CrossPlatformInput guidelines. The sample scenes provided works on standalone and also include cross platform touch controls which are set up and ready to publish to mobile. The ThirdPersonAIControl component can be added instead of the user control component, allowing the character to be AI controlled. This relies on a NavMeshAgent to pathfind the way to the target. The NavMeshAgent should be a child object of the Character, as demonstrated in the AI Character Prefab provided. If you want to create your own AI characters, you can follow the steps above, but start with the AI prefab we provided. ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt.meta ================================================ fileFormatVersion: 2 guid: af82a5dcdad0f544c99fd1a84212021d TextScriptImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters/ThirdPersonCharacter.meta ================================================ fileFormatVersion: 2 guid: 8912f13e18e67bc478684ec30d73bc64 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Characters.meta ================================================ fileFormatVersion: 2 guid: 8c32f58513a41ef4dab9cb7704c5fb92 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt ================================================ Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game. The CrossPlatformInput sample assets contains two main sections. 1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class. 2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs. For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager. Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification. To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements. When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected. The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons: GetAxis, GetAxisRaw GetButton, GetButtonDown, GetButtonUp Notes for coders: This package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item. Importing the "CrossPlatformInput" package will automatically add a compiler define symbol, "CROSS_PLATFORM_INPUT". 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responseSpeed = 3; // The speed at which the axis touch button responds public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre AxisTouchButton m_PairedWith; // Which button this one is paired with CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input void OnEnable() { if (!CrossPlatformInputManager.AxisExists(axisName)) { // if the axis doesnt exist create a new one in cross platform input m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); } else { m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); } FindPairedButton(); } void FindPairedButton() { // find the other button witch which this button should be paired // (it should have the same axisName) var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[]; if (otherAxisButtons != null) { for (int i = 0; i < otherAxisButtons.Length; i++) { if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this) { m_PairedWith = otherAxisButtons[i]; } } } } void OnDisable() { // The object is disabled so remove it from the cross platform input system m_Axis.Remove(); } public void OnPointerDown(PointerEventData data) { if (m_PairedWith == null) { FindPairedButton(); } // update the axis and record that the button has been pressed this frame m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime)); } public void OnPointerUp(PointerEventData data) { m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime)); } } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta ================================================ fileFormatVersion: 2 guid: 9ab98b66288df7b4fa182075f2f12bd6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput { public class ButtonHandler : MonoBehaviour { public string Name; void OnEnable() { } public void SetDownState() { CrossPlatformInputManager.SetButtonDown(Name); } public void SetUpState() { CrossPlatformInputManager.SetButtonUp(Name); } public void SetAxisPositiveState() { CrossPlatformInputManager.SetAxisPositive(Name); } public void SetAxisNeutralState() { CrossPlatformInputManager.SetAxisZero(Name); } public void SetAxisNegativeState() { CrossPlatformInputManager.SetAxisNegative(Name); } public void Update() { } } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta ================================================ fileFormatVersion: 2 guid: 85bf3be603548374ca46f521a3aa7fda MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput.PlatformSpecific; namespace UnityStandardAssets.CrossPlatformInput { public static class CrossPlatformInputManager { public enum ActiveInputMethod { Hardware, Touch } private static VirtualInput activeInput; private static VirtualInput s_TouchInput; private static VirtualInput s_HardwareInput; static CrossPlatformInputManager() { s_TouchInput = new MobileInput(); s_HardwareInput = new StandaloneInput(); #if MOBILE_INPUT activeInput = s_TouchInput; #else activeInput = s_HardwareInput; #endif } public static void SwitchActiveInputMethod(ActiveInputMethod activeInputMethod) { switch (activeInputMethod) { case ActiveInputMethod.Hardware: activeInput = s_HardwareInput; break; case ActiveInputMethod.Touch: activeInput = s_TouchInput; break; } } public static bool AxisExists(string name) { return activeInput.AxisExists(name); } public static bool ButtonExists(string name) { return activeInput.ButtonExists(name); } public static void RegisterVirtualAxis(VirtualAxis axis) { activeInput.RegisterVirtualAxis(axis); } public static void RegisterVirtualButton(VirtualButton button) { activeInput.RegisterVirtualButton(button); } public static void UnRegisterVirtualAxis(string name) { if (name == null) { throw new ArgumentNullException("name"); } activeInput.UnRegisterVirtualAxis(name); } public static void UnRegisterVirtualButton(string name) { activeInput.UnRegisterVirtualButton(name); } // returns a reference to a named virtual axis if it exists otherwise null public static VirtualAxis VirtualAxisReference(string name) { return activeInput.VirtualAxisReference(name); } // returns the platform appropriate axis for the given name public static float GetAxis(string name) { return GetAxis(name, false); } public static float GetAxisRaw(string name) { return GetAxis(name, true); } // private function handles both types of axis (raw and not raw) private static float GetAxis(string name, bool raw) { return activeInput.GetAxis(name, raw); } // -- Button handling -- public static bool GetButton(string name) { return activeInput.GetButton(name); } public static bool GetButtonDown(string name) { return activeInput.GetButtonDown(name); } public static bool GetButtonUp(string name) { return activeInput.GetButtonUp(name); } public static void SetButtonDown(string name) { activeInput.SetButtonDown(name); } public static void SetButtonUp(string name) { activeInput.SetButtonUp(name); } public static void SetAxisPositive(string name) { activeInput.SetAxisPositive(name); } public static void SetAxisNegative(string name) { activeInput.SetAxisNegative(name); } public static void SetAxisZero(string name) { activeInput.SetAxisZero(name); } public static void SetAxis(string name, float value) { activeInput.SetAxis(name, value); } public static Vector3 mousePosition { get { return activeInput.MousePosition(); } } public static void SetVirtualMousePositionX(float f) { activeInput.SetVirtualMousePositionX(f); } public static void SetVirtualMousePositionY(float f) { activeInput.SetVirtualMousePositionY(f); } public static void SetVirtualMousePositionZ(float f) { activeInput.SetVirtualMousePositionZ(f); } // virtual axis and button classes - applies to mobile input // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation. // Could also be implemented by other input devices - kinect, electronic sensors, etc public class VirtualAxis { public string name { get; private set; } private float m_Value; public bool matchWithInputManager { get; private set; } public VirtualAxis(string name) : this(name, true) { } public VirtualAxis(string name, bool matchToInputSettings) { this.name = name; matchWithInputManager = matchToInputSettings; } // removes an axes from the cross platform input system public void Remove() { UnRegisterVirtualAxis(name); } // a controller gameobject (eg. a virtual thumbstick) should update this class public void Update(float value) { m_Value = value; } public float GetValue { get { return m_Value; } } public float GetValueRaw { get { return m_Value; } } } // a controller gameobject (eg. a virtual GUI button) should call the // 'pressed' function of this class. Other objects can then read the // Get/Down/Up state of this button. public class VirtualButton { public string name { get; private set; } public bool matchWithInputManager { get; private set; } private int m_LastPressedFrame = -5; private int m_ReleasedFrame = -5; private bool m_Pressed; public VirtualButton(string name) : this(name, true) { } public VirtualButton(string name, bool matchToInputSettings) { this.name = name; matchWithInputManager = matchToInputSettings; } // A controller gameobject should call this function when the button is pressed down public void Pressed() { if (m_Pressed) { return; } m_Pressed = true; m_LastPressedFrame = Time.frameCount; } // A controller gameobject should call this function when the button is released public void Released() { m_Pressed = false; m_ReleasedFrame = Time.frameCount; } // the controller gameobject should call Remove when the button is destroyed or disabled public void Remove() { UnRegisterVirtualButton(name); } // these are the states of the button which can be read via the cross platform input system public bool GetButton { get { return m_Pressed; } } public bool GetButtonDown { get { return m_LastPressedFrame - Time.frameCount == -1; } } public bool GetButtonUp { get { return (m_ReleasedFrame == Time.frameCount - 1); } } } } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta ================================================ fileFormatVersion: 2 guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c labels: - Done MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -1010 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput { public class InputAxisScrollbar : MonoBehaviour { public string axis; void Update() { } public void HandleInput(float value) { CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); } } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta ================================================ fileFormatVersion: 2 guid: 7d3269566d48b8447bb48d2259e28f8b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs ================================================ using System; using UnityEngine; using UnityEngine.EventSystems; namespace UnityStandardAssets.CrossPlatformInput { public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler { public enum AxisOption { // Options for which axes to use Both, // Use both OnlyHorizontal, // Only horizontal OnlyVertical // Only vertical } public int MovementRange = 100; public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input Vector3 m_StartPos; bool m_UseX; // Toggle for using the x axis bool m_UseY; // Toggle for using the Y axis CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input void OnEnable() { CreateVirtualAxes(); } void Start() { m_StartPos = transform.position; } void UpdateVirtualAxes(Vector3 value) { var delta = m_StartPos - value; delta.y = -delta.y; delta /= MovementRange; if (m_UseX) { m_HorizontalVirtualAxis.Update(-delta.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(delta.y); } } void CreateVirtualAxes() { // set axes to use m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (m_UseX) { m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); } if (m_UseY) { m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); } } public void OnDrag(PointerEventData data) { Vector3 newPos = Vector3.zero; if (m_UseX) { int delta = (int)(data.position.x - m_StartPos.x); delta = Mathf.Clamp(delta, - MovementRange, MovementRange); newPos.x = delta; } if (m_UseY) { int delta = (int)(data.position.y - m_StartPos.y); delta = Mathf.Clamp(delta, -MovementRange, MovementRange); newPos.y = delta; } transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z); UpdateVirtualAxes(transform.position); } public void OnPointerUp(PointerEventData data) { transform.position = m_StartPos; UpdateVirtualAxes(m_StartPos); } public void OnPointerDown(PointerEventData data) { } void OnDisable() { // remove the joysticks from the cross platform input if (m_UseX) { m_HorizontalVirtualAxis.Remove(); } if (m_UseY) { m_VerticalVirtualAxis.Remove(); } } } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta ================================================ fileFormatVersion: 2 guid: 00c3c865782347f41b6358d9fba14b48 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs ================================================ using System; #if UNITY_EDITOR using UnityEditor; #endif using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput { [ExecuteInEditMode] public class MobileControlRig : MonoBehaviour #if UNITY_EDITOR , UnityEditor.Build.IActiveBuildTargetChanged #endif { // this script enables or disables the child objects of a control rig // depending on whether the USE_MOBILE_INPUT define is declared. // This define is set or unset by a menu item that is included with // the Cross Platform Input package. #if !UNITY_EDITOR void OnEnable() { CheckEnableControlRig(); } #else public int callbackOrder { get { return 1; } } #endif private void Start() { #if UNITY_EDITOR if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play #endif { UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); if (system == null) {//the scene have no event system, spawn one GameObject o = new GameObject("EventSystem"); o.AddComponent(); o.AddComponent(); } } } #if UNITY_EDITOR private void OnEnable() { EditorApplication.update += Update; } private void OnDisable() { EditorApplication.update -= Update; } private void Update() { CheckEnableControlRig(); } #endif private void CheckEnableControlRig() { #if MOBILE_INPUT EnableControlRig(true); #else EnableControlRig(false); #endif } private void EnableControlRig(bool enabled) { foreach (Transform t in transform) { t.gameObject.SetActive(enabled); } } #if UNITY_EDITOR public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) { CheckEnableControlRig(); } #endif } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta ================================================ fileFormatVersion: 2 guid: 71398ce7fbc3a5b4fa50b50bd54317a7 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific { public class MobileInput : VirtualInput { private void AddButton(string name) { // we have not registered this button yet so add it, happens in the constructor CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); } private void AddAxes(string name) { // we have not registered this button yet so add it, happens in the constructor CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); } public override float GetAxis(string name, bool raw) { if (!m_VirtualAxes.ContainsKey(name)) { AddAxes(name); } return m_VirtualAxes[name].GetValue; } public override void SetButtonDown(string name) { if (!m_VirtualButtons.ContainsKey(name)) { AddButton(name); } m_VirtualButtons[name].Pressed(); } public override void SetButtonUp(string name) { if (!m_VirtualButtons.ContainsKey(name)) { AddButton(name); } m_VirtualButtons[name].Released(); } public override void SetAxisPositive(string name) { if (!m_VirtualAxes.ContainsKey(name)) { AddAxes(name); } m_VirtualAxes[name].Update(1f); } public override void SetAxisNegative(string name) { if (!m_VirtualAxes.ContainsKey(name)) { AddAxes(name); } m_VirtualAxes[name].Update(-1f); } public override void SetAxisZero(string name) { if (!m_VirtualAxes.ContainsKey(name)) { AddAxes(name); } m_VirtualAxes[name].Update(0f); } public override void SetAxis(string name, float value) { if (!m_VirtualAxes.ContainsKey(name)) { AddAxes(name); } m_VirtualAxes[name].Update(value); } public override bool GetButtonDown(string name) { if (m_VirtualButtons.ContainsKey(name)) { return m_VirtualButtons[name].GetButtonDown; } AddButton(name); return m_VirtualButtons[name].GetButtonDown; } public override bool GetButtonUp(string name) { if (m_VirtualButtons.ContainsKey(name)) { return m_VirtualButtons[name].GetButtonUp; } AddButton(name); return m_VirtualButtons[name].GetButtonUp; } public override bool GetButton(string name) { if (m_VirtualButtons.ContainsKey(name)) { return m_VirtualButtons[name].GetButton; } AddButton(name); return m_VirtualButtons[name].GetButton; } public override Vector3 MousePosition() { return virtualMousePosition; } } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta ================================================ fileFormatVersion: 2 guid: 9703d53e47195aa4190acd11369ccd1b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific { public class StandaloneInput : VirtualInput { public override float GetAxis(string name, bool raw) { return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); } public override bool GetButton(string name) { return Input.GetButton(name); } public override bool GetButtonDown(string name) { return Input.GetButtonDown(name); } public override bool GetButtonUp(string name) { return Input.GetButtonUp(name); } public override void SetButtonDown(string name) { throw new Exception( " This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetButtonUp(string name) { throw new Exception( " This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetAxisPositive(string name) { throw new Exception( " This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetAxisNegative(string name) { throw new Exception( " This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetAxisZero(string name) { throw new Exception( " This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override void SetAxis(string name, float value) { throw new Exception( " This is not possible to be called for standalone input. Please check your platform and code where this is called"); } public override Vector3 MousePosition() { return Input.mousePosition; } } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta ================================================ fileFormatVersion: 2 guid: 9961032f4f02c4f41997c3ea399d2f22 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta ================================================ fileFormatVersion: 2 guid: 0bc72db1e9dcb9647818df5a07871127 folderAsset: yes timeCreated: 1436977288 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs ================================================ using System; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityStandardAssets.CrossPlatformInput { // helps with managing tilt input on mobile devices public class TiltInput : MonoBehaviour { // options for the various orientations public enum AxisOptions { ForwardAxis, SidewaysAxis, } [Serializable] public class AxisMapping { public enum MappingType { NamedAxis, MousePositionX, MousePositionY, MousePositionZ }; public MappingType type; public string axisName; } public AxisMapping mapping; public AxisOptions tiltAroundAxis = AxisOptions.ForwardAxis; public float fullTiltAngle = 25; public float centreAngleOffset = 0; private CrossPlatformInputManager.VirtualAxis m_SteerAxis; private void OnEnable() { if (mapping.type == AxisMapping.MappingType.NamedAxis) { m_SteerAxis = new CrossPlatformInputManager.VirtualAxis(mapping.axisName); CrossPlatformInputManager.RegisterVirtualAxis(m_SteerAxis); } } private void Update() { float angle = 0; if (Input.acceleration != Vector3.zero) { switch (tiltAroundAxis) { case AxisOptions.ForwardAxis: angle = Mathf.Atan2(Input.acceleration.x, -Input.acceleration.y)*Mathf.Rad2Deg + centreAngleOffset; break; case AxisOptions.SidewaysAxis: angle = Mathf.Atan2(Input.acceleration.z, -Input.acceleration.y)*Mathf.Rad2Deg + centreAngleOffset; break; } } float axisValue = Mathf.InverseLerp(-fullTiltAngle, fullTiltAngle, angle)*2 - 1; switch (mapping.type) { case AxisMapping.MappingType.NamedAxis: m_SteerAxis.Update(axisValue); break; case AxisMapping.MappingType.MousePositionX: CrossPlatformInputManager.SetVirtualMousePositionX(axisValue*Screen.width); break; case AxisMapping.MappingType.MousePositionY: CrossPlatformInputManager.SetVirtualMousePositionY(axisValue*Screen.width); break; case AxisMapping.MappingType.MousePositionZ: CrossPlatformInputManager.SetVirtualMousePositionZ(axisValue*Screen.width); break; } } private void OnDisable() { m_SteerAxis.Remove(); } } } namespace UnityStandardAssets.CrossPlatformInput.Inspector { #if UNITY_EDITOR [CustomPropertyDrawer(typeof (TiltInput.AxisMapping))] public class TiltInputAxisStylePropertyDrawer : PropertyDrawer { public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { EditorGUI.BeginProperty(position, label, property); float x = position.x; float y = position.y; float inspectorWidth = position.width; // Don't make child fields be indented var indent = EditorGUI.indentLevel; EditorGUI.indentLevel = 0; var props = new[] {"type", "axisName"}; var widths = new[] {.4f, .6f}; if (property.FindPropertyRelative("type").enumValueIndex > 0) { // hide name if not a named axis props = new[] {"type"}; widths = new[] {1f}; } const float lineHeight = 18; for (int n = 0; n < props.Length; ++n) { float w = widths[n]*inspectorWidth; // Calculate rects Rect rect = new Rect(x, y, w, lineHeight); x += w; EditorGUI.PropertyField(rect, property.FindPropertyRelative(props[n]), GUIContent.none); } // Set indent back to what it was EditorGUI.indentLevel = indent; EditorGUI.EndProperty(); } } #endif } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta ================================================ fileFormatVersion: 2 guid: 5c2d84226fbbaf94e9c1451f1c39b06a labels: - Not - Fully - Implemented MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: -1001 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs ================================================ using System; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; namespace UnityStandardAssets.CrossPlatformInput { [RequireComponent(typeof(Image))] public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler { // Options for which axes to use public enum AxisOption { Both, // Use both OnlyHorizontal, // Only horizontal OnlyVertical // Only vertical } public enum ControlStyle { Absolute, // operates from teh center of the image Relative, // operates from the center of the initial touch Swipe, // swipe to touch touch no maintained center } public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input public float Xsensitivity = 1f; public float Ysensitivity = 1f; Vector3 m_StartPos; Vector2 m_PreviousDelta; Vector3 m_JoytickOutput; bool m_UseX; // Toggle for using the x axis bool m_UseY; // Toggle for using the Y axis CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input bool m_Dragging; int m_Id = -1; Vector2 m_PreviousTouchPos; // swipe style control touch #if !UNITY_EDITOR private Vector3 m_Center; private Image m_Image; #else Vector3 m_PreviousMouse; #endif void OnEnable() { CreateVirtualAxes(); } void Start() { #if !UNITY_EDITOR m_Image = GetComponent(); m_Center = m_Image.transform.position; #endif } void CreateVirtualAxes() { // set axes to use m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); // create new axes based on axes to use if (m_UseX) { m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); } if (m_UseY) { m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); } } void UpdateVirtualAxes(Vector3 value) { value = value.normalized; if (m_UseX) { m_HorizontalVirtualAxis.Update(value.x); } if (m_UseY) { m_VerticalVirtualAxis.Update(value.y); } } public void OnPointerDown(PointerEventData data) { m_Dragging = true; m_Id = data.pointerId; #if !UNITY_EDITOR if (controlStyle != ControlStyle.Absolute ) m_Center = data.position; #endif } void Update() { if (!m_Dragging) { return; } if (Input.touchCount >= m_Id + 1 && m_Id != -1) { #if !UNITY_EDITOR if (controlStyle == ControlStyle.Swipe) { m_Center = m_PreviousTouchPos; m_PreviousTouchPos = Input.touches[m_Id].position; } Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized; pointerDelta.x *= Xsensitivity; pointerDelta.y *= Ysensitivity; #else Vector2 pointerDelta; pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x; pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y; m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f); #endif UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0)); } } public void OnPointerUp(PointerEventData data) { m_Dragging = false; m_Id = -1; UpdateVirtualAxes(Vector3.zero); } void OnDisable() { if (CrossPlatformInputManager.AxisExists(horizontalAxisName)) CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName); if (CrossPlatformInputManager.AxisExists(verticalAxisName)) CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName); } } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta ================================================ fileFormatVersion: 2 guid: 1caf40fc8bebb6b43b2550c05ca791d6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs ================================================ using System; using System.Collections.Generic; using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput { public abstract class VirtualInput { public Vector3 virtualMousePosition { get; private set; } protected Dictionary m_VirtualAxes = new Dictionary(); // Dictionary to store the name relating to the virtual axes protected Dictionary m_VirtualButtons = new Dictionary(); protected List m_AlwaysUseVirtual = new List(); // list of the axis and button names that have been flagged to always use a virtual axis or button public bool AxisExists(string name) { return m_VirtualAxes.ContainsKey(name); } public bool ButtonExists(string name) { return m_VirtualButtons.ContainsKey(name); } public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) { // check if we already have an axis with that name and log and error if we do if (m_VirtualAxes.ContainsKey(axis.name)) { Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); } else { // add any new axes m_VirtualAxes.Add(axis.name, axis); // if we dont want to match with the input manager setting then revert to always using virtual if (!axis.matchWithInputManager) { m_AlwaysUseVirtual.Add(axis.name); } } } public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button) { // check if already have a buttin with that name and log an error if we do if (m_VirtualButtons.ContainsKey(button.name)) { Debug.LogError("There is already a virtual button named " + button.name + " registered."); } else { // add any new buttons m_VirtualButtons.Add(button.name, button); // if we dont want to match to the input manager then always use a virtual axis if (!button.matchWithInputManager) { m_AlwaysUseVirtual.Add(button.name); } } } public void UnRegisterVirtualAxis(string name) { // if we have an axis with that name then remove it from our dictionary of registered axes if (m_VirtualAxes.ContainsKey(name)) { m_VirtualAxes.Remove(name); } } public void UnRegisterVirtualButton(string name) { // if we have a button with this name then remove it from our dictionary of registered buttons if (m_VirtualButtons.ContainsKey(name)) { m_VirtualButtons.Remove(name); } } // returns a reference to a named virtual axis if it exists otherwise null public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name) { return m_VirtualAxes.ContainsKey(name) ? m_VirtualAxes[name] : null; } public void SetVirtualMousePositionX(float f) { virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z); } public void SetVirtualMousePositionY(float f) { virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z); } public void SetVirtualMousePositionZ(float f) { virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f); } public abstract float GetAxis(string name, bool raw); public abstract bool GetButton(string name); public abstract bool GetButtonDown(string name); public abstract bool GetButtonUp(string name); public abstract void SetButtonDown(string name); public abstract void SetButtonUp(string name); public abstract void SetAxisPositive(string name); public abstract void SetAxisNegative(string name); public abstract void SetAxisZero(string name); public abstract void SetAxis(string name, float value); public abstract Vector3 MousePosition(); } } ================================================ FILE: Portal/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs.meta ================================================ 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Portal/Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs ================================================ using System; using System.Collections.Generic; using UnityEditor; namespace UnityStandardAssets.CrossPlatformInput.Inspector { [InitializeOnLoad] public class CrossPlatformInitialize { // Custom compiler defines: // // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). // MOBILE_INPUT : denotes that mobile input should be used right now! static CrossPlatformInitialize() { var defines = GetDefinesList(buildTargetGroups[0]); if (!defines.Contains("CROSS_PLATFORM_INPUT")) { SetEnabled("CROSS_PLATFORM_INPUT", true, false); SetEnabled("MOBILE_INPUT", true, true); } } [MenuItem("Mobile Input/Enable")] private static void Enable() { SetEnabled("MOBILE_INPUT", true, true); switch (EditorUserBuildSettings.activeBuildTarget) { case BuildTarget.Android: case BuildTarget.iOS: case BuildTarget.PSM: case BuildTarget.WSAPlayer: EditorUtility.DisplayDialog("Mobile Input", "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", "OK"); break; default: EditorUtility.DisplayDialog("Mobile Input", "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.", "OK"); break; } } [MenuItem("Mobile Input/Enable", true)] private static bool EnableValidate() { var defines = GetDefinesList(mobileBuildTargetGroups[0]); return !defines.Contains("MOBILE_INPUT"); } [MenuItem("Mobile Input/Disable")] private static void Disable() { SetEnabled("MOBILE_INPUT", false, true); switch (EditorUserBuildSettings.activeBuildTarget) { case BuildTarget.Android: case BuildTarget.iOS: EditorUtility.DisplayDialog("Mobile Input", "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.", "OK"); break; } } [MenuItem("Mobile Input/Disable", true)] private static bool DisableValidate() { var defines = GetDefinesList(mobileBuildTargetGroups[0]); return defines.Contains("MOBILE_INPUT"); } private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[] { BuildTargetGroup.Standalone, BuildTargetGroup.Android, BuildTargetGroup.iOS }; private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[] { BuildTargetGroup.Android, BuildTargetGroup.iOS, BuildTargetGroup.PSM, BuildTargetGroup.WSA }; private static void SetEnabled(string defineName, bool enable, bool mobile) { //Debug.Log("setting "+defineName+" to "+enable); foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups) { var defines = GetDefinesList(group); if (enable) { if (defines.Contains(defineName)) { return; } defines.Add(defineName); } else { if (!defines.Contains(defineName)) { return; } while (defines.Contains(defineName)) { defines.Remove(defineName); } } string definesString = string.Join(";", defines.ToArray()); PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString); } } private static List GetDefinesList(BuildTargetGroup group) { return new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); } } } ================================================ FILE: Portal/Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta ================================================ fileFormatVersion: 2 guid: db7667203062c644ea1877077e30ebd6 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Editor/CrossPlatformInput.meta ================================================ fileFormatVersion: 2 guid: 696c0e7b8c74e1442acbf15c2df9e72d folderAsset: yes timeCreated: 1436977288 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs ================================================ using UnityEngine; using System; using UnityEditor; namespace UnityStandardAssets.Water { [CustomEditor(typeof(GerstnerDisplace))] public class GerstnerDisplaceEditor : Editor { private SerializedObject serObj; public void OnEnable() { serObj = new SerializedObject(target); } public override void OnInspectorGUI() { serObj.Update(); GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject; WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase)); Material sharedWaterMaterial = wb.sharedMaterial; GUILayout.Label("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel); if (sharedWaterMaterial) { Vector4 amplitude = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial); Vector4 frequency = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial); Vector4 steepness = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial); Vector4 speed = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial); Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial); Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial); amplitude = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude); frequency = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency); steepness = EditorGUILayout.Vector4Field("Steepness", steepness); speed = EditorGUILayout.Vector4Field("Speed", speed); directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB); directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD); if (GUI.changed) { WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial); WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial); WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial); WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial); WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial); WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial); } /* Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial); Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial); float firstTilingU = animationTiling.x*100.0F; float firstTilingV = animationTiling.y*100.0F; float firstDirectionU = animationDirection.x; float firstDirectionV = animationDirection.y; float secondTilingU = animationTiling.z*100.0F; float secondTilingV = animationTiling.w*100.0F; float secondDirectionU = animationDirection.z; float secondDirectionV = animationDirection.w; EditorGUILayout.BeginHorizontal (); firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU); firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV); EditorGUILayout.EndHorizontal (); EditorGUILayout.BeginHorizontal (); secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU); secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV); EditorGUILayout.EndHorizontal (); EditorGUILayout.BeginHorizontal (); firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU); firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV); EditorGUILayout.EndHorizontal (); EditorGUILayout.BeginHorizontal (); secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU); secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV); EditorGUILayout.EndHorizontal (); animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV); animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F); WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial); WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial); EditorGUILayout.Separator (); GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel); float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial); heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F); WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial); */ } serObj.ApplyModifiedProperties(); } } } ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 1dfa22e5547fb4a4585ba225887d89dd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs ================================================ using UnityEngine; using UnityEditor; namespace UnityStandardAssets.Water { [CustomEditor(typeof(PlanarReflection))] public class PlanarReflectionEditor : Editor { private SerializedObject serObj; //private SerializedProperty wavesFrequency; // reflection private SerializedProperty reflectionMask; private SerializedProperty reflectSkybox; private SerializedProperty clearColor; bool showKidsWithReflectionHint = false; public void OnEnable() { serObj = new SerializedObject(target); reflectionMask = serObj.FindProperty("reflectionMask"); reflectSkybox = serObj.FindProperty("reflectSkybox"); clearColor = serObj.FindProperty("clearColor"); } public override void OnInspectorGUI() { GUILayout.Label("Render planar reflections and use GrabPass for refractions", EditorStyles.miniBoldLabel); serObj.Update(); EditorGUILayout.PropertyField(reflectionMask, new GUIContent("Reflection layers")); EditorGUILayout.PropertyField(reflectSkybox, new GUIContent("Use skybox")); EditorGUILayout.PropertyField(clearColor, new GUIContent("Clear color")); showKidsWithReflectionHint = EditorGUILayout.BeginToggleGroup("Show all tiles", showKidsWithReflectionHint); if (showKidsWithReflectionHint) { int i = 0; foreach (Transform t in ((PlanarReflection)target).transform) { if (t.GetComponent()) { if (i % 2 == 0) EditorGUILayout.BeginHorizontal(); EditorGUILayout.ObjectField(t, typeof(Transform), true); if (i % 2 == 1) EditorGUILayout.EndHorizontal(); i = (i + 1) % 2; } } if (i > 0) EditorGUILayout.EndHorizontal(); } EditorGUILayout.EndToggleGroup(); serObj.ApplyModifiedProperties(); } } } ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta ================================================ fileFormatVersion: 2 guid: ff3b0e14a61014f50be83e1a18c6d43e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs ================================================ using UnityEngine; using UnityEditor; namespace UnityStandardAssets.Water { [CustomEditor(typeof(SpecularLighting))] public class SpecularLightingEditor : Editor { private SerializedObject serObj; private SerializedProperty specularLight; public void OnEnable() { serObj = new SerializedObject(target); specularLight = serObj.FindProperty("specularLight"); } public override void OnInspectorGUI() { serObj.Update(); GameObject go = ((SpecularLighting)serObj.targetObject).gameObject; WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase)); if (!wb.sharedMaterial) return; if (wb.sharedMaterial.HasProperty("_WorldLightDir")) { GUILayout.Label("Transform casting specular highlights", EditorStyles.miniBoldLabel); EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light")); if (wb.sharedMaterial.HasProperty("_SpecularColor")) WaterEditorUtility.SetMaterialColor( "_SpecularColor", EditorGUILayout.ColorField("Specular", WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)), wb.sharedMaterial); if (wb.sharedMaterial.HasProperty("_Shininess")) WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider( "Specular power", WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial), 0.0F, 500.0F), wb.sharedMaterial); } else GUILayout.Label("The shader doesn't have the needed _WorldLightDir property.", EditorStyles.miniBoldLabel); serObj.ApplyModifiedProperties(); } } } ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 33f51eb21122c4ca6a199d561065ae30 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs ================================================ using UnityEngine; using UnityEditor; namespace UnityStandardAssets.Water { [CustomEditor(typeof(WaterBase))] public class WaterBaseEditor : Editor { public GameObject oceanBase; private WaterBase waterBase; private Material oceanMaterial = null; private SerializedObject serObj; private SerializedProperty sharedMaterial; public SerializedProperty waterQuality; public SerializedProperty edgeBlend; public void OnEnable() { serObj = new SerializedObject(target); sharedMaterial = serObj.FindProperty("sharedMaterial"); waterQuality = serObj.FindProperty("waterQuality"); edgeBlend = serObj.FindProperty("edgeBlend"); } public override void OnInspectorGUI() { serObj.Update(); waterBase = (WaterBase)serObj.targetObject; oceanBase = ((WaterBase)serObj.targetObject).gameObject; if (!oceanBase) return; GUILayout.Label("This script helps adjusting water material properties", EditorStyles.miniBoldLabel); EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material")); oceanMaterial = (Material)sharedMaterial.objectReferenceValue; if (!oceanMaterial) { sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform); serObj.ApplyModifiedProperties(); oceanMaterial = (Material)sharedMaterial.objectReferenceValue; if (!oceanMaterial) return; } EditorGUILayout.Separator(); GUILayout.Label("Overall Quality", EditorStyles.boldLabel); EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality")); EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?")); if (waterQuality.intValue > (int)WaterQuality.Low) EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning); if (edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning); EditorGUILayout.Separator(); bool hasShore = oceanMaterial.HasProperty("_ShoreTex"); GUILayout.Label("Main Colors", EditorStyles.boldLabel); GUILayout.Label("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel); WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial); WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial); EditorGUILayout.Separator(); GUILayout.Label("Main Textures", EditorStyles.boldLabel); GUILayout.Label("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel); WaterEditorUtility.SetMaterialTexture("_BumpMap", (Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); if (hasShore) WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); Vector4 animationTiling; Vector4 animationDirection; Vector2 firstTiling; Vector2 secondTiling; Vector2 firstDirection; Vector2 secondDirection; animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial); animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial); firstTiling = new Vector2(animationTiling.x * 100.0F, animationTiling.y * 100.0F); secondTiling = new Vector2(animationTiling.z * 100.0F, animationTiling.w * 100.0F); firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling); secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling); //firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x); //firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y); //secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x); //secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y); firstDirection = new Vector2(animationDirection.x, animationDirection.y); secondDirection = new Vector2(animationDirection.z, animationDirection.w); //firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x); //firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y); //secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x); //secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y); firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection); secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection); animationTiling = new Vector4(firstTiling.x / 100.0F, firstTiling.y / 100.0F, secondTiling.x / 100.0F, secondTiling.y / 100.0F); animationDirection = new Vector4(firstDirection.x, firstDirection.y, secondDirection.x, secondDirection.y); WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial); WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial); Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial); Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial); EditorGUILayout.Separator(); GUILayout.Label("Normals", EditorStyles.boldLabel); GUILayout.Label("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel); float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial); gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F); WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial); displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F); displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F); // fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f); EditorGUILayout.Separator(); GUILayout.Label("Fresnel", EditorStyles.boldLabel); GUILayout.Label("Defines reflection to refraction relation", EditorStyles.miniBoldLabel); if (!oceanMaterial.HasProperty("_Fresnel")) { if (oceanMaterial.HasProperty("_FresnelScale")) { float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F); WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial); } displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F); displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F); } else { Texture fresnelTex = (Texture)EditorGUILayout.ObjectField( "Ramp", (Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel", oceanMaterial), typeof(Texture), false); WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial); } EditorGUILayout.Separator(); WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial); if (edgeBlend.boolValue) { GUILayout.Label("Fading", EditorStyles.boldLabel); fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f); if (hasShore) fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.001f, 3.0f); fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f); WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial); } EditorGUILayout.Separator(); if (oceanMaterial.HasProperty("_Foam")) { GUILayout.Label("Foam", EditorStyles.boldLabel); Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial); foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F); foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F); WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial); } serObj.ApplyModifiedProperties(); } } } ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 9c2c627f6fe3945b39581fc103d32251 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs ================================================ using UnityEngine; using UnityEditor; class WaterEditorUtility { // helper functions to retrieve & set material values public static float GetMaterialFloat(System.String name, Material mat) { return mat.GetFloat(name); } public static void SetMaterialFloat(System.String name, float f, Material mat) { mat.SetFloat(name, f); } public static Color GetMaterialColor(System.String name, Material mat) { return mat.GetColor(name); } public static void SetMaterialColor(System.String name, Color color, Material mat) { mat.SetColor(name, color); } public static Vector4 GetMaterialVector(System.String name, Material mat) { return mat.GetVector(name); } public static void SetMaterialVector(System.String name, Vector4 vector, Material mat) { mat.SetVector(name, vector); } public static Texture GetMaterialTexture(System.String theName, Material mat) { return mat.GetTexture(theName); } public static void SetMaterialTexture(System.String theName, Texture parameter, Material mat) { mat.SetTexture(theName, parameter); } public static Material LocateValidWaterMaterial(Transform parent) { if(parent.GetComponent() && parent.GetComponent().sharedMaterial) return parent.GetComponent().sharedMaterial; foreach( Transform t in parent) { if(t.GetComponent() && t.GetComponent().sharedMaterial) return t.GetComponent().sharedMaterial; } return null; } public static void CurveGui (System.String name, SerializedObject serObj, Color color) { AnimationCurve curve = new AnimationCurve(new Keyframe(0, 0.0f, 1.0f, 1.0f), new Keyframe(1, 1.0f, 1.0f, 1.0f)); curve = EditorGUILayout.CurveField(new GUIContent (name), curve, color, new Rect (0.0f,0.0f,1.0f,1.0f)); //if (GUI.changed) { // AnimationCurveChanged(((WaterBase)serObj.targetObject).sharedMaterial, curve); //((WaterBase)serObj.targetObject).gameObject.SendMessage ("AnimationCurveChanged", SendMessageOptions.DontRequireReceiver); //} } /* public static void AnimationCurveChanged(Material sharedMaterial, AnimationCurve fresnelCurve) { Debug.Log("AnimationCurveChanged"); Texture2D fresnel = (Texture2D)sharedMaterial.GetTexture("_Fresnel"); if(!fresnel) fresnel = new Texture2D(256,1); for (int i = 0; i < 256; i++) { float val = Mathf.Clamp01(fresnelCurve.Evaluate((float)i)/255.0f); Debug.Log(""+(((float)i)/255.0f) +": "+val); fresnel.SetPixel(i, 0, new Color(val,val,val,val)); } fresnel.Apply(); sharedMaterial.SetTexture("_Fresnel", fresnel); } */ } ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4/WaterEditorUtility.cs.meta ================================================ fileFormatVersion: 2 guid: f67f2bac30f824d4f8270bb8bb0779df MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water/Water4.meta ================================================ fileFormatVersion: 2 guid: 66207ff69de6b4d73a445036c3a195f6 DefaultImporter: userData: ================================================ FILE: Portal/Assets/Standard Assets/Editor/Water.meta ================================================ fileFormatVersion: 2 guid: 498e1d885dcf89b43ba3396ada0c7e7e folderAsset: yes timeCreated: 1430834358 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/Standard Assets/Editor.meta ================================================ fileFormatVersion: 2 guid: 8f7308500f322e644817ccfc3e0a17a5 folderAsset: yes timeCreated: 1436977287 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction/Materials/GlassRefractive.mat ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: serializedVersion: 3 m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: GlassRefractive m_Shader: {fileID: 4800000, guid: 963484209d11fd7f110076aa44295342, type: 3} m_ShaderKeywords: [] m_CustomRenderQueue: -1 m_SavedProperties: serializedVersion: 2 m_TexEnvs: data: first: name: _MainTex second: m_Texture: {fileID: 2800000, guid: 19555d7d9d114c7f1100f5ab44295342, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} data: first: name: _BumpMap second: m_Texture: {fileID: 2800000, guid: 4b8d081e9d114c7f1100f5ab44295342, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: data: first: name: _Shininess second: 1 data: first: name: _BumpAmt second: 128 m_Colors: data: first: name: _Color second: {r: .423392087, g: .423392087, b: .423392087, a: 0} data: first: name: _SpecColor second: {r: .981927693, g: .963855445, b: 1, a: 1} --- !u!1002 &2100001 EditorExtensionImpl: serializedVersion: 6 ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction/Materials/GlassRefractive.mat.meta ================================================ fileFormatVersion: 2 guid: 848918a99d11f25f110026ca44295342 NativeFormatImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction/Materials.meta ================================================ fileFormatVersion: 2 guid: db69b3da6ede2444b92c479f24b48999 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader ================================================ // Per pixel bumped refraction. // Uses a normal map to distort the image behind, and // an additional texture to tint the color. Shader "FX/Glass/Stained BumpDistort" { Properties { _BumpAmt ("Distortion", range (0,128)) = 10 _MainTex ("Tint Color (RGB)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } Category { // We must be transparent, so other objects are drawn before this one. Tags { "Queue"="Transparent" "RenderType"="Opaque" } SubShader { // This pass grabs the screen behind the object into a texture. // We can access the result in the next pass as _GrabTexture GrabPass { Name "BASE" Tags { "LightMode" = "Always" } } // Main pass: Take the texture grabbed above and use the bumpmap to perturb it // on to the screen Pass { Name "BASE" Tags { "LightMode" = "Always" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord: TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float4 uvgrab : TEXCOORD0; float2 uvbump : TEXCOORD1; float2 uvmain : TEXCOORD2; UNITY_FOG_COORDS(3) }; float _BumpAmt; float4 _BumpMap_ST; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uvgrab = ComputeGrabScreenPos(o.vertex); o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap ); o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); UNITY_TRANSFER_FOG(o,o.vertex); return o; } sampler2D _GrabTexture; float4 _GrabTexture_TexelSize; sampler2D _BumpMap; sampler2D _MainTex; half4 frag (v2f i) : SV_Target { #if UNITY_SINGLE_PASS_STEREO i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w); #endif // calculate perturbed coordinates half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy; #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5) i.uvgrab.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(i.uvgrab.z) + i.uvgrab.xy; #else i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy; #endif half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); half4 tint = tex2D(_MainTex, i.uvmain); col *= tint; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } // ------------------------------------------------------------------ // Fallback for older cards and Unity non-Pro SubShader { Blend DstColor Zero Pass { Name "BASE" SetTexture [_MainTex] { combine texture } } } } } ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader.meta ================================================ fileFormatVersion: 2 guid: 963484209d11fd7f110076aa44295342 ShaderImporter: defaultTextures: [] userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction/Shaders.meta ================================================ fileFormatVersion: 2 guid: 194c5f733c7534ed790e101791e86518 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction/Textures/GlassStainedAlbedo.tif.meta ================================================ fileFormatVersion: 2 guid: 19555d7d9d114c7f1100f5ab44295342 TextureImporter: fileIDToRecycleName: {} serializedVersion: 2 mipmaps: mipMapMode: 0 enableMipMap: 1 linearTexture: 0 correctGamma: 0 fadeOut: 0 borderMipMap: 0 mipMapFadeDistanceStart: 2 mipMapFadeDistanceEnd: 3 bumpmap: convertToNormalMap: 0 externalNormalMap: 0 heightScale: .25 normalMapFilter: 0 isReadable: 0 grayScaleToAlpha: 0 generateCubemap: 0 cubemapConvolution: 0 cubemapConvolutionSteps: 8 cubemapConvolutionExponent: 1.5 seamlessCubemap: 0 textureFormat: -1 maxTextureSize: 256 textureSettings: filterMode: 2 aniso: 1 mipBias: 0 wrapMode: 0 nPOTScale: 1 lightmap: 0 rGBM: 0 compressionQuality: 50 spriteMode: 0 spriteExtrude: 1 spriteMeshType: 1 alignment: 0 spritePivot: {x: .5, y: .5} spriteBorder: {x: 0, y: 0, z: 0, w: 0} spritePixelsToUnits: 100 alphaIsTransparency: 0 textureType: 0 buildTargetSettings: [] spriteSheet: sprites: [] spritePackingTag: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction/Textures/GlassStainedNormals.tif.meta ================================================ fileFormatVersion: 2 guid: 4b8d081e9d114c7f1100f5ab44295342 TextureImporter: fileIDToRecycleName: {} serializedVersion: 2 mipmaps: mipMapMode: 0 enableMipMap: 1 linearTexture: 1 correctGamma: 0 fadeOut: 0 borderMipMap: 0 mipMapFadeDistanceStart: 2 mipMapFadeDistanceEnd: 3 bumpmap: convertToNormalMap: 1 externalNormalMap: 1 heightScale: .117766477 normalMapFilter: 0 isReadable: 0 grayScaleToAlpha: 0 generateCubemap: 0 cubemapConvolution: 0 cubemapConvolutionSteps: 8 cubemapConvolutionExponent: 1.5 seamlessCubemap: 0 textureFormat: -1 maxTextureSize: 512 textureSettings: filterMode: 2 aniso: 1 mipBias: 0 wrapMode: 0 nPOTScale: 1 lightmap: 0 rGBM: 0 compressionQuality: 50 spriteMode: 0 spriteExtrude: 1 spriteMeshType: 1 alignment: 0 spritePivot: {x: .5, y: .5} spriteBorder: {x: 0, y: 0, z: 0, w: 0} spritePixelsToUnits: 100 alphaIsTransparency: 0 textureType: 1 buildTargetSettings: [] spriteSheet: sprites: [] spritePackingTag: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction/Textures.meta ================================================ fileFormatVersion: 2 guid: 8869f43d702ae4d6d8930649833d6bee folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/GlassRefraction.meta ================================================ fileFormatVersion: 2 guid: 3c788335fe2df44ca9bbf95bc580ce4d folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/ImageEffects/Readme.txt ================================================ The old image effects have been deprecated and moved to the Asset Store: https://www.assetstore.unity3d.com/#!/content/83913 We recommend that you now use the new post-processing stack. 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================================================ // Upgrade NOTE: replaced '_Projector' with 'unity_Projector' // Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip' Shader "Projector/Multiply" { Properties { _ShadowTex ("Cookie", 2D) = "gray" {} _FalloffTex ("FallOff", 2D) = "white" {} } Subshader { Tags {"Queue"="Transparent"} Pass { ZWrite Off ColorMask RGB Blend DstColor Zero Offset -1, -1 CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float4 uvShadow : TEXCOORD0; float4 uvFalloff : TEXCOORD1; UNITY_FOG_COORDS(2) float4 pos : SV_POSITION; }; float4x4 unity_Projector; float4x4 unity_ProjectorClip; v2f vert (float4 vertex : POSITION) { v2f o; o.pos = UnityObjectToClipPos(vertex); o.uvShadow = mul (unity_Projector, vertex); o.uvFalloff = mul (unity_ProjectorClip, vertex); UNITY_TRANSFER_FOG(o,o.pos); return o; } sampler2D _ShadowTex; sampler2D _FalloffTex; fixed4 frag (v2f i) : SV_Target { fixed4 texS 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================================================ FILE: Portal/Assets/Standard Assets/Effects/TessellationShaders/Scenes.meta ================================================ fileFormatVersion: 2 guid: 1553d77f542284c478caca3b413d7c6a folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/TessellationShaders/Shaders/BumpedSpecularDisplacement.shader ================================================ Shader "Tessellation/Bumped Specular (displacement)" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _Parallax ("Height", Range (0.0, 1.0)) = 0.5 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} _EdgeLength ("Edge length", Range(3,50)) = 10 } SubShader { Tags { "RenderType"="Opaque" } LOD 800 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Assets/Effects/ToonShading/Materials.meta ================================================ fileFormatVersion: 2 guid: 280da6451a1e556438ce789a0d7e1f65 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader ================================================ Shader "Toon/Basic" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _MainTex ("Base (RGB)", 2D) = "white" {} _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } } SubShader { Tags { "RenderType"="Opaque" } Pass { Name "BASE" Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _MainTex; samplerCUBE _ToonShade; float4 _MainTex_ST; float4 _Color; struct appdata { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float2 texcoord : TEXCOORD0; float3 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================================================ Shader "Toon/Basic Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (0,0,0,1) _Outline ("Outline width", Range (.002, 0.03)) = .005 _MainTex ("Base (RGB)", 2D) = "white" { } _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } } CGINCLUDE #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; UNITY_FOG_COORDS(0) fixed4 color : COLOR; }; uniform float _Outline; uniform float4 _OutlineColor; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal)); float2 offset = TransformViewToProjection(norm.xy); #ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5) o.pos.xy += offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(o.pos.z) * _Outline; #else o.pos.xy += offset * o.pos.z * 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Start() { m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial; } Camera CreateReflectionCameraFor(Camera cam) { String reflName = gameObject.name + "Reflection" + cam.name; GameObject go = GameObject.Find(reflName); if (!go) { go = new GameObject(reflName, typeof(Camera)); } if (!go.GetComponent(typeof(Camera))) { go.AddComponent(typeof(Camera)); } Camera reflectCamera = go.GetComponent(); reflectCamera.backgroundColor = clearColor; reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; SetStandardCameraParameter(reflectCamera, reflectionMask); if (!reflectCamera.targetTexture) { reflectCamera.targetTexture = CreateTextureFor(cam); } return reflectCamera; } void SetStandardCameraParameter(Camera cam, LayerMask mask) { cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water")); cam.backgroundColor = Color.black; cam.enabled = false; } RenderTexture CreateTextureFor(Camera cam) { RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * 0.5F), Mathf.FloorToInt(cam.pixelHeight * 0.5F), 24); rt.hideFlags = HideFlags.DontSave; return rt; } public void RenderHelpCameras(Camera currentCam) { if (null == m_HelperCameras) { m_HelperCameras = new Dictionary(); } if (!m_HelperCameras.ContainsKey(currentCam)) { m_HelperCameras.Add(currentCam, false); } if (m_HelperCameras[currentCam]) { return; } if (!m_ReflectionCamera) { m_ReflectionCamera = CreateReflectionCameraFor(currentCam); } RenderReflectionFor(currentCam, m_ReflectionCamera); m_HelperCameras[currentCam] = true; } public void LateUpdate() { if (null != m_HelperCameras) { m_HelperCameras.Clear(); } } public void WaterTileBeingRendered(Transform tr, Camera currentCam) { RenderHelpCameras(currentCam); if (m_ReflectionCamera && m_SharedMaterial) { m_SharedMaterial.SetTexture(reflectionSampler, m_ReflectionCamera.targetTexture); } } public void OnEnable() { Shader.EnableKeyword("WATER_REFLECTIVE"); Shader.DisableKeyword("WATER_SIMPLE"); } public void OnDisable() { Shader.EnableKeyword("WATER_SIMPLE"); Shader.DisableKeyword("WATER_REFLECTIVE"); } void RenderReflectionFor(Camera cam, Camera reflectCamera) { if (!reflectCamera) { return; } if (m_SharedMaterial && !m_SharedMaterial.HasProperty(reflectionSampler)) { return; } reflectCamera.cullingMask = reflectionMask & ~(1 << LayerMask.NameToLayer("Water")); SaneCameraSettings(reflectCamera); reflectCamera.backgroundColor = clearColor; reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; if (reflectSkybox) { if (cam.gameObject.GetComponent(typeof(Skybox))) { Skybox sb = (Skybox)reflectCamera.gameObject.GetComponent(typeof(Skybox)); if (!sb) { sb = (Skybox)reflectCamera.gameObject.AddComponent(typeof(Skybox)); } sb.material = ((Skybox)cam.GetComponent(typeof(Skybox))).material; } } GL.invertCulling = true; Transform reflectiveSurface = transform; //waterHeight; Vector3 eulerA = cam.transform.eulerAngles; reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z); reflectCamera.transform.position = cam.transform.position; Vector3 pos = reflectiveSurface.transform.position; pos.y = reflectiveSurface.position.y; Vector3 normal = reflectiveSurface.transform.up; float d = -Vector3.Dot(normal, pos) - clipPlaneOffset; Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); Matrix4x4 reflection = Matrix4x4.zero; reflection = CalculateReflectionMatrix(reflection, reflectionPlane); m_Oldpos = cam.transform.position; Vector3 newpos = reflection.MultiplyPoint(m_Oldpos); reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f); Matrix4x4 projection = cam.projectionMatrix; projection = CalculateObliqueMatrix(projection, clipPlane); reflectCamera.projectionMatrix = projection; reflectCamera.transform.position = newpos; Vector3 euler = cam.transform.eulerAngles; reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); reflectCamera.Render(); GL.invertCulling = false; } void SaneCameraSettings(Camera helperCam) { helperCam.depthTextureMode = DepthTextureMode.None; helperCam.backgroundColor = Color.black; helperCam.clearFlags = CameraClearFlags.SolidColor; helperCam.renderingPath = RenderingPath.Forward; } static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane) { Vector4 q = projection.inverse * new Vector4( Sgn(clipPlane.x), Sgn(clipPlane.y), 1.0F, 1.0F ); Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q))); // third row = clip plane - fourth row projection[2] = c.x - projection[3]; projection[6] = c.y - projection[7]; projection[10] = c.z - projection[11]; projection[14] = c.w - projection[15]; return projection; } static Matrix4x4 CalculateReflectionMatrix(Matrix4x4 reflectionMat, Vector4 plane) { reflectionMat.m00 = (1.0F - 2.0F * plane[0] * plane[0]); reflectionMat.m01 = (- 2.0F * plane[0] * plane[1]); reflectionMat.m02 = (- 2.0F * plane[0] * plane[2]); reflectionMat.m03 = (- 2.0F * plane[3] * plane[0]); reflectionMat.m10 = (- 2.0F * plane[1] * plane[0]); reflectionMat.m11 = (1.0F - 2.0F * plane[1] * plane[1]); reflectionMat.m12 = (- 2.0F * plane[1] * plane[2]); reflectionMat.m13 = (- 2.0F * plane[3] * plane[1]); reflectionMat.m20 = (- 2.0F * plane[2] * plane[0]); reflectionMat.m21 = (- 2.0F * plane[2] * plane[1]); reflectionMat.m22 = (1.0F - 2.0F * plane[2] * plane[2]); reflectionMat.m23 = (- 2.0F * plane[3] * plane[2]); reflectionMat.m30 = 0.0F; reflectionMat.m31 = 0.0F; reflectionMat.m32 = 0.0F; reflectionMat.m33 = 1.0F; return reflectionMat; } static float Sgn(float a) { if (a > 0.0F) { return 1.0F; } if (a < 0.0F) { return -1.0F; } return 0.0F; } Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) { Vector3 offsetPos = pos + normal * clipPlaneOffset; Matrix4x4 m = cam.worldToCameraMatrix; Vector3 cpos = m.MultiplyPoint(offsetPos); Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); } } } ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta ================================================ fileFormatVersion: 2 guid: 4185bc77c7194462ca3b1097ef4a5de0 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Water { [RequireComponent(typeof(WaterBase))] [ExecuteInEditMode] public class SpecularLighting : MonoBehaviour { public Transform specularLight; private WaterBase m_WaterBase; public void Start() { m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); } public void Update() { if (!m_WaterBase) { m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); } if (specularLight && m_WaterBase.sharedMaterial) { m_WaterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward); } } } } ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta ================================================ fileFormatVersion: 2 guid: de2ab2b9ac93bb544b9552e49030371b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs ================================================ using System; using System.Collections.Generic; using UnityEngine; namespace UnityStandardAssets.Water { [ExecuteInEditMode] // Make water live-update even when not in play mode public class Water : MonoBehaviour { public enum WaterMode { Simple = 0, Reflective = 1, Refractive = 2, }; public WaterMode waterMode = WaterMode.Refractive; public bool disablePixelLights = true; public int textureSize = 256; public float clipPlaneOffset = 0.07f; public LayerMask reflectLayers = -1; public LayerMask refractLayers = -1; private Dictionary m_ReflectionCameras = new Dictionary(); // Camera -> Camera table private Dictionary m_RefractionCameras = new Dictionary(); // Camera -> Camera table private RenderTexture m_ReflectionTexture; private RenderTexture m_RefractionTexture; private WaterMode m_HardwareWaterSupport = WaterMode.Refractive; private int m_OldReflectionTextureSize; private int m_OldRefractionTextureSize; private static bool s_InsideWater; // This is called when it's known that the object will be rendered by some // camera. We render reflections / refractions and do other updates here. // Because the script executes in edit mode, reflections for the scene view // camera will just work! public void OnWillRenderObject() { if (!enabled || !GetComponent() || !GetComponent().sharedMaterial || !GetComponent().enabled) { return; } Camera cam = Camera.current; if (!cam) { return; } // Safeguard from recursive water reflections. if (s_InsideWater) { return; } s_InsideWater = true; // Actual water rendering mode depends on both the current setting AND // the hardware support. There's no point in rendering refraction textures // if they won't be visible in the end. m_HardwareWaterSupport = FindHardwareWaterSupport(); WaterMode mode = GetWaterMode(); Camera reflectionCamera, refractionCamera; CreateWaterObjects(cam, out reflectionCamera, out refractionCamera); // find out the reflection plane: position and normal in world space Vector3 pos = transform.position; Vector3 normal = transform.up; // Optionally disable pixel lights for reflection/refraction int oldPixelLightCount = QualitySettings.pixelLightCount; if (disablePixelLights) { QualitySettings.pixelLightCount = 0; } UpdateCameraModes(cam, reflectionCamera); UpdateCameraModes(cam, refractionCamera); // Render reflection if needed if (mode >= WaterMode.Reflective) { // Reflect camera around reflection plane float d = -Vector3.Dot(normal, pos) - clipPlaneOffset; Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); Matrix4x4 reflection = Matrix4x4.zero; CalculateReflectionMatrix(ref reflection, reflectionPlane); Vector3 oldpos = cam.transform.position; Vector3 newpos = reflection.MultiplyPoint(oldpos); reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; // Setup oblique projection matrix so that near plane is our reflection // plane. This way we clip everything below/above it for free. Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f); reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); // Set custom culling matrix from the current camera reflectionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix; reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer reflectionCamera.targetTexture = m_ReflectionTexture; bool oldCulling = GL.invertCulling; GL.invertCulling = !oldCulling; reflectionCamera.transform.position = newpos; Vector3 euler = cam.transform.eulerAngles; reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); reflectionCamera.Render(); reflectionCamera.transform.position = oldpos; GL.invertCulling = oldCulling; GetComponent().sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture); } // Render refraction if (mode >= WaterMode.Refractive) { refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix; // Setup oblique projection matrix so that near plane is our reflection // plane. This way we clip everything below/above it for free. Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f); refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); // Set custom culling matrix from the current camera refractionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix; refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer refractionCamera.targetTexture = m_RefractionTexture; refractionCamera.transform.position = cam.transform.position; refractionCamera.transform.rotation = cam.transform.rotation; refractionCamera.Render(); GetComponent().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture); } // Restore pixel light count if (disablePixelLights) { QualitySettings.pixelLightCount = oldPixelLightCount; } // Setup shader keywords based on water mode switch (mode) { case WaterMode.Simple: Shader.EnableKeyword("WATER_SIMPLE"); Shader.DisableKeyword("WATER_REFLECTIVE"); Shader.DisableKeyword("WATER_REFRACTIVE"); break; case WaterMode.Reflective: Shader.DisableKeyword("WATER_SIMPLE"); Shader.EnableKeyword("WATER_REFLECTIVE"); Shader.DisableKeyword("WATER_REFRACTIVE"); break; case WaterMode.Refractive: Shader.DisableKeyword("WATER_SIMPLE"); Shader.DisableKeyword("WATER_REFLECTIVE"); Shader.EnableKeyword("WATER_REFRACTIVE"); break; } s_InsideWater = false; } // Cleanup all the objects we possibly have created void OnDisable() { if (m_ReflectionTexture) { DestroyImmediate(m_ReflectionTexture); m_ReflectionTexture = null; } if (m_RefractionTexture) { DestroyImmediate(m_RefractionTexture); m_RefractionTexture = null; } foreach (var kvp in m_ReflectionCameras) { DestroyImmediate((kvp.Value).gameObject); } m_ReflectionCameras.Clear(); foreach (var kvp in m_RefractionCameras) { DestroyImmediate((kvp.Value).gameObject); } m_RefractionCameras.Clear(); } // This just sets up some matrices in the material; for really // old cards to make water texture scroll. void Update() { if (!GetComponent()) { return; } Material mat = GetComponent().sharedMaterial; if (!mat) { return; } Vector4 waveSpeed = mat.GetVector("WaveSpeed"); float waveScale = mat.GetFloat("_WaveScale"); Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f); // Time since level load, and do intermediate calculations with doubles double t = Time.timeSinceLevelLoad / 20.0; Vector4 offsetClamped = new Vector4( (float)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0), (float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0), (float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0), (float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0) ); mat.SetVector("_WaveOffset", offsetClamped); mat.SetVector("_WaveScale4", waveScale4); } void UpdateCameraModes(Camera src, Camera dest) { if (dest == null) { return; } // set water camera to clear the same way as current camera dest.clearFlags = src.clearFlags; dest.backgroundColor = src.backgroundColor; if (src.clearFlags == CameraClearFlags.Skybox) { Skybox sky = src.GetComponent(); Skybox mysky = dest.GetComponent(); if (!sky || !sky.material) { mysky.enabled = false; } else { mysky.enabled = true; mysky.material = sky.material; } } // update other values to match current camera. // even if we are supplying custom camera&projection matrices, // some of values are used elsewhere (e.g. skybox uses far plane) dest.farClipPlane = src.farClipPlane; dest.nearClipPlane = src.nearClipPlane; dest.orthographic = src.orthographic; dest.fieldOfView = src.fieldOfView; dest.aspect = src.aspect; dest.orthographicSize = src.orthographicSize; } // On-demand create any objects we need for water void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera) { WaterMode mode = GetWaterMode(); reflectionCamera = null; refractionCamera = null; if (mode >= WaterMode.Reflective) { // Reflection render texture if (!m_ReflectionTexture || m_OldReflectionTextureSize != textureSize) { if (m_ReflectionTexture) { DestroyImmediate(m_ReflectionTexture); } m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16); m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID(); m_ReflectionTexture.isPowerOfTwo = true; m_ReflectionTexture.hideFlags = HideFlags.DontSave; m_OldReflectionTextureSize = textureSize; } // Camera for reflection m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera); if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO { GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); reflectionCamera = go.GetComponent(); reflectionCamera.enabled = false; reflectionCamera.transform.position = transform.position; reflectionCamera.transform.rotation = transform.rotation; reflectionCamera.gameObject.AddComponent(); go.hideFlags = HideFlags.HideAndDontSave; m_ReflectionCameras[currentCamera] = reflectionCamera; } } if (mode >= WaterMode.Refractive) { // Refraction render texture if (!m_RefractionTexture || m_OldRefractionTextureSize != textureSize) { if (m_RefractionTexture) { DestroyImmediate(m_RefractionTexture); } m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16); m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID(); m_RefractionTexture.isPowerOfTwo = true; m_RefractionTexture.hideFlags = HideFlags.DontSave; m_OldRefractionTextureSize = textureSize; } // Camera for refraction m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera); if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO { GameObject go = new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); refractionCamera = go.GetComponent(); refractionCamera.enabled = false; refractionCamera.transform.position = transform.position; refractionCamera.transform.rotation = transform.rotation; refractionCamera.gameObject.AddComponent(); go.hideFlags = HideFlags.HideAndDontSave; m_RefractionCameras[currentCamera] = refractionCamera; } } } WaterMode GetWaterMode() { if (m_HardwareWaterSupport < waterMode) { return m_HardwareWaterSupport; } return waterMode; } WaterMode FindHardwareWaterSupport() { if (!GetComponent()) { return WaterMode.Simple; } Material mat = GetComponent().sharedMaterial; if (!mat) { return WaterMode.Simple; } string mode = mat.GetTag("WATERMODE", false); if (mode == "Refractive") { return WaterMode.Refractive; } if (mode == "Reflective") { return WaterMode.Reflective; } return WaterMode.Simple; } // Given position/normal of the plane, calculates plane in camera space. Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) { Vector3 offsetPos = pos + normal * clipPlaneOffset; Matrix4x4 m = cam.worldToCameraMatrix; Vector3 cpos = m.MultiplyPoint(offsetPos); Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); } // Calculates reflection matrix around the given plane static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane) { reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]); reflectionMat.m01 = (- 2F * plane[0] * plane[1]); reflectionMat.m02 = (- 2F * plane[0] * plane[2]); reflectionMat.m03 = (- 2F * plane[3] * plane[0]); reflectionMat.m10 = (- 2F * plane[1] * plane[0]); reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]); reflectionMat.m12 = (- 2F * plane[1] * plane[2]); reflectionMat.m13 = (- 2F * plane[3] * plane[1]); reflectionMat.m20 = (- 2F * plane[2] * plane[0]); reflectionMat.m21 = (- 2F * plane[2] * plane[1]); reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]); reflectionMat.m23 = (- 2F * plane[3] * plane[2]); reflectionMat.m30 = 0F; reflectionMat.m31 = 0F; reflectionMat.m32 = 0F; reflectionMat.m33 = 1F; } } } ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta ================================================ fileFormatVersion: 2 guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Water { public enum WaterQuality { High = 2, Medium = 1, Low = 0, } [ExecuteInEditMode] public class WaterBase : MonoBehaviour { public Material sharedMaterial; public WaterQuality waterQuality = WaterQuality.High; public bool edgeBlend = true; public void UpdateShader() { if (waterQuality > WaterQuality.Medium) { sharedMaterial.shader.maximumLOD = 501; } else if (waterQuality > WaterQuality.Low) { sharedMaterial.shader.maximumLOD = 301; } else { sharedMaterial.shader.maximumLOD = 201; } // If the system does not support depth textures (ie. NaCl), turn off edge bleeding, // as the shader will render everything as transparent if the depth texture is not valid. if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) { edgeBlend = false; } if (edgeBlend) { Shader.EnableKeyword("WATER_EDGEBLEND_ON"); Shader.DisableKeyword("WATER_EDGEBLEND_OFF"); // just to make sure (some peeps might forget to add a water tile to the patches) if (Camera.main) { Camera.main.depthTextureMode |= DepthTextureMode.Depth; } } else { Shader.EnableKeyword("WATER_EDGEBLEND_OFF"); Shader.DisableKeyword("WATER_EDGEBLEND_ON"); } } public void WaterTileBeingRendered(Transform tr, Camera currentCam) { if (currentCam && edgeBlend) { currentCam.depthTextureMode |= DepthTextureMode.Depth; } } public void Update() { if (sharedMaterial) { UpdateShader(); } } } } ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta ================================================ fileFormatVersion: 2 guid: a1da353243062479a9b31c85074a796b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Water { [ExecuteInEditMode] public class WaterTile : MonoBehaviour { public PlanarReflection reflection; public WaterBase waterBase; public void Start() { AcquireComponents(); } void AcquireComponents() { if (!reflection) { if (transform.parent) { reflection = transform.parent.GetComponent(); } else { reflection = transform.GetComponent(); } } if (!waterBase) { if (transform.parent) { waterBase = transform.parent.GetComponent(); } else { waterBase = transform.GetComponent(); } } } #if UNITY_EDITOR public void Update() { AcquireComponents(); } #endif public void OnWillRenderObject() { if (reflection) { reflection.WaterTileBeingRendered(transform, Camera.current); } if (waterBase) { waterBase.WaterTileBeingRendered(transform, Camera.current); } } } } ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta ================================================ fileFormatVersion: 2 guid: 2a91e8dd37cdd41efb4859b65aced7a2 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Scripts.meta ================================================ fileFormatVersion: 2 guid: b5b8c0f9acc2944f086c02cb83f4ae76 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader ================================================ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "FX/Water" { Properties { _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063 _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44 _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40 _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1) [NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {} [NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {} WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) [NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {} _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1) [HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {} [HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {} } // ----------------------------------------------------------- // Fragment program cards Subshader { Tags { "WaterMode"="Refractive" "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE #if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) #define HAS_REFLECTION 1 #endif #if defined (WATER_REFRACTIVE) #define HAS_REFRACTION 1 #endif #include "UnityCG.cginc" uniform float4 _WaveScale4; uniform float4 _WaveOffset; #if HAS_REFLECTION uniform float _ReflDistort; #endif #if HAS_REFRACTION uniform float _RefrDistort; #endif struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) float4 ref : TEXCOORD0; float2 bumpuv0 : TEXCOORD1; float2 bumpuv1 : TEXCOORD2; float3 viewDir : TEXCOORD3; #else float2 bumpuv0 : TEXCOORD0; float2 bumpuv1 : TEXCOORD1; float3 viewDir : TEXCOORD2; #endif UNITY_FOG_COORDS(4) }; v2f vert(appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); // scroll bump waves float4 temp; float4 wpos = mul (unity_ObjectToWorld, v.vertex); temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset; o.bumpuv0 = temp.xy; o.bumpuv1 = temp.wz; // object space view direction (will normalize per pixel) o.viewDir.xzy = WorldSpaceViewDir(v.vertex); #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) o.ref = ComputeNonStereoScreenPos(o.pos); #endif UNITY_TRANSFER_FOG(o,o.pos); return o; } #if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) sampler2D _ReflectionTex; #endif #if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE) sampler2D _ReflectiveColor; #endif #if defined (WATER_REFRACTIVE) sampler2D _Fresnel; sampler2D _RefractionTex; uniform float4 _RefrColor; #endif #if defined (WATER_SIMPLE) uniform float4 _HorizonColor; #endif sampler2D _BumpMap; half4 frag( v2f i ) : SV_Target { i.viewDir = normalize(i.viewDir); // combine two scrolling bumpmaps into one half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb; half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb; half3 bump = (bump1 + bump2) * 0.5; // fresnel factor half fresnelFac = dot( i.viewDir, bump ); // perturb reflection/refraction UVs by bumpmap, and lookup colors #if HAS_REFLECTION float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort; half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) ); #endif #if HAS_REFRACTION float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort; half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor; #endif // final color is between refracted and reflected based on fresnel half4 color; #if defined(WATER_REFRACTIVE) half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) ); color = lerp( refr, refl, fresnel ); #endif #if defined(WATER_REFLECTIVE) half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) ); color.rgb = lerp( water.rgb, refl.rgb, water.a ); color.a = refl.a * water.a; #endif #if defined(WATER_SIMPLE) half4 water = tex2D( _ReflectiveColor, 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================================================ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "FX/Water4" { Properties { _ReflectionTex ("Internal reflection", 2D) = "white" {} _MainTex ("Fallback texture", 2D) = "black" {} _ShoreTex ("Shore & Foam texture ", 2D) = "black" {} _BumpMap ("Normals ", 2D) = "bump" {} _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15) _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0) _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1) _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 _Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0) _GerstnerIntensity("Per vertex displacement", Float) = 1.0 _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) } CGINCLUDE #include "UnityCG.cginc" #include "WaterInclude.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; // interpolator structs struct v2f { float4 pos : SV_POSITION; float4 normalInterpolator : TEXCOORD0; float4 viewInterpolator : TEXCOORD1; float4 bumpCoords : TEXCOORD2; float4 screenPos : TEXCOORD3; float4 grabPassPos : TEXCOORD4; UNITY_FOG_COORDS(5) }; struct v2f_noGrab { float4 pos : SV_POSITION; float4 normalInterpolator : TEXCOORD0; float3 viewInterpolator : TEXCOORD1; float4 bumpCoords : TEXCOORD2; float4 screenPos : TEXCOORD3; UNITY_FOG_COORDS(4) }; struct v2f_simple { float4 pos : SV_POSITION; float4 viewInterpolator : TEXCOORD0; float4 bumpCoords : TEXCOORD1; UNITY_FOG_COORDS(2) }; // textures sampler2D _BumpMap; sampler2D _ReflectionTex; sampler2D _RefractionTex; sampler2D _ShoreTex; sampler2D_float _CameraDepthTexture; // colors in use uniform float4 _RefrColorDepth; uniform float4 _SpecularColor; uniform float4 _BaseColor; uniform float4 _ReflectionColor; // edge & shore fading uniform float4 _InvFadeParemeter; // specularity uniform float _Shininess; uniform float4 _WorldLightDir; // fresnel, vertex & bump displacements & strength uniform float4 _DistortParams; uniform float _FresnelScale; uniform float4 _BumpTiling; uniform float4 _BumpDirection; uniform float4 _GAmplitude; uniform float4 _GFrequency; uniform float4 _GSteepness; uniform float4 _GSpeed; uniform float4 _GDirectionAB; uniform float4 _GDirectionCD; // foam uniform float4 _Foam; // shortcuts #define PER_PIXEL_DISPLACE _DistortParams.x #define REALTIME_DISTORTION _DistortParams.y #define FRESNEL_POWER _DistortParams.z #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz #define FRESNEL_BIAS _DistortParams.w #define NORMAL_DISPLACEMENT_PER_VERTEX _InvFadeParemeter.z // // HQ VERSION // v2f vert(appdata_full v) { v2f o; half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; half3 vtxForAni = (worldSpaceVertex).xzz; half3 nrml; half3 offsets; Gerstner ( offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written _GAmplitude, // amplitude _GFrequency, // frequency _GSteepness, // steepness _GSpeed, // speed _GDirectionAB, // direction # 1, 2 _GDirectionCD // direction # 3, 4 ); v.vertex.xyz += offsets; // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz; o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; o.pos = UnityObjectToClipPos(v.vertex); ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); o.normalInterpolator.xyz = nrml; o.viewInterpolator.w = saturate(offsets.y); o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); UNITY_TRANSFER_FOG(o,o.pos); return o; } half4 frag( v2f i ) : SV_Target { half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); half3 viewVector = normalize(i.viewInterpolator.xyz); half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); half4 screenWithOffset = i.screenPos + distortOffset; half4 grabWithOffset = i.grabPassPos + distortOffset; half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); #ifdef WATER_REFLECTIVE half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); #endif #ifdef WATER_EDGEBLEND_ON if (LinearEyeDepth(refrFix) < i.screenPos.z) rtRefractions = rtRefractionsNoDistort; #endif half3 reflectVector = normalize(reflect(viewVector, worldNormal)); half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); float nh = max (0, dot (worldNormal, -h)); float spec = max(0.0,pow (nh, _Shininess)); half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); #ifdef WATER_EDGEBLEND_ON float depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); depth = LinearEyeDepth(depth); edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); edgeBlendFactors.y = 1.0-edgeBlendFactors.y; #endif // shading for fresnel term worldNormal.xz *= _FresnelScale; half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); // base, depth & reflection colors half4 baseColor = ExtinctColor (_BaseColor, i.viewInterpolator.w * _InvFadeParemeter.w); #ifdef WATER_REFLECTIVE half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); #else half4 reflectionColor = _ReflectionColor; #endif baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); baseColor = baseColor + spec * _SpecularColor; // handle foam half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0); baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y)); baseColor.a = edgeBlendFactors.x; UNITY_APPLY_FOG(i.fogCoord, baseColor); return baseColor; } // // MQ VERSION // v2f_noGrab vert300(appdata_full v) { v2f_noGrab o; half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; half3 vtxForAni = (worldSpaceVertex).xzz; half3 nrml; half3 offsets; Gerstner ( offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written _GAmplitude, // amplitude _GFrequency, // frequency _GSteepness, // steepness _GSpeed, // speed _GDirectionAB, // direction # 1, 2 _GDirectionCD // direction # 3, 4 ); v.vertex.xyz += offsets; // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed half2 tileableUv = mul(unity_ObjectToWorld,v.vertex).xz; o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; o.pos = UnityObjectToClipPos(v.vertex); o.screenPos = ComputeNonStereoScreenPos(o.pos); o.normalInterpolator.xyz = nrml; o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); UNITY_TRANSFER_FOG(o,o.pos); return o; } half4 frag300( v2f_noGrab i ) : SV_Target { half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, normalize(VERTEX_WORLD_NORMAL), PER_PIXEL_DISPLACE); half3 viewVector = normalize(i.viewInterpolator.xyz); half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); half4 screenWithOffset = i.screenPos + distortOffset; #ifdef WATER_REFLECTIVE half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); #endif half3 reflectVector = normalize(reflect(viewVector, worldNormal)); half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); float nh = max (0, dot (worldNormal, -h)); float spec = max(0.0,pow (nh, _Shininess)); half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); #ifdef WATER_EDGEBLEND_ON half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); depth = LinearEyeDepth(depth); edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); edgeBlendFactors.y = 1.0-edgeBlendFactors.y; #endif worldNormal.xz *= _FresnelScale; half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); half4 baseColor = _BaseColor; #ifdef WATER_REFLECTIVE baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 2.0)); #else baseColor = lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); #endif baseColor = baseColor + spec * _SpecularColor; baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); UNITY_APPLY_FOG(i.fogCoord, baseColor); return baseColor; } // // LQ VERSION // v2f_simple vert200(appdata_full v) { v2f_simple o; half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz; half2 tileableUv = worldSpaceVertex.xz; o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; o.pos = UnityObjectToClipPos( v.vertex); o.viewInterpolator.w = 1;//GetDistanceFadeout(ComputeNonStereoScreenPos(o.pos).w, DISTANCE_SCALE); UNITY_TRANSFER_FOG(o,o.pos); return o; } half4 frag200( v2f_simple i ) : SV_Target { half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); half3 viewVector = normalize(i.viewInterpolator.xyz); half3 reflectVector = normalize(reflect(viewVector, worldNormal)); half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); float nh = max (0, dot (worldNormal, -h)); float spec = max(0.0,pow (nh, _Shininess)); worldNormal.xz *= _FresnelScale; half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); half4 baseColor = _BaseColor; baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); baseColor.a = saturate(2.0 * refl2Refr + 0.5); baseColor.rgb += spec * _SpecularColor.rgb; UNITY_APPLY_FOG(i.fogCoord, baseColor); return baseColor; } ENDCG Subshader { Tags {"RenderType"="Transparent" "Queue"="Transparent"} Lod 500 ColorMask RGB GrabPass { "_RefractionTex" } Pass { Blend SrcAlpha OneMinusSrcAlpha ZTest LEqual ZWrite Off Cull Off CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE ENDCG } } Subshader { Tags {"RenderType"="Transparent" "Queue"="Transparent"} Lod 300 ColorMask RGB Pass { Blend SrcAlpha OneMinusSrcAlpha ZTest LEqual ZWrite Off Cull Off CGPROGRAM #pragma target 3.0 #pragma vertex vert300 #pragma fragment frag300 #pragma multi_compile_fog #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE ENDCG } } Subshader { Tags {"RenderType"="Transparent" "Queue"="Transparent"} Lod 200 ColorMask RGB Pass { Blend SrcAlpha OneMinusSrcAlpha ZTest LEqual ZWrite Off Cull Off CGPROGRAM #pragma vertex vert200 #pragma fragment frag200 #pragma multi_compile_fog ENDCG } } Fallback "Transparent/Diffuse" } ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta ================================================ fileFormatVersion: 2 guid: 475c4a4e617a8401b84ca7b32c7cc460 ShaderImporter: defaultTextures: [] userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader ================================================ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "FX/SimpleWater4" { Properties { _ReflectionTex ("Internal reflection", 2D) = "white" {} _MainTex ("Fallback texture", 2D) = "black" {} _BumpMap ("Normals ", 2D) = "bump" {} _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15) _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0) _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1) _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 _GerstnerIntensity("Per vertex displacement", Float) = 1.0 _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) } CGINCLUDE #include "UnityCG.cginc" #include "WaterInclude.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; // interpolator structs struct v2f { float4 pos : SV_POSITION; float4 normalInterpolator : TEXCOORD0; float3 viewInterpolator : TEXCOORD1; float4 bumpCoords : TEXCOORD2; float4 screenPos : TEXCOORD3; float4 grabPassPos : TEXCOORD4; UNITY_FOG_COORDS(5) }; struct v2f_noGrab { float4 pos : SV_POSITION; float4 normalInterpolator : TEXCOORD0; float3 viewInterpolator : TEXCOORD1; float4 bumpCoords : TEXCOORD2; float4 screenPos : TEXCOORD3; UNITY_FOG_COORDS(4) }; struct v2f_simple { float4 pos : SV_POSITION; float3 viewInterpolator : TEXCOORD0; float4 bumpCoords : TEXCOORD1; UNITY_FOG_COORDS(2) }; // textures sampler2D _BumpMap; sampler2D _ReflectionTex; sampler2D _RefractionTex; sampler2D _ShoreTex; sampler2D_float _CameraDepthTexture; // colors in use uniform float4 _RefrColorDepth; uniform float4 _SpecularColor; uniform float4 _BaseColor; uniform float4 _ReflectionColor; // edge & shore fading uniform float4 _InvFadeParemeter; // specularity uniform float _Shininess; uniform float4 _WorldLightDir; // fresnel, vertex & bump displacements & strength uniform float4 _DistortParams; uniform float _FresnelScale; uniform float4 _BumpTiling; uniform float4 _BumpDirection; uniform float4 _GAmplitude; uniform float4 _GFrequency; uniform float4 _GSteepness; uniform float4 _GSpeed; uniform float4 _GDirectionAB; uniform float4 _GDirectionCD; // shortcuts #define PER_PIXEL_DISPLACE _DistortParams.x #define REALTIME_DISTORTION _DistortParams.y #define FRESNEL_POWER _DistortParams.z #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz #define DISTANCE_SCALE _InvFadeParemeter.z #define FRESNEL_BIAS _DistortParams.w // // HQ VERSION // v2f vert(appdata_full v) { v2f o; half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; half3 vtxForAni = (worldSpaceVertex).xzz; half3 nrml; half3 offsets; Gerstner ( offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written _GAmplitude, // amplitude _GFrequency, // frequency _GSteepness, // steepness _GSpeed, // speed _GDirectionAB, // direction # 1, 2 _GDirectionCD // direction # 3, 4 ); v.vertex.xyz += offsets; half2 tileableUv = worldSpaceVertex.xz; o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; o.pos = UnityObjectToClipPos(v.vertex); ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); o.normalInterpolator.xyz = nrml; o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); UNITY_TRANSFER_FOG(o,o.pos); return o; } half4 frag( v2f i ) : SV_Target { half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); half3 viewVector = normalize(i.viewInterpolator.xyz); half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); half4 screenWithOffset = i.screenPos + distortOffset; half4 grabWithOffset = i.grabPassPos + distortOffset; half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); #ifdef WATER_REFLECTIVE half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); #endif #ifdef WATER_EDGEBLEND_ON if (LinearEyeDepth(refrFix) < i.screenPos.z) rtRefractions = rtRefractionsNoDistort; #endif half3 reflectVector = normalize(reflect(viewVector, worldNormal)); half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); float nh = max (0, dot (worldNormal, -h)); float spec = max(0.0,pow (nh, _Shininess)); half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); #ifdef WATER_EDGEBLEND_ON half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); depth = LinearEyeDepth(depth); edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); #endif // shading for fresnel term worldNormal.xz *= _FresnelScale; half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); // base, depth & reflection colors half4 baseColor = _BaseColor; #ifdef WATER_REFLECTIVE half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); #else half4 reflectionColor = _ReflectionColor; #endif baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); baseColor = baseColor + spec * _SpecularColor; baseColor.a = edgeBlendFactors.x; UNITY_APPLY_FOG(i.fogCoord, baseColor); return baseColor; } // // MQ VERSION // v2f_noGrab vert300(appdata_full v) { v2f_noGrab o; half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; half3 vtxForAni = (worldSpaceVertex).xzz; half3 nrml; half3 offsets; Gerstner ( offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written _GAmplitude, // amplitude _GFrequency, // frequency _GSteepness, // steepness _GSpeed, // speed _GDirectionAB, // direction # 1, 2 _GDirectionCD // direction # 3, 4 ); v.vertex.xyz += offsets; half2 tileableUv = worldSpaceVertex.xz; o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; o.pos = UnityObjectToClipPos(v.vertex); o.screenPos = ComputeNonStereoScreenPos(o.pos); o.normalInterpolator.xyz = nrml; o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); UNITY_TRANSFER_FOG(o,o.pos); return o; } half4 frag300( v2f_noGrab i ) : SV_Target { half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); half3 viewVector = normalize(i.viewInterpolator.xyz); half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); half4 screenWithOffset = i.screenPos + distortOffset; #ifdef WATER_REFLECTIVE half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); #endif half3 reflectVector = normalize(reflect(viewVector, worldNormal)); half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); float nh = max (0, dot (worldNormal, -h)); float spec = max(0.0,pow (nh, _Shininess)); half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); #ifdef WATER_EDGEBLEND_ON half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); depth = LinearEyeDepth(depth); edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); #endif worldNormal.xz *= _FresnelScale; half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); half4 baseColor = _BaseColor; #ifdef WATER_REFLECTIVE baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0)); #else baseColor = _ReflectionColor;//lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); #endif baseColor = baseColor + spec * _SpecularColor; baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); UNITY_APPLY_FOG(i.fogCoord, baseColor); return baseColor; } // // LQ VERSION // v2f_simple vert200(appdata_full v) { v2f_simple o; half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz; half2 tileableUv = worldSpaceVertex.xz; o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; o.pos = UnityObjectToClipPos( v.vertex); UNITY_TRANSFER_FOG(o,o.pos); return o; } half4 frag200( v2f_simple i ) : SV_Target { half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); half3 viewVector = normalize(i.viewInterpolator.xyz); half3 reflectVector = normalize(reflect(viewVector, worldNormal)); half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); float nh = max (0, dot (worldNormal, -h)); float spec = max(0.0,pow (nh, _Shininess)); worldNormal.xz *= _FresnelScale; half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); half4 baseColor = _BaseColor; baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); baseColor.a = saturate(2.0 * refl2Refr + 0.5); baseColor.rgb += spec * _SpecularColor.rgb; UNITY_APPLY_FOG(i.fogCoord, baseColor); return baseColor; } ENDCG Subshader { Tags {"RenderType"="Transparent" "Queue"="Transparent"} Lod 500 ColorMask RGB GrabPass { "_RefractionTex" } Pass { Blend SrcAlpha OneMinusSrcAlpha ZTest LEqual ZWrite Off Cull Off CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE ENDCG } } Subshader { Tags {"RenderType"="Transparent" "Queue"="Transparent"} Lod 300 ColorMask RGB Pass { Blend SrcAlpha OneMinusSrcAlpha ZTest LEqual ZWrite Off Cull Off CGPROGRAM #pragma target 3.0 #pragma vertex vert300 #pragma fragment frag300 #pragma multi_compile_fog #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE ENDCG } } Subshader { Tags {"RenderType"="Transparent" "Queue"="Transparent"} Lod 200 ColorMask RGB Pass { Blend SrcAlpha OneMinusSrcAlpha ZTest LEqual ZWrite Off Cull Off CGPROGRAM #pragma vertex vert200 #pragma fragment frag200 #pragma multi_compile_fog ENDCG } } Fallback "Transparent/Diffuse" } ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta ================================================ fileFormatVersion: 2 guid: 8aaff0751054e4a9cb4642d01eaf5be9 ShaderImporter: defaultTextures: [] userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc ================================================ #ifndef WATER_CG_INCLUDED #define WATER_CG_INCLUDED #include "UnityCG.cginc" half _GerstnerIntensity; inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) { half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5; half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); return normalize(worldNormal); } inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength) { half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); bump = bump * 0.5; half3 normal = UnpackNormal(bump); normal.xy *= bumpStrength; return normalize(normal); } inline half3 GetNormal(half4 tf) { #ifdef WATER_VERTEX_DISPLACEMENT_ON return half3(2,1,2) * tf.rbg - half3(1,0,1); #else return half3(0,1,0); #endif } inline half GetDistanceFadeout(half screenW, half speed) { return 1.0f / abs(0.5f + screenW * speed); } half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC) { half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; #ifdef WATER_VERTEX_DISPLACEMENT_ON half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0)); tf *= 0.333333; #else half4 tf = half4(0.5,0.5,0.5,0.0); #endif return tf; } half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB) { half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; #ifdef WATER_VERTEX_DISPLACEMENT_ON half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); tf *= 0.5; #else half4 tf = half4(0.5,0.5,0.5,0.0); #endif return tf; } inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos) { #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0f; #endif screenPos = ComputeNonStereoScreenPos(pos); grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5; grabPassPos.zw = pos.zw; } inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset) { half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); bump = bump * 0.5; half3 normal = UnpackNormal(bump); normal.xy *= bumpStrength; normal.xy += perVertxOffset; return normalize(normal); } inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) { half4 bump = tex2D(bumpMap, coords.xy); bump.xy = bump.wy - half2(0.5, 0.5); half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); return normalize(worldNormal); } inline half4 Foam(sampler2D shoreTex, half4 coords, half amount) { half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125; foam.a = amount; return foam; } inline half4 Foam(sampler2D shoreTex, half4 coords) { half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125; return foam; } inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power) { half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0); half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power)); return refl2Refr; } inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel) { half facing = saturate(dot(-viewVector, worldNormal)); half fresn = tex2D(fresnel, half2(facing, 0.5f)).b; return fresn; } inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB, sampler2D mapC, half4 uv, half vertexStrength, half3 normal, out half4 vertexOffset, out half2 normalOffset) { half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0)); tf /= 3.0; tf.rga = tf.rga-half3(0.5,0.5,0.0); // height displacement in alpha channel, normals info in rgb vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength; normalOffset = tf.rg; } inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB, sampler2D mapC, half4 uv, half vertexStrength, half normalsStrength, out half4 vertexOffset, out half2 normalOffset) { // @NOTE: for best performance, this should really be properly packed! half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); tf *= 0.5; tf.rga = tf.rga-half3(0.5,0.5,0.0); // height displacement in alpha channel, normals info in rgb vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength; normalOffset = tf.rg * normalsStrength; } half4 ExtinctColor (half4 baseColor, half extinctionAmount) { // tweak the extinction coefficient for different coloring return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0); } half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) { half3 offsets; offsets.x = steepness * amp * dir.x * cos( freq * dot( dir, xzVtx ) + speed * _Time.x); offsets.z = steepness * amp * dir.y * cos( freq * dot( dir, xzVtx ) + speed * _Time.x); offsets.y = amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x); return offsets; } half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) { half3 offsets; half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw; half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw; half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); half4 TIME = _Time.yyyy * speed; half4 COS = cos (dotABCD + TIME); half4 SIN = sin (dotABCD + TIME); offsets.x = dot(COS, half4(AB.xz, CD.xz)); offsets.z = dot(COS, half4(AB.yw, CD.yw)); offsets.y = dot(SIN, amp); return offsets; } half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) { half3 nrml = half3(0,0,0); nrml.x -= dir.x * (amp * freq) * cos(freq * dot( dir, xzVtx ) + speed * _Time.x); nrml.z -= dir.y * (amp * freq) * cos(freq * dot( dir, xzVtx ) + speed * _Time.x); return nrml; } half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) { half3 nrml = half3(0,2.0,0); half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw; half4 CD = freq.zzww * amp.zzww * dirCD.xyzw; half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); half4 TIME = _Time.yyyy * speed; half4 COS = cos (dotABCD + TIME); nrml.x -= dot(COS, half4(AB.xz, CD.xz)); nrml.z -= dot(COS, half4(AB.yw, CD.yw)); nrml.xz *= _GerstnerIntensity; nrml = normalize (nrml); return nrml; } void Gerstner ( out half3 offs, out half3 nrml, half3 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(Basic)/Shaders/FXWaterBasic.shader ================================================ // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "FX/Water (Basic)" { Properties { _horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0) _WaveScale ("Wave scale", Range (0.02,0.15)) = .07 [NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { } [NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { } WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) } CGINCLUDE #include "UnityCG.cginc" uniform float4 _horizonColor; uniform float4 WaveSpeed; uniform float _WaveScale; uniform float4 _WaveOffset; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; float2 bumpuv[2] : TEXCOORD0; float3 viewDir : TEXCOORD2; UNITY_FOG_COORDS(3) }; v2f vert(appdata v) { v2f o; float4 s; o.pos = UnityObjectToClipPos(v.vertex); // scroll bump waves float4 temp; float4 wpos = mul 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We've selected a few sample effects to show a variety of ways our particle system technology can be used. Some use the particle system component alone, and some are augmented using other components. We've provided a sandbox demo scene which allows you to spawn particles and interact with the scene. Here are notes about each system included in the demo scene. Explosion. A powerful effect which uses sub emitters to leave streaks of smoke arcing out from the central effect. Also makes use of a script which applies physics force to objects within a radius. FireComplex Uses a combination of many particles, including spritesheet animation, sparks and smoke. This effect also has a Light GameObject, whose position is animated by a script so that the lighting in the scene appears to flicker around as the effect plays. FireMobile Designed for fast performance on mobile, this effect is a minimal version of the previous Fire effect. Duststorm This effect demonstrates how to cover a wide area with a single particle effect. The emmission zone is a large box that covers the area, and a single particle effect generates rolling clouds across the scene. This effect is not interactive, in our demo scene. Steam Another single-system effect, which generates rushing steam emitting from the surface on which it is placed. In our demo scene, this effect is aligned with the surface normal of the object on which it is placed, so you can see the effect of the rising steam when it is emitted from different angles. Hose The water hose particle system demonstrates a number of things including particle stretching (in the direction of the water travel), flow rate controlled by a script, and particles interacting with physics objects using the particle collision callback feature. In this effect, for optimisation, we used a low-rate emitter emitting invisible particles (by switching off the renderer) for the particles which actually interact with the scene and apply forces, and higher-rate emitters for the visual effects. Fireworks This is a demonstration of chaining together many sub-emitters to create a complex visual effect. Flare This effect shows off the world collision feature available to particles, resulting in hundreds of bouncing sparks showering across the floor. WildFire This effect is an example of using sub emitters to create hundreds of simple particle systems around a scene which are all processed as a single system, which enables Unity to process hundreds of particle systems at the same time. 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if (m_Cols[n].attachedRigidbody != null) { Vector3 localPos = transform.InverseTransformPoint(m_Cols[n].transform.position); localPos = Vector3.MoveTowards(localPos, new Vector3(0, 0, localPos.z), effectWidth*0.5f); float angle = Mathf.Abs(Mathf.Atan2(localPos.x, localPos.z)*Mathf.Rad2Deg); float falloff = Mathf.InverseLerp(effectDistance, 0, localPos.magnitude); falloff *= Mathf.InverseLerp(effectAngle, 0, angle); Vector3 delta = m_Cols[n].transform.position - transform.position; m_Cols[n].attachedRigidbody.AddForceAtPosition(delta.normalized*force*falloff, Vector3.Lerp(m_Cols[n].transform.position, transform.TransformPoint(0, 0, localPos.z), 0.1f)); } } } private void OnDrawGizmosSelected() { //check for editor time simulation to avoid null ref if(m_Sphere == null) m_Sphere = (GetComponent() as SphereCollider); m_Sphere.radius = effectDistance*.5f; m_Sphere.center = new Vector3(0, 0, effectDistance*.5f); var directions = new Vector3[] {Vector3.up, -Vector3.up, Vector3.right, -Vector3.right}; var perpDirections = new Vector3[] {-Vector3.right, Vector3.right, Vector3.up, -Vector3.up}; Gizmos.color = new Color(0, 1, 0, 0.5f); for (int n = 0; n < 4; ++n) { Vector3 origin = transform.position + transform.rotation*directions[n]*effectWidth*0.5f; Vector3 direction = transform.TransformDirection(Quaternion.AngleAxis(effectAngle, perpDirections[n])*Vector3.forward); Gizmos.DrawLine(origin, origin + direction*m_Sphere.radius*2); } } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs.meta ================================================ fileFormatVersion: 2 guid: 5d44a238286f6904198ab78e914c229d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs ================================================ using System; using System.Collections; using UnityEngine; using Random = UnityEngine.Random; namespace UnityStandardAssets.Effects { public class ExplosionFireAndDebris : MonoBehaviour { public Transform[] debrisPrefabs; public Transform firePrefab; public int numDebrisPieces = 0; public int numFires = 0; private IEnumerator Start() { float multiplier = GetComponent().multiplier; for (int n = 0; n < numDebrisPieces*multiplier; ++n) { var prefab = debrisPrefabs[Random.Range(0, debrisPrefabs.Length)]; Vector3 pos = transform.position + Random.insideUnitSphere*3*multiplier; Quaternion rot = Random.rotation; Instantiate(prefab, pos, rot); } // wait one frame so these new objects can be picked up in the overlapsphere function yield return null; float r = 10*multiplier; var cols = Physics.OverlapSphere(transform.position, r); foreach (var col in cols) { if (numFires > 0) { RaycastHit fireHit; Ray fireRay = new Ray(transform.position, col.transform.position - transform.position); if (col.Raycast(fireRay, out fireHit, r)) { AddFire(col.transform, fireHit.point, fireHit.normal); numFires--; } } } float testR = 0; while (numFires > 0 && testR < r) { RaycastHit fireHit; Ray fireRay = new Ray(transform.position + Vector3.up, Random.onUnitSphere); if (Physics.Raycast(fireRay, out fireHit, testR)) { AddFire(null, fireHit.point, fireHit.normal); numFires--; } testR += r*.1f; } } private void AddFire(Transform t, Vector3 pos, Vector3 normal) { pos += normal*0.5f; Transform fire = (Transform) Instantiate(firePrefab, pos, Quaternion.identity); fire.parent = t; } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs.meta ================================================ fileFormatVersion: 2 guid: 009fbf49e77db344db366a646868e02d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs ================================================ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace UnityStandardAssets.Effects { public class ExplosionPhysicsForce : MonoBehaviour { public float explosionForce = 4; private IEnumerator Start() { // wait one frame because some explosions instantiate debris which should then // be pushed by physics force yield return null; float multiplier = GetComponent().multiplier; float r = 10*multiplier; var cols = Physics.OverlapSphere(transform.position, r); var rigidbodies = new List(); foreach (var col in cols) { if (col.attachedRigidbody != null && !rigidbodies.Contains(col.attachedRigidbody)) { rigidbodies.Add(col.attachedRigidbody); } } foreach (var rb in rigidbodies) { rb.AddExplosionForce(explosionForce*multiplier, transform.position, r, 1*multiplier, ForceMode.Impulse); } } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs.meta ================================================ fileFormatVersion: 2 guid: 0ac1691131a8c844dafe8b6ace6a172a MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs ================================================ using System; using System.Collections; using UnityEngine; using UnityStandardAssets.Utility; namespace UnityStandardAssets.Effects { public class Explosive : MonoBehaviour { public Transform explosionPrefab; public float detonationImpactVelocity = 10; public float sizeMultiplier = 1; public bool reset = true; public float resetTimeDelay = 10; private bool m_Exploded; private ObjectResetter m_ObjectResetter; // implementing one method from monobehviour to ensure that the enable/disable tickbox appears in the inspector private void Start() { m_ObjectResetter = GetComponent(); } private IEnumerator OnCollisionEnter(Collision col) { if (enabled) { if (col.contacts.Length > 0) { // compare relative velocity to collision normal - so we don't explode from a fast but gentle glancing collision float velocityAlongCollisionNormal = Vector3.Project(col.relativeVelocity, col.contacts[0].normal).magnitude; if (velocityAlongCollisionNormal > detonationImpactVelocity || m_Exploded) { if (!m_Exploded) { Instantiate(explosionPrefab, col.contacts[0].point, Quaternion.LookRotation(col.contacts[0].normal)); m_Exploded = true; SendMessage("Immobilize"); if (reset) { m_ObjectResetter.DelayedReset(resetTimeDelay); } } } } } yield return null; } public void Reset() { m_Exploded = false; } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs.meta ================================================ fileFormatVersion: 2 guid: 433e9c8d0293ac4429eaf19bff2b58cf MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Effects { public class ExtinguishableParticleSystem : MonoBehaviour { public float multiplier = 1; private ParticleSystem[] m_Systems; private void Start() { m_Systems = GetComponentsInChildren(); } public void Extinguish() { foreach (var system in m_Systems) { var emission = system.emission; emission.enabled = false; } } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs.meta ================================================ fileFormatVersion: 2 guid: 13e3e45088e68834999c82ca6f025949 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs ================================================ using System; using UnityEngine; using Random = UnityEngine.Random; namespace UnityStandardAssets.Effects { public class FireLight : MonoBehaviour { private float m_Rnd; private bool m_Burning = true; private Light m_Light; private void Start() { m_Rnd = Random.value*100; m_Light = GetComponent(); } private void Update() { if (m_Burning) { m_Light.intensity = 2*Mathf.PerlinNoise(m_Rnd + Time.time, m_Rnd + 1 + Time.time*1); float x = Mathf.PerlinNoise(m_Rnd + 0 + Time.time*2, m_Rnd + 1 + Time.time*2) - 0.5f; float y = Mathf.PerlinNoise(m_Rnd + 2 + Time.time*2, m_Rnd + 3 + Time.time*2) - 0.5f; float z = Mathf.PerlinNoise(m_Rnd + 4 + Time.time*2, m_Rnd + 5 + Time.time*2) - 0.5f; transform.localPosition = Vector3.up + new Vector3(x, y, z)*1; } } public void Extinguish() { m_Burning = false; m_Light.enabled = false; } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs.meta ================================================ fileFormatVersion: 2 guid: 723274b822865ed4d9ed2a504c0ca79d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Effects { public class Hose : MonoBehaviour { public float maxPower = 20; public float minPower = 5; public float changeSpeed = 5; public ParticleSystem[] hoseWaterSystems; public Renderer systemRenderer; private float m_Power; // Update is called once per frame private void Update() { m_Power = Mathf.Lerp(m_Power, Input.GetMouseButton(0) ? maxPower : minPower, Time.deltaTime*changeSpeed); if (Input.GetKeyDown(KeyCode.Alpha1)) { systemRenderer.enabled = !systemRenderer.enabled; } foreach (var system in hoseWaterSystems) { ParticleSystem.MainModule mainModule = system.main; mainModule.startSpeed = m_Power; var emission = system.emission; emission.enabled = (m_Power > minPower*1.1f); } } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs.meta ================================================ fileFormatVersion: 2 guid: 915950f1f73ea9e429d92b7226238623 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Effects { public class ParticleSystemMultiplier : MonoBehaviour { // a simple script to scale the size, speed and lifetime of a particle system public float multiplier = 1; private void Start() { var systems = GetComponentsInChildren(); foreach (ParticleSystem system in systems) { ParticleSystem.MainModule mainModule = system.main; mainModule.startSizeMultiplier *= multiplier; mainModule.startSpeedMultiplier *= multiplier; mainModule.startLifetimeMultiplier *= Mathf.Lerp(multiplier, 1, 0.5f); system.Clear(); system.Play(); } } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs.meta ================================================ fileFormatVersion: 2 guid: 039587c051912eb4ead9e58344c5f3ce MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs ================================================ using System; using UnityEngine; using Random = UnityEngine.Random; namespace UnityStandardAssets.Effects { public class SmokeParticles : MonoBehaviour { public AudioClip[] extinguishSounds; private void Start() { GetComponent().clip = extinguishSounds[Random.Range(0, extinguishSounds.Length)]; GetComponent().Play(); } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs.meta ================================================ fileFormatVersion: 2 guid: 4414ab7cd3d674b449d233db0d583605 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs ================================================ using System; using UnityEngine; using System.Collections.Generic; namespace UnityStandardAssets.Effects { public class WaterHoseParticles : MonoBehaviour { public static float lastSoundTime; public float force = 1; private List m_CollisionEvents = new List(); private ParticleSystem m_ParticleSystem; private void Start() { m_ParticleSystem = GetComponent(); } private void OnParticleCollision(GameObject other) { int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents); int i = 0; while (i < numCollisionEvents) { if (Time.time > lastSoundTime + 0.2f) { lastSoundTime = Time.time; } var col = m_CollisionEvents[i].colliderComponent; var attachedRigidbody = col.GetComponent(); if (attachedRigidbody != null) { Vector3 vel = m_CollisionEvents[i].velocity; attachedRigidbody.AddForce(vel*force, ForceMode.Impulse); } other.BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); i++; } } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs.meta ================================================ fileFormatVersion: 2 guid: 2d79772cda0b4b6409070163fcab05da MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Scripts.meta ================================================ fileFormatVersion: 2 guid: 9721ab373e27146389ae58af7f9ce3cb folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader ================================================ Shader "Particles/Priority Additive" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } // ---- Fragment program cards SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } sampler2D _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : COLOR { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); } ENDCG } } // ---- Dual texture cards SubShader { Pass { SetTexture [_MainTex] { constantColor [_TintColor] combine constant * primary } SetTexture [_MainTex] { combine texture * previous DOUBLE } } } // ---- Single texture cards (does not do color tint) SubShader { Pass { SetTexture [_MainTex] { combine texture * primary } } } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader.meta ================================================ fileFormatVersion: 2 guid: 5cd052ce7ea5a2f438f599e02de6a390 ShaderImporter: defaultTextures: [] userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader ================================================ Shader "Particles/Priority Additive (Soft)" { Properties { _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend One OneMinusSrcColor ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } // ---- Fragment program cards SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); return o; } sampler2D _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : COLOR { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif half4 prev = i.color * tex2D(_MainTex, i.texcoord); prev.rgb *= prev.a; return prev; } ENDCG } } // ---- Dual texture cards SubShader { Pass { SetTexture [_MainTex] { combine texture * primary } SetTexture [_MainTex] { combine previous * previous alpha, previous } } } // ---- Single texture cards (does not do particle colors) SubShader { Pass { SetTexture [_MainTex] { combine texture * texture alpha, texture } } } } } ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader.meta ================================================ fileFormatVersion: 2 guid: 694eef9939f180440a9d0891272eddba ShaderImporter: defaultTextures: [] userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader ================================================ Shader "Particles/Priority Alpha Blended" { Properties { _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off BindChannels { Bind "Color", color Bind "Vertex", vertex Bind "TexCoord", texcoord } // ---- Fragment program cards SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif }; float4 _MainTex_ST; v2f vert 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fileFormatVersion: 2 guid: ec897f9ee2210c749ad1898ea59326f9 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Prototyping.meta ================================================ fileFormatVersion: 2 guid: 153c77e0022ff3148beba89b18de3476 folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/ActivateTrigger.cs ================================================ using System; using UnityEngine; using Object = UnityEngine.Object; namespace UnityStandardAssets.Utility { public class ActivateTrigger : MonoBehaviour { // A multi-purpose script which causes an action to occur when // a trigger collider is entered. public enum Mode { Trigger = 0, // Just broadcast the action on to the target Replace = 1, // replace target with source Activate = 2, // Activate the target GameObject Enable = 3, // Enable a component Animate = 4, // Start animation on target Deactivate = 5 // Decativate target GameObject } public Mode action = Mode.Activate; // The action to accomplish public Object target; // The game object to affect. If none, the trigger work on this game object public GameObject source; public int triggerCount = 1; public bool repeatTrigger = false; private void DoActivateTrigger() { triggerCount--; if (triggerCount == 0 || repeatTrigger) { Object currentTarget = target ?? gameObject; Behaviour targetBehaviour = currentTarget as Behaviour; GameObject targetGameObject = currentTarget as GameObject; if (targetBehaviour != null) { targetGameObject = targetBehaviour.gameObject; } switch (action) { case Mode.Trigger: if (targetGameObject != null) { targetGameObject.BroadcastMessage("DoActivateTrigger"); } break; case Mode.Replace: if (source != null) { if (targetGameObject != null) { Instantiate(source, targetGameObject.transform.position, targetGameObject.transform.rotation); DestroyObject(targetGameObject); } } break; case Mode.Activate: if (targetGameObject != null) { targetGameObject.SetActive(true); } break; case Mode.Enable: if (targetBehaviour != null) { targetBehaviour.enabled = true; } break; case Mode.Animate: if (targetGameObject != null) { targetGameObject.GetComponent().Play(); } break; case Mode.Deactivate: if (targetGameObject != null) { targetGameObject.SetActive(false); } break; } } } private void OnTriggerEnter(Collider other) { DoActivateTrigger(); } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta ================================================ fileFormatVersion: 2 guid: c8634e062924929664361c08745211fb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs ================================================ using UnityEngine; using UnityEngine.UI; using System.Collections; public class AlphaButtonClickMask : MonoBehaviour, ICanvasRaycastFilter { protected Image _image; public void Start() { _image = GetComponent(); Texture2D tex = _image.sprite.texture as Texture2D; bool isInvalid = false; if (tex != null) { try { tex.GetPixels32(); } catch (UnityException e) { Debug.LogError(e.Message); isInvalid = true; } } else { isInvalid = true; } if (isInvalid) { Debug.LogError("This script need an Image with a readbale Texture2D to work."); } } public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) { Vector2 localPoint; RectTransformUtility.ScreenPointToLocalPointInRectangle(_image.rectTransform, sp, eventCamera, out localPoint); Vector2 pivot = _image.rectTransform.pivot; Vector2 normalizedLocal = new Vector2(pivot.x + localPoint.x / _image.rectTransform.rect.width, pivot.y + localPoint.y / _image.rectTransform.rect.height); Vector2 uv = new Vector2( _image.sprite.rect.x + normalizedLocal.x * _image.sprite.rect.width, _image.sprite.rect.y + normalizedLocal.y * _image.sprite.rect.height ); uv.x /= _image.sprite.texture.width; uv.y /= _image.sprite.texture.height; //uv are inversed, as 0,0 or the rect transform seem to be upper right, then going negativ toward lower left... Color c = _image.sprite.texture.GetPixelBilinear(uv.x, uv.y); return c.a> 0.1f; } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/AlphaButtonClickMask.cs.meta ================================================ fileFormatVersion: 2 guid: 971f44ba24a74294294daed00507d80e timeCreated: 1436868016 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs ================================================ using System; using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityStandardAssets.Utility { public class AutoMobileShaderSwitch : MonoBehaviour { [SerializeField] private ReplacementList m_ReplacementList; // Use this for initialization private void OnEnable() { #if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 var renderers = FindObjectsOfType(); Debug.Log (renderers.Length+" renderers"); var oldMaterials = new List(); var newMaterials = new List(); int materialsReplaced = 0; int materialInstancesReplaced = 0; foreach(ReplacementDefinition replacementDef in m_ReplacementList.items) { foreach(var r in renderers) { Material[] modifiedMaterials = null; for(int n=0; n 0) { for (int i = -1; i < items.arraySize; ++i) { var item = items.GetArrayElementAtIndex(i); float rowX = x; for (int n = 0; n < props.Length; ++n) { float w = widths[n]*inspectorWidth; // Calculate rects Rect rect = new Rect(rowX, y, w, lineHeight); rowX += w; if (i == -1) { // draw title labels EditorGUI.LabelField(rect, titles[n]); } else { if (props[n] == "-" || props[n] == "^" || props[n] == "v") { if (GUI.Button(rect, props[n])) { switch (props[n]) { case "-": items.DeleteArrayElementAtIndex(i); items.DeleteArrayElementAtIndex(i); changedLength = true; break; case "v": if (i > 0) { items.MoveArrayElement(i, i + 1); } break; case "^": if (i < items.arraySize - 1) { items.MoveArrayElement(i, i - 1); } break; } } } else { SerializedProperty prop = item.FindPropertyRelative(props[n]); EditorGUI.PropertyField(rect, prop, GUIContent.none); } } } y += lineHeight + k_Spacing; if (changedLength) { break; } } } // add button var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, widths[widths.Length - 1]*inspectorWidth, lineHeight); if (GUI.Button(addButtonRect, "+")) { items.InsertArrayElementAtIndex(items.arraySize); } y += lineHeight + k_Spacing; // Set indent back to what it was EditorGUI.indentLevel = indent; EditorGUI.EndProperty(); } public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { SerializedProperty items = property.FindPropertyRelative("items"); float lineAndSpace = k_LineHeight + k_Spacing; return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; } } #endif } ================================================ FILE: Portal/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta ================================================ fileFormatVersion: 2 guid: 9c4978ff6447f9040b84acc89b0bbdc8 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Utility { public class AutoMoveAndRotate : MonoBehaviour { public Vector3andSpace moveUnitsPerSecond; public Vector3andSpace rotateDegreesPerSecond; public bool ignoreTimescale; private float m_LastRealTime; private void Start() { m_LastRealTime = Time.realtimeSinceStartup; } // Update is called once per frame private void Update() { float deltaTime = Time.deltaTime; if (ignoreTimescale) { deltaTime = (Time.realtimeSinceStartup - m_LastRealTime); m_LastRealTime = Time.realtimeSinceStartup; } transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space); transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space); } [Serializable] public class Vector3andSpace { public Vector3 value; public Space space = Space.Self; } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta ================================================ fileFormatVersion: 2 guid: a1347817507220a4384f3ff6f7c24546 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/CameraRefocus.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Utility { public class CameraRefocus { public Camera Camera; public Vector3 Lookatpoint; public Transform Parent; private Vector3 m_OrigCameraPos; private bool m_Refocus; public CameraRefocus(Camera camera, Transform parent, Vector3 origCameraPos) { m_OrigCameraPos = origCameraPos; Camera = camera; Parent = parent; } public void ChangeCamera(Camera camera) { Camera = camera; } public void ChangeParent(Transform parent) { Parent = parent; } public void GetFocusPoint() { RaycastHit hitInfo; if (Physics.Raycast(Parent.transform.position + m_OrigCameraPos, Parent.transform.forward, out hitInfo, 100f)) { Lookatpoint = hitInfo.point; m_Refocus = true; return; } m_Refocus = false; } public void SetFocusPoint() { if (m_Refocus) { Camera.transform.LookAt(Lookatpoint); } } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/CameraRefocus.cs.meta ================================================ fileFormatVersion: 2 guid: d1e2e7a54dcc8694ab1eca46d072f264 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/CurveControlledBob.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Utility { [Serializable] public class CurveControlledBob { public float HorizontalBobRange = 0.33f; public float VerticalBobRange = 0.33f; public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), new Keyframe(1f, 0f), new Keyframe(1.5f, -1f), new Keyframe(2f, 0f)); // sin curve for head bob public float VerticaltoHorizontalRatio = 1f; private float m_CyclePositionX; private float m_CyclePositionY; private float m_BobBaseInterval; private Vector3 m_OriginalCameraPosition; private float m_Time; public void Setup(Camera camera, float bobBaseInterval) { m_BobBaseInterval = bobBaseInterval; m_OriginalCameraPosition = camera.transform.localPosition; // get the length of the curve in time m_Time = Bobcurve[Bobcurve.length - 1].time; } public Vector3 DoHeadBob(float speed) { float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange); float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange); m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval; m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio; if (m_CyclePositionX > m_Time) { m_CyclePositionX = m_CyclePositionX - m_Time; } if (m_CyclePositionY > m_Time) { m_CyclePositionY = m_CyclePositionY - m_Time; } return new Vector3(xPos, yPos, 0f); } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta ================================================ fileFormatVersion: 2 guid: 492f54f4accf00440828ffcb9e4fcc19 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/DragRigidbody.cs ================================================ using System; using System.Collections; using UnityEngine; namespace UnityStandardAssets.Utility { public class DragRigidbody : MonoBehaviour { const float k_Spring = 50.0f; const float k_Damper = 5.0f; const float k_Drag = 10.0f; const float k_AngularDrag = 5.0f; const float k_Distance = 0.2f; const bool k_AttachToCenterOfMass = false; private SpringJoint m_SpringJoint; private void Update() { // Make sure the user pressed the mouse down if (!Input.GetMouseButtonDown(0)) { return; } var mainCamera = FindCamera(); // We need to actually hit an object RaycastHit hit = new RaycastHit(); if ( !Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition).origin, mainCamera.ScreenPointToRay(Input.mousePosition).direction, out hit, 100, Physics.DefaultRaycastLayers)) { return; } // We need to hit a rigidbody that is not kinematic if (!hit.rigidbody || hit.rigidbody.isKinematic) { return; } if (!m_SpringJoint) { var go = new GameObject("Rigidbody dragger"); Rigidbody body = go.AddComponent(); m_SpringJoint = go.AddComponent(); body.isKinematic = true; } m_SpringJoint.transform.position = hit.point; m_SpringJoint.anchor = Vector3.zero; m_SpringJoint.spring = k_Spring; m_SpringJoint.damper = k_Damper; m_SpringJoint.maxDistance = k_Distance; m_SpringJoint.connectedBody = hit.rigidbody; StartCoroutine("DragObject", hit.distance); } private IEnumerator DragObject(float distance) { var oldDrag = m_SpringJoint.connectedBody.drag; var oldAngularDrag = m_SpringJoint.connectedBody.angularDrag; m_SpringJoint.connectedBody.drag = k_Drag; m_SpringJoint.connectedBody.angularDrag = k_AngularDrag; var mainCamera = FindCamera(); while (Input.GetMouseButton(0)) { var ray = mainCamera.ScreenPointToRay(Input.mousePosition); m_SpringJoint.transform.position = ray.GetPoint(distance); yield return null; } if (m_SpringJoint.connectedBody) { m_SpringJoint.connectedBody.drag = oldDrag; m_SpringJoint.connectedBody.angularDrag = oldAngularDrag; m_SpringJoint.connectedBody = null; } } private Camera FindCamera() { if (GetComponent()) { return GetComponent(); } return Camera.main; } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/DragRigidbody.cs.meta ================================================ fileFormatVersion: 2 guid: 58650e15a2607e44daa0f150e0061d89 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/DynamicShadowSettings.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Utility { public class DynamicShadowSettings : MonoBehaviour { public Light sunLight; public float minHeight = 10; public float minShadowDistance = 80; public float minShadowBias = 1; public float maxHeight = 1000; public float maxShadowDistance = 10000; public float maxShadowBias = 0.1f; public float adaptTime = 1; private float m_SmoothHeight; private float m_ChangeSpeed; private float m_OriginalStrength = 1; private void Start() { m_OriginalStrength = sunLight.shadowStrength; } // Update is called once per frame private void Update() { Ray ray = new Ray(Camera.main.transform.position, -Vector3.up); RaycastHit hit; float height = transform.position.y; if (Physics.Raycast(ray, out hit)) { height = hit.distance; } if (Mathf.Abs(height - m_SmoothHeight) > 1) { m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, height, ref m_ChangeSpeed, adaptTime); } float i = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight); QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, i); sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1 - ((1 - i)*(1 - i))); sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0, i); } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta ================================================ fileFormatVersion: 2 guid: 8566902b50d5bfb4fb7f8b89f9cdbe8b MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/EventSystemChecker.cs ================================================ using System; using System.Collections; using UnityEngine; using UnityEngine.EventSystems; public class EventSystemChecker : MonoBehaviour { //public GameObject eventSystem; // Use this for initialization void Awake () { if(!FindObjectOfType()) { //Instantiate(eventSystem); GameObject obj = new GameObject("EventSystem"); obj.AddComponent(); obj.AddComponent().forceModuleActive = true; } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta ================================================ fileFormatVersion: 2 guid: 9c0578910bbe00d43919a92c7b9893fe MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/FOVKick.cs ================================================ using System; using System.Collections; using UnityEngine; namespace UnityStandardAssets.Utility { [Serializable] public class FOVKick { public Camera Camera; // optional camera setup, if null the main camera will be used [HideInInspector] public float originalFov; // the original fov public float FOVIncrease = 3f; // the amount the field of view increases when going into a run public float TimeToIncrease = 1f; // the amount of time the field of view will increase over public float TimeToDecrease = 1f; // the amount of time the field of view will take to return to its original size public AnimationCurve IncreaseCurve; public void Setup(Camera camera) { CheckStatus(camera); Camera = camera; originalFov = camera.fieldOfView; } private void CheckStatus(Camera camera) { if (camera == null) { throw new Exception("FOVKick camera is null, please supply the camera to the constructor"); } if (IncreaseCurve == null) { throw new Exception( "FOVKick Increase curve is null, please define the curve for the field of view kicks"); } } public void ChangeCamera(Camera camera) { Camera = camera; } public IEnumerator FOVKickUp() { float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); while (t < TimeToIncrease) { Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToIncrease)*FOVIncrease); t += Time.deltaTime; yield return new WaitForEndOfFrame(); } } public IEnumerator FOVKickDown() { float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); while (t > 0) { Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToDecrease)*FOVIncrease); t -= Time.deltaTime; yield return new WaitForEndOfFrame(); } //make sure that fov returns to the original size Camera.fieldOfView = originalFov; } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/FOVKick.cs.meta ================================================ fileFormatVersion: 2 guid: 6045a93fb05b9c74884821030da2c46c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/FPSCounter.cs ================================================ using System; using UnityEngine; using UnityEngine.UI; namespace UnityStandardAssets.Utility { [RequireComponent(typeof (Text))] public class FPSCounter : MonoBehaviour { const float fpsMeasurePeriod = 0.5f; private int m_FpsAccumulator = 0; private float m_FpsNextPeriod = 0; private int m_CurrentFps; const string display = "{0} FPS"; private Text m_Text; private void Start() { m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; m_Text = GetComponent(); } private void Update() { // measure average frames per second m_FpsAccumulator++; if (Time.realtimeSinceStartup > m_FpsNextPeriod) { m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); m_FpsAccumulator = 0; m_FpsNextPeriod += fpsMeasurePeriod; m_Text.text = string.Format(display, m_CurrentFps); } } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/FPSCounter.cs.meta ================================================ fileFormatVersion: 2 guid: 22bbf57ec543cee42a5aa0ec2dd9e457 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/FollowTarget.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Utility { public class FollowTarget : MonoBehaviour { public Transform target; public Vector3 offset = new Vector3(0f, 7.5f, 0f); private void LateUpdate() { transform.position = target.position + offset; } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/FollowTarget.cs.meta ================================================ fileFormatVersion: 2 guid: 246cc59c7a84ea44f87f6b70acfe30c5 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/LerpControlledBob.cs ================================================ using System; using System.Collections; using UnityEngine; namespace UnityStandardAssets.Utility { [Serializable] public class LerpControlledBob { public float BobDuration; public float BobAmount; private float m_Offset = 0f; // provides the offset that can be used public float Offset() { return m_Offset; } public IEnumerator DoBobCycle() { // make the camera move down slightly float t = 0f; while (t < BobDuration) { m_Offset = Mathf.Lerp(0f, BobAmount, t/BobDuration); t += Time.deltaTime; yield return new WaitForFixedUpdate(); } // make it move back to neutral t = 0f; while (t < BobDuration) { m_Offset = Mathf.Lerp(BobAmount, 0f, t/BobDuration); t += Time.deltaTime; yield return new WaitForFixedUpdate(); } m_Offset = 0f; } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta ================================================ fileFormatVersion: 2 guid: c1bbfafbde15c854681023b9e01e12dd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/ObjectResetter.cs ================================================ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace UnityStandardAssets.Utility { public class ObjectResetter : MonoBehaviour { private Vector3 originalPosition; private Quaternion originalRotation; private List originalStructure; private Rigidbody Rigidbody; // Use this for initialization private void Start() { originalStructure = new List(GetComponentsInChildren()); originalPosition = transform.position; originalRotation = transform.rotation; Rigidbody = GetComponent(); } public void DelayedReset(float delay) { StartCoroutine(ResetCoroutine(delay)); } public IEnumerator ResetCoroutine(float delay) { yield return new WaitForSeconds(delay); // remove any gameobjects added (fire, skid trails, etc) foreach (var t in GetComponentsInChildren()) { if (!originalStructure.Contains(t)) { t.parent = null; } } transform.position = originalPosition; transform.rotation = originalRotation; if (Rigidbody) { Rigidbody.velocity = Vector3.zero; Rigidbody.angularVelocity = Vector3.zero; } SendMessage("Reset"); } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/ObjectResetter.cs.meta ================================================ fileFormatVersion: 2 guid: 643c971818f68d3439e84b5d8bdafe07 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs ================================================ using System; using System.Collections; using UnityEngine; using Random = UnityEngine.Random; namespace UnityStandardAssets.Utility { public class ParticleSystemDestroyer : MonoBehaviour { // allows a particle system to exist for a specified duration, // 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Portal/Assets/Standard Assets/Utility/SimpleMouseRotator.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Utility { public class SimpleMouseRotator : MonoBehaviour { // A mouselook behaviour with constraints which operate relative to // this gameobject's initial rotation. // Only rotates around local X and Y. // Works in local coordinates, so if this object is parented // to another moving gameobject, its local constraints will // operate correctly // (Think: looking out the side window of a car, or a gun turret // on a moving spaceship with a limited angular range) // to have no constraints on an axis, set the rotationRange to 360 or greater. public Vector2 rotationRange = new Vector3(70, 70); public float rotationSpeed = 10; public float dampingTime = 0.2f; public bool autoZeroVerticalOnMobile = true; public bool autoZeroHorizontalOnMobile = false; public bool relative = true; private Vector3 m_TargetAngles; private Vector3 m_FollowAngles; private Vector3 m_FollowVelocity; private Quaternion m_OriginalRotation; private void Start() { m_OriginalRotation = transform.localRotation; } private void Update() { // we make initial calculations from the original local rotation transform.localRotation = m_OriginalRotation; // read input from mouse or mobile controls float inputH; float inputV; if (relative) { inputH = CrossPlatformInputManager.GetAxis("Mouse X"); inputV = CrossPlatformInputManager.GetAxis("Mouse Y"); // wrap values to avoid springing quickly the wrong way from positive to negative if (m_TargetAngles.y > 180) { m_TargetAngles.y -= 360; m_FollowAngles.y -= 360; } if (m_TargetAngles.x > 180) { m_TargetAngles.x -= 360; m_FollowAngles.x -= 360; } if (m_TargetAngles.y < -180) { m_TargetAngles.y += 360; m_FollowAngles.y += 360; } if (m_TargetAngles.x < -180) { m_TargetAngles.x += 360; m_FollowAngles.x += 360; } #if MOBILE_INPUT // on mobile, sometimes we want input mapped directly to tilt value, // so it springs back automatically when the look input is released. if (autoZeroHorizontalOnMobile) { m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f); } else { m_TargetAngles.y += inputH * rotationSpeed; } if (autoZeroVerticalOnMobile) { m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f); } else { m_TargetAngles.x += inputV * rotationSpeed; } #else // with mouse input, we have direct control with no springback required. m_TargetAngles.y += inputH*rotationSpeed; m_TargetAngles.x += inputV*rotationSpeed; #endif // clamp values to allowed range m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y*0.5f, rotationRange.y*0.5f); m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x*0.5f, rotationRange.x*0.5f); } else { inputH = Input.mousePosition.x; inputV = Input.mousePosition.y; // set values to allowed range m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f, rotationRange.y*0.5f, inputH/Screen.width); m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f, rotationRange.x*0.5f, inputV/Screen.height); } // smoothly interpolate current values to target angles m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime); // update the actual gameobject's rotation transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0); } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta ================================================ fileFormatVersion: 2 guid: cadd54e4832aeef4b9359f44cbe335cd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/SmoothFollow.cs ================================================ using UnityEngine; namespace UnityStandardAssets.Utility { public class SmoothFollow : MonoBehaviour { // The target we are following [SerializeField] private Transform target; // The distance in the x-z plane to the target [SerializeField] private float distance = 10.0f; // the height we want the camera to be above the target [SerializeField] private float height = 5.0f; [SerializeField] private float rotationDamping; [SerializeField] private float heightDamping; // Use this for initialization void Start() { } // Update is called once per frame void LateUpdate() { // Early out if we don't have a target if (!target) return; // Calculate the current rotation angles var wantedRotationAngle = target.eulerAngles.y; var wantedHeight = target.position.y + height; var currentRotationAngle = transform.eulerAngles.y; var currentHeight = transform.position.y; // Damp the rotation around the y-axis currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); // Damp the height currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime); // Convert the angle into a rotation var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); // Set the position of the camera on the x-z plane to: // distance meters behind the target transform.position = target.position; transform.position -= currentRotation * Vector3.forward * distance; // Set the height of the camera transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z); // Always look at the target transform.LookAt(target); } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/SmoothFollow.cs.meta ================================================ fileFormatVersion: 2 guid: f76806479d916a64aa03f8e3eba7912f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/TimedObjectActivator.cs ================================================ using System; using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityStandardAssets.Utility { public class TimedObjectActivator : MonoBehaviour { public enum Action { Activate, Deactivate, Destroy, ReloadLevel, Call, } [Serializable] public class Entry { public GameObject target; public Action action; public float delay; } [Serializable] public class Entries { public Entry[] entries; } public Entries entries = new Entries(); private void Awake() { foreach (Entry entry in entries.entries) { switch (entry.action) { case Action.Activate: StartCoroutine(Activate(entry)); break; case Action.Deactivate: StartCoroutine(Deactivate(entry)); break; case Action.Destroy: Destroy(entry.target, entry.delay); break; case Action.ReloadLevel: StartCoroutine(ReloadLevel(entry)); break; } } } private IEnumerator Activate(Entry entry) { yield return new WaitForSeconds(entry.delay); entry.target.SetActive(true); } private IEnumerator Deactivate(Entry entry) { yield return new WaitForSeconds(entry.delay); entry.target.SetActive(false); } private IEnumerator ReloadLevel(Entry entry) { yield return new WaitForSeconds(entry.delay); SceneManager.LoadScene(SceneManager.GetSceneAt(0).name); } } } namespace UnityStandardAssets.Utility.Inspector { #if UNITY_EDITOR [CustomPropertyDrawer(typeof (TimedObjectActivator.Entries))] public class EntriesDrawer : PropertyDrawer { private const float k_LineHeight = 18; private const float k_Spacing = 4; public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { EditorGUI.BeginProperty(position, label, property); float x = position.x; float y = position.y; float width = position.width; // Draw label EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); // Don't make child fields be indented var indent = EditorGUI.indentLevel; EditorGUI.indentLevel = 0; var entries = property.FindPropertyRelative("entries"); if (entries.arraySize > 0) { float actionWidth = .25f*width; float targetWidth = .6f*width; float delayWidth = .1f*width; float buttonWidth = .05f*width; for (int i = 0; i < entries.arraySize; ++i) { y += k_LineHeight + k_Spacing; var entry = entries.GetArrayElementAtIndex(i); float rowX = x; // Calculate rects Rect actionRect = new Rect(rowX, y, actionWidth, k_LineHeight); rowX += actionWidth; Rect targetRect = new Rect(rowX, y, targetWidth, k_LineHeight); rowX += targetWidth; Rect delayRect = new Rect(rowX, y, delayWidth, k_LineHeight); rowX += delayWidth; Rect buttonRect = new Rect(rowX, y, buttonWidth, k_LineHeight); rowX += buttonWidth; // Draw fields - passs GUIContent.none to each so they are drawn without labels if (entry.FindPropertyRelative("action").enumValueIndex != (int) TimedObjectActivator.Action.ReloadLevel) { EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); EditorGUI.PropertyField(targetRect, entry.FindPropertyRelative("target"), GUIContent.none); } else { actionRect.width = actionRect.width + targetRect.width; EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); } EditorGUI.PropertyField(delayRect, entry.FindPropertyRelative("delay"), GUIContent.none); if (GUI.Button(buttonRect, "-")) { entries.DeleteArrayElementAtIndex(i); break; } } } // add & sort buttons y += k_LineHeight + k_Spacing; var addButtonRect = new Rect(position.x + position.width - 120, y, 60, k_LineHeight); if (GUI.Button(addButtonRect, "Add")) { entries.InsertArrayElementAtIndex(entries.arraySize); } var sortButtonRect = new Rect(position.x + position.width - 60, y, 60, k_LineHeight); if (GUI.Button(sortButtonRect, "Sort")) { bool changed = true; while (entries.arraySize > 1 && changed) { changed = false; for (int i = 0; i < entries.arraySize - 1; ++i) { var e1 = entries.GetArrayElementAtIndex(i); var e2 = entries.GetArrayElementAtIndex(i + 1); if (e1.FindPropertyRelative("delay").floatValue > e2.FindPropertyRelative("delay").floatValue) { entries.MoveArrayElement(i + 1, i); changed = true; break; } } } } // Set indent back to what it was EditorGUI.indentLevel = indent; // EditorGUI.EndProperty(); } public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { SerializedProperty entries = property.FindPropertyRelative("entries"); float lineAndSpace = k_LineHeight + k_Spacing; return 40 + (entries.arraySize*lineAndSpace) + lineAndSpace; } } #endif } ================================================ FILE: Portal/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta ================================================ fileFormatVersion: 2 guid: 3a7cedf246fca744f90cbdc9dbe41166 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/TimedObjectDestructor.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Utility { public class TimedObjectDestructor : MonoBehaviour { [SerializeField] private float m_TimeOut = 1.0f; [SerializeField] private bool m_DetachChildren = false; private void Awake() { Invoke("DestroyNow", m_TimeOut); } private void DestroyNow() { if (m_DetachChildren) { transform.DetachChildren(); } DestroyObject(gameObject); } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta ================================================ fileFormatVersion: 2 guid: 37fac21d1f093d344816942d1abce94e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/WaypointCircuit.cs ================================================ using System; using System.Collections; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityStandardAssets.Utility { public class WaypointCircuit : MonoBehaviour { public WaypointList waypointList = new WaypointList(); [SerializeField] private bool smoothRoute = true; private int numPoints; private Vector3[] points; private float[] distances; public float editorVisualisationSubsteps = 100; public float Length { get; private set; } public Transform[] Waypoints { get { return waypointList.items; } } //this being here will save GC allocs private int p0n; private int p1n; private int p2n; private int p3n; private float i; private Vector3 P0; private Vector3 P1; private Vector3 P2; private Vector3 P3; // Use this for initialization private void Awake() { if (Waypoints.Length > 1) { CachePositionsAndDistances(); } numPoints = Waypoints.Length; } public RoutePoint GetRoutePoint(float dist) { // position and direction Vector3 p1 = GetRoutePosition(dist); Vector3 p2 = GetRoutePosition(dist + 0.1f); Vector3 delta = p2 - p1; return new RoutePoint(p1, delta.normalized); } public Vector3 GetRoutePosition(float dist) { int point = 0; if (Length == 0) { Length = distances[distances.Length - 1]; } dist = Mathf.Repeat(dist, Length); while (distances[point] < dist) { ++point; } // get nearest two points, ensuring points wrap-around start & end of circuit p1n = ((point - 1) + numPoints)%numPoints; p2n = point; // found point numbers, now find interpolation value between the two middle points i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist); if (smoothRoute) { // smooth catmull-rom calculation between the two relevant points // get indices for the surrounding 2 points, because // four points are required by the catmull-rom function p0n = ((point - 2) + numPoints)%numPoints; p3n = (point + 1)%numPoints; // 2nd point may have been the 'last' point - a dupe of the first, // (to give a value of max track distance instead of zero) // but now it must be wrapped back to zero if that was the case. p2n = p2n%numPoints; P0 = points[p0n]; P1 = points[p1n]; P2 = points[p2n]; P3 = points[p3n]; return CatmullRom(P0, P1, P2, P3, i); } else { // simple linear lerp between the two points: p1n = ((point - 1) + numPoints)%numPoints; p2n = point; return Vector3.Lerp(points[p1n], points[p2n], i); } } private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i) { // comments are no use here... it's the catmull-rom equation. // Un-magic this, lord vector! return 0.5f* ((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i + (-p0 + 3*p1 - 3*p2 + p3)*i*i*i); } private void CachePositionsAndDistances() { // transfer the position of each point and distances between points to arrays for // speed of lookup at runtime points = new Vector3[Waypoints.Length + 1]; distances = new float[Waypoints.Length + 1]; float accumulateDistance = 0; for (int i = 0; i < points.Length; ++i) { var t1 = Waypoints[(i)%Waypoints.Length]; var t2 = Waypoints[(i + 1)%Waypoints.Length]; if (t1 != null && t2 != null) { Vector3 p1 = t1.position; Vector3 p2 = t2.position; points[i] = Waypoints[i%Waypoints.Length].position; distances[i] = accumulateDistance; accumulateDistance += (p1 - p2).magnitude; } } } private void OnDrawGizmos() { DrawGizmos(false); } private void OnDrawGizmosSelected() { DrawGizmos(true); } private void DrawGizmos(bool selected) { waypointList.circuit = this; if (Waypoints.Length > 1) { numPoints = Waypoints.Length; CachePositionsAndDistances(); Length = distances[distances.Length - 1]; Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f); Vector3 prev = Waypoints[0].position; if (smoothRoute) { for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps) { Vector3 next = GetRoutePosition(dist + 1); Gizmos.DrawLine(prev, next); prev = next; } Gizmos.DrawLine(prev, Waypoints[0].position); } else { for (int n = 0; n < Waypoints.Length; ++n) { Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position; Gizmos.DrawLine(prev, next); prev = next; } } } } [Serializable] public class WaypointList { public WaypointCircuit circuit; public Transform[] items = new Transform[0]; } public struct RoutePoint { public Vector3 position; public Vector3 direction; public RoutePoint(Vector3 position, Vector3 direction) { this.position = position; this.direction = direction; } } } } namespace UnityStandardAssets.Utility.Inspector { #if UNITY_EDITOR [CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))] public class WaypointListDrawer : PropertyDrawer { private float lineHeight = 18; private float spacing = 4; public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { EditorGUI.BeginProperty(position, label, property); float x = position.x; float y = position.y; float inspectorWidth = position.width; // Draw label // Don't make child fields be indented var indent = EditorGUI.indentLevel; EditorGUI.indentLevel = 0; var items = property.FindPropertyRelative("items"); var titles = new string[] {"Transform", "", "", ""}; var props = new string[] {"transform", "^", "v", "-"}; var widths = new float[] {.7f, .1f, .1f, .1f}; float lineHeight = 18; bool changedLength = false; if (items.arraySize > 0) { for (int i = -1; i < items.arraySize; ++i) { var item = items.GetArrayElementAtIndex(i); float rowX = x; for (int n = 0; n < props.Length; ++n) { float w = widths[n]*inspectorWidth; // Calculate rects Rect rect = new Rect(rowX, y, w, lineHeight); rowX += w; if (i == -1) { EditorGUI.LabelField(rect, titles[n]); } else { if (n == 0) { EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true); } else { if (GUI.Button(rect, props[n])) { switch (props[n]) { case "-": items.DeleteArrayElementAtIndex(i); items.DeleteArrayElementAtIndex(i); changedLength = true; break; case "v": if (i > 0) { items.MoveArrayElement(i, i + 1); } break; case "^": if (i < items.arraySize - 1) { items.MoveArrayElement(i, i - 1); } break; } } } } } y += lineHeight + spacing; if (changedLength) { break; } } } else { // add button var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, widths[widths.Length - 1]*inspectorWidth, lineHeight); if (GUI.Button(addButtonRect, "+")) { items.InsertArrayElementAtIndex(items.arraySize); } y += lineHeight + spacing; } // add all button var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight); if (GUI.Button(addAllButtonRect, "Assign using all child objects")) { var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; var children = new Transform[circuit.transform.childCount]; int n = 0; foreach (Transform child in circuit.transform) { children[n++] = child; } Array.Sort(children, new TransformNameComparer()); circuit.waypointList.items = new Transform[children.Length]; for (n = 0; n < children.Length; ++n) { circuit.waypointList.items[n] = children[n]; } } y += lineHeight + spacing; // rename all button var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight); if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order")) { var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; int n = 0; foreach (Transform child in circuit.waypointList.items) { child.name = "Waypoint " + (n++).ToString("000"); } } y += lineHeight + spacing; // Set indent back to what it was EditorGUI.indentLevel = indent; EditorGUI.EndProperty(); } public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { SerializedProperty items = property.FindPropertyRelative("items"); float lineAndSpace = lineHeight + spacing; return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; } // comparer for check distances in ray cast hits public class TransformNameComparer : IComparer { public int Compare(object x, object y) { return ((Transform) x).name.CompareTo(((Transform) y).name); } } } #endif } ================================================ FILE: Portal/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta ================================================ fileFormatVersion: 2 guid: 70852dc981465ea48bb527b9e33a87fd MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility/WaypointProgressTracker.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Utility { public class WaypointProgressTracker : MonoBehaviour { // This script can be used with any object that is supposed to follow a // route marked out by waypoints. // This script manages the amount to look ahead along the route, // and keeps track of progress and laps. [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow [SerializeField] private float lookAheadForTargetOffset = 5; // The offset ahead along the route that the we will aim for [SerializeField] private float lookAheadForTargetFactor = .1f; // A multiplier adding distance ahead along the route to aim for, based on current speed [SerializeField] private float lookAheadForSpeedOffset = 10; // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform) [SerializeField] private float lookAheadForSpeedFactor = .2f; // A multiplier adding distance ahead along the route for speed adjustments [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute; // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint. [SerializeField] private float pointToPointThreshold = 4; // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode. public enum ProgressStyle { SmoothAlongRoute, PointToPoint, } // these are public, readable by other objects - i.e. for an AI to know where to head! public WaypointCircuit.RoutePoint targetPoint { get; private set; } public WaypointCircuit.RoutePoint speedPoint { get; private set; } public WaypointCircuit.RoutePoint progressPoint { get; private set; } public Transform target; private float progressDistance; // The progress round the route, used in smooth mode. private int progressNum; // the current waypoint number, used in point-to-point mode. private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component) private float speed; // current speed of this object (calculated from delta since last frame) // setup script properties private void Start() { // we use a transform to represent the point to aim for, and the point which // is considered for upcoming changes-of-speed. This allows this component // to communicate this information to the AI without requiring further dependencies. // You can manually create a transform and assign it to this component *and* the AI, // then this component will update it, and the AI can read it. if (target == null) { target = new GameObject(name + " Waypoint Target").transform; } Reset(); } // reset the object to sensible values public void Reset() { progressDistance = 0; progressNum = 0; if (progressStyle == ProgressStyle.PointToPoint) { target.position = circuit.Waypoints[progressNum].position; target.rotation = circuit.Waypoints[progressNum].rotation; } } private void Update() { if (progressStyle == ProgressStyle.SmoothAlongRoute) { // determine the position we should currently be aiming for // (this is different to the current progress position, it is a a certain amount ahead along the route) // we use lerp as a simple way of smoothing out the speed over time. if (Time.deltaTime > 0) { speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime, Time.deltaTime); } target.position = circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed) .position; target.rotation = Quaternion.LookRotation( circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed) .direction); // get our current progress along the route progressPoint = circuit.GetRoutePoint(progressDistance); Vector3 progressDelta = progressPoint.position - transform.position; if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) { progressDistance += progressDelta.magnitude*0.5f; } lastPosition = transform.position; } else { // point to point mode. Just increase the waypoint if we're close enough: Vector3 targetDelta = target.position - transform.position; if (targetDelta.magnitude < pointToPointThreshold) { progressNum = (progressNum + 1)%circuit.Waypoints.Length; } target.position = circuit.Waypoints[progressNum].position; target.rotation = circuit.Waypoints[progressNum].rotation; // get our current progress along the route progressPoint = circuit.GetRoutePoint(progressDistance); Vector3 progressDelta = progressPoint.position - transform.position; if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) { progressDistance += progressDelta.magnitude; } lastPosition = transform.position; } } private void OnDrawGizmos() { if (Application.isPlaying) { Gizmos.color = Color.green; Gizmos.DrawLine(transform.position, target.position); Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1); Gizmos.color = Color.yellow; Gizmos.DrawLine(target.position, target.position + target.forward); } } } } ================================================ FILE: Portal/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta ================================================ fileFormatVersion: 2 guid: c5cb22d331ef7d64796f917c6a455a32 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Utility.meta ================================================ fileFormatVersion: 2 guid: 4539eb30e895bbb41b5eae6df2dde978 folderAsset: yes timeCreated: 1436977288 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt ================================================ In the Aircraft folder you'll find a few ready-made Aircraft prefabs, which are used in the Aircraft sample scenes. These prefabs demonstrate how you can use the Aircraft scripts we've included, including some AI-controlled variants which are able to fly directly towards a specified target, or follow a waypoint-based route. The Jet Plane and the Propeller Plane prefabs share most of the same scripts (and some of the same 3D artwork), but their main difference is in their power and aerodynamic handling settings. The scripts included have been designed to be modular in nature, so that the extra features of a particular aircraft can be set up (such as propellers, flaps, landing gear), however it's possible to get any GameObject flying by simply adding the AeroplaneController script and either the "UserControl" or "AiControl" scripts. (If you add the AiControl script, you'll need to assign it a target). To set up your own aircraft from scratch, use the following steps: 1) Start with a suitable scene. There ought to be enough flat ground for a sensible take-off. 2) Place your 3d model in the scene. 3) Add the AeroplaneController script. (this will automatically add a required Rigidbody component). 4) Add the AeroplaneUserControl script. 5) Add a suitable Collider (or set of Colliders), so that it doesn't fall through the floor. 6) Hit play, try taking off. (Arrows/WSAD for power and rudder, Mouse for roll and pitch). 7) You may find the friction of your Colliders against the ground prevent take-off, or cause the plane to turn awkwardly during take-off. In this case you'll either need to reduce the friction of the Colliders touching the ground (by assigning a low-friction physics material to the Colliders), or add Wheel Colliders to your plane so that it can roll along the ground before take-off (as we have done in the sample prefabs provided). You can then mix and match the other optional components to add features such as engine sound, animated flaps, and propellers. You'll probably want to add a camera rig, so that the camera follows the aircraft as it flies off. See the Camera Rig guidelines for instructions on how to do that. The Aeroplane script exposes a number of properties which determine the power and handling of the aircraft, however ultimately the script is designed to provide a fun arcade game-like feel rather than attempting to be a realistic simulation of aircraft aerodynamics. It is possible to set up aircraft that will glide and stall, but ultimately the emphasis is on performance and fun rather than realism! For more detail about each setting, see the comments in the script. The AeroplaneUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use unity's built in Input class in place of CrossPlatformInput. For more information, see the Cross Platform Input guidelines. The AeroplaneAIControl component can be added instead of the AeroplaneUserControl component, allowing the plane to be AI controlled. You can set it up to either fly towards a specified target, or (by using the WaypointProgressTracker) follow a waypoint-defined route. 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================================================ using System; using UnityEngine; using Random = UnityEngine.Random; namespace UnityStandardAssets.Vehicles.Aeroplane { [RequireComponent(typeof (AeroplaneController))] public class AeroplaneAiControl : MonoBehaviour { // This script represents an AI 'pilot' capable of flying the plane towards a designated target. // It sends the equivalent of the inputs that a user would send to the Aeroplane controller. [SerializeField] private float m_RollSensitivity = .2f; // How sensitively the AI applies the roll controls [SerializeField] private float m_PitchSensitivity = .5f; // How sensitively the AI applies the pitch controls [SerializeField] private float m_LateralWanderDistance = 5; // The amount that the plane can wander by when heading for a target [SerializeField] private float m_LateralWanderSpeed = 0.11f; // The speed at which the plane will wander laterally [SerializeField] private float m_MaxClimbAngle = 45; // The maximum angle that the AI will attempt to make plane can climb at [SerializeField] private float m_MaxRollAngle = 45; // The maximum angle that the AI will attempt to u [SerializeField] private float m_SpeedEffect = 0.01f; // This increases the effect of the controls based on the plane's speed. [SerializeField] private float m_TakeoffHeight = 20; // the AI will fly straight and only pitch upwards until reaching this height [SerializeField] private Transform m_Target; // the target to fly towards private AeroplaneController m_AeroplaneController; // The aeroplane controller that is used to move the plane private float m_RandomPerlin; // Used for generating random point on perlin noise so that the plane will wander off path slightly private bool m_TakenOff; // Has the plane taken off yet // setup script properties private void Awake() { // get the reference to the aeroplane controller, so we can send move input to it and read its current state. m_AeroplaneController = GetComponent(); // pick a random perlin starting point for lateral wandering m_RandomPerlin = Random.Range(0f, 100f); } // reset the object to sensible values public void Reset() { m_TakenOff = false; } // fixed update is called in time with the physics system update private void FixedUpdate() { if (m_Target != null) { // make the plane wander from the path, useful for making the AI seem more human, less robotic. Vector3 targetPos = m_Target.position + transform.right* (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)* m_LateralWanderDistance; // adjust the yaw and pitch towards the target Vector3 localTarget = transform.InverseTransformPoint(targetPos); float targetAngleYaw = Mathf.Atan2(localTarget.x, localTarget.z); float targetAnglePitch = -Mathf.Atan2(localTarget.y, localTarget.z); // Set the target for the planes pitch, we check later that this has not passed the maximum threshold targetAnglePitch = Mathf.Clamp(targetAnglePitch, -m_MaxClimbAngle*Mathf.Deg2Rad, m_MaxClimbAngle*Mathf.Deg2Rad); // calculate the difference between current pitch and desired pitch float changePitch = targetAnglePitch - m_AeroplaneController.PitchAngle; // AI always applies gentle forward throttle const float throttleInput = 0.5f; // AI applies elevator control (pitch, rotation around x) to reach the target angle float pitchInput = changePitch*m_PitchSensitivity; // clamp the planes roll float desiredRoll = Mathf.Clamp(targetAngleYaw, -m_MaxRollAngle*Mathf.Deg2Rad, m_MaxRollAngle*Mathf.Deg2Rad); float yawInput = 0; float rollInput = 0; if (!m_TakenOff) { // If the planes altitude is above m_TakeoffHeight we class this as taken off if (m_AeroplaneController.Altitude > m_TakeoffHeight) { m_TakenOff = true; } } else { // now we have taken off to a safe height, we can use the rudder and ailerons to yaw and roll yawInput = targetAngleYaw; rollInput = -(m_AeroplaneController.RollAngle - desiredRoll)*m_RollSensitivity; } // adjust how fast the AI is changing the controls based on the speed. Faster speed = faster on the controls. float currentSpeedEffect = 1 + (m_AeroplaneController.ForwardSpeed*m_SpeedEffect); rollInput *= currentSpeedEffect; pitchInput *= currentSpeedEffect; yawInput *= currentSpeedEffect; // pass the current input to the plane (false = because AI never uses air brakes!) m_AeroplaneController.Move(rollInput, pitchInput, yawInput, throttleInput, false); } else { // no target set, send zeroed input to the planeW m_AeroplaneController.Move(0, 0, 0, 0, false); } } // allows other scripts to set the plane's target public void SetTarget(Transform target) { m_Target = target; } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs.meta ================================================ fileFormatVersion: 2 guid: 6f947e56d54f4274896478766fef616c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Aeroplane { public class AeroplaneAudio : MonoBehaviour { [Serializable] public class AdvancedSetttings // A class for storing the advanced options. { public float engineMinDistance = 50f; // The min distance of the engine audio source. public float engineMaxDistance = 1000f; // The max distance of the engine audio source. public float engineDopplerLevel = 1f; // The doppler level of the engine audio source. [Range(0f, 1f)] public float engineMasterVolume = 0.5f; // An overall control of the engine sound volume. public float windMinDistance = 10f; // The min distance of the wind audio source. public float windMaxDistance = 100f; // The max distance of the wind audio source. public float windDopplerLevel = 1f; // The doppler level of the wind audio source. [Range(0f, 1f)] public float windMasterVolume = 0.5f; // An overall control of the wind sound volume. } [SerializeField] private AudioClip m_EngineSound; // Looped engine sound, whose pitch and volume are affected by the plane's throttle setting. [SerializeField] private float m_EngineMinThrottlePitch = 0.4f; // Pitch of the engine sound when at minimum throttle. [SerializeField] private float m_EngineMaxThrottlePitch = 2f; // Pitch of the engine sound when at maximum throttle. [SerializeField] private float m_EngineFwdSpeedMultiplier = 0.002f; // Additional multiplier for an increase in pitch of the engine from the plane's speed. [SerializeField] private AudioClip m_WindSound; // Looped wind sound, whose pitch and volume are affected by the plane's velocity. [SerializeField] private float m_WindBasePitch = 0.2f; // starting pitch for wind (when plane is at zero speed) [SerializeField] private float m_WindSpeedPitchFactor = 0.004f; // Relative increase in pitch of the wind from the plane's speed. [SerializeField] private float m_WindMaxSpeedVolume = 100; // the speed the aircraft much reach before the wind sound reaches maximum volume. [SerializeField] private AdvancedSetttings m_AdvancedSetttings = new AdvancedSetttings();// container to make advanced settings appear as rollout in inspector private AudioSource m_EngineSoundSource; // Reference to the AudioSource for the engine. private AudioSource m_WindSoundSource; // Reference to the AudioSource for the wind. private AeroplaneController m_Plane; // Reference to the aeroplane controller. private Rigidbody m_Rigidbody; private void Awake() { // Set up the reference to the aeroplane controller. m_Plane = GetComponent(); m_Rigidbody = GetComponent(); // Add the audiosources and get the references. m_EngineSoundSource = gameObject.AddComponent(); m_EngineSoundSource.playOnAwake = false; m_WindSoundSource = gameObject.AddComponent(); m_WindSoundSource.playOnAwake = false; // Assign clips to the audiosources. m_EngineSoundSource.clip = m_EngineSound; m_WindSoundSource.clip = m_WindSound; // Set the parameters of the audiosources. m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance; m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance; m_EngineSoundSource.loop = true; m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel; m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance; m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance; m_WindSoundSource.loop = true; m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel; // call update here to set the sounds pitch and volumes before they actually play Update(); // Start the sounds playing. m_EngineSoundSource.Play(); m_WindSoundSource.Play(); } private void Update() { // Find what proportion of the engine's power is being used. var enginePowerProportion = Mathf.InverseLerp(0, m_Plane.MaxEnginePower, m_Plane.EnginePower); // Set the engine's pitch to be proportional to the engine's current power. m_EngineSoundSource.pitch = Mathf.Lerp(m_EngineMinThrottlePitch, m_EngineMaxThrottlePitch, enginePowerProportion); // Increase the engine's pitch by an amount proportional to the aeroplane's forward speed. // (this makes the pitch increase when going into a dive!) m_EngineSoundSource.pitch += m_Plane.ForwardSpeed*m_EngineFwdSpeedMultiplier; // Set the engine's volume to be proportional to the engine's current power. m_EngineSoundSource.volume = Mathf.InverseLerp(0, m_Plane.MaxEnginePower*m_AdvancedSetttings.engineMasterVolume, m_Plane.EnginePower); // Set the wind's pitch and volume to be proportional to the aeroplane's forward speed. float planeSpeed = m_Rigidbody.velocity.magnitude; m_WindSoundSource.pitch = m_WindBasePitch + planeSpeed*m_WindSpeedPitchFactor; m_WindSoundSource.volume = Mathf.InverseLerp(0, m_WindMaxSpeedVolume, planeSpeed)*m_AdvancedSetttings.windMasterVolume; } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta ================================================ fileFormatVersion: 2 guid: 66329fe4ad8cd59478fffdc10131da1c MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Aeroplane { public class AeroplaneControlSurfaceAnimator : MonoBehaviour { [SerializeField] private float m_Smoothing = 5f; // The smoothing applied to the movement of control surfaces. [SerializeField] private ControlSurface[] m_ControlSurfaces; // Collection of control surfaces. private AeroplaneController m_Plane; // Reference to the aeroplane controller. private void Start() { // Get the reference to the aeroplane controller. m_Plane = GetComponent(); // Store the original local rotation of each surface, so we can rotate relative to this foreach (var surface in m_ControlSurfaces) { surface.originalLocalRotation = surface.transform.localRotation; } } private void Update() { foreach (var surface in m_ControlSurfaces) { switch (surface.type) { case ControlSurface.Type.Aileron: { // Ailerons rotate around the x axis, according to the plane's roll input Quaternion rotation = Quaternion.Euler(surface.amount*m_Plane.RollInput, 0f, 0f); RotateSurface(surface, rotation); break; } case ControlSurface.Type.Elevator: { // Elevators rotate negatively around the x axis, according to the plane's pitch input Quaternion rotation = Quaternion.Euler(surface.amount*-m_Plane.PitchInput, 0f, 0f); RotateSurface(surface, rotation); break; } case ControlSurface.Type.Rudder: { // Rudders rotate around their y axis, according to the plane's yaw input Quaternion rotation = Quaternion.Euler(0f, surface.amount*m_Plane.YawInput, 0f); RotateSurface(surface, rotation); break; } case ControlSurface.Type.RuddervatorPositive: { // Ruddervators are a combination of rudder and elevator, and rotate // around their z axis by a combination of the yaw and pitch input float r = m_Plane.YawInput + m_Plane.PitchInput; Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r); RotateSurface(surface, rotation); break; } case ControlSurface.Type.RuddervatorNegative: { // ... and because ruddervators are "special", we need a negative version too. >_< float r = m_Plane.YawInput - m_Plane.PitchInput; Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r); RotateSurface(surface, rotation); break; } } } } private void RotateSurface(ControlSurface surface, Quaternion rotation) { // Create a target which is the surface's original rotation, rotated by the input. Quaternion target = surface.originalLocalRotation*rotation; // Slerp the surface's rotation towards the target rotation. surface.transform.localRotation = Quaternion.Slerp(surface.transform.localRotation, target, m_Smoothing*Time.deltaTime); } // This class presents a nice custom structure in which to define each of the plane's contol surfaces to animate. // They show up in the inspector as an array. [Serializable] public class ControlSurface // Control surfaces represent the different flaps of the aeroplane. { public enum Type // Flaps differ in position and rotation and are represented by different types. { Aileron, // Horizontal flaps on the wings, rotate on the x axis. Elevator, // Horizontal flaps used to adjusting the pitch of a plane, rotate on the x axis. Rudder, // Vertical flaps on the tail, rotate on the y axis. RuddervatorNegative, // Combination of rudder and elevator. RuddervatorPositive, // Combination of rudder and elevator. } public Transform transform; // The transform of the control surface. public float amount; // The amount by which they can rotate. public Type type; // The type of control surface. [HideInInspector] public Quaternion originalLocalRotation; // The rotation of the surface at the start. } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta ================================================ fileFormatVersion: 2 guid: 1ee34fdb2d383a84e9ef60c30fc2778e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Aeroplane { [RequireComponent(typeof (Rigidbody))] public class AeroplaneController : MonoBehaviour { [SerializeField] private float m_MaxEnginePower = 40f; // The maximum output of the engine. [SerializeField] private float m_Lift = 0.002f; // The amount of lift generated by the aeroplane moving forwards. [SerializeField] private float m_ZeroLiftSpeed = 300; // The speed at which lift is no longer applied. [SerializeField] private float m_RollEffect = 1f; // The strength of effect for roll input. [SerializeField] private float m_PitchEffect = 1f; // The strength of effect for pitch input. [SerializeField] private float m_YawEffect = 0.2f; // The strength of effect for yaw input. [SerializeField] private float m_BankedTurnEffect = 0.5f; // The amount of turn from doing a banked turn. [SerializeField] private float m_AerodynamicEffect = 0.02f; // How much aerodynamics affect the speed of the aeroplane. [SerializeField] private float m_AutoTurnPitch = 0.5f; // How much the aeroplane automatically pitches when in a banked turn. [SerializeField] private float m_AutoRollLevel = 0.2f; // How much the aeroplane tries to level when not rolling. [SerializeField] private float m_AutoPitchLevel = 0.2f; // How much the aeroplane tries to level when not pitching. [SerializeField] private float m_AirBrakesEffect = 3f; // How much the air brakes effect the drag. [SerializeField] private float m_ThrottleChangeSpeed = 0.3f; // The speed with which the throttle changes. [SerializeField] private float m_DragIncreaseFactor = 0.001f; // how much drag should increase with speed. public float Altitude { get; private set; } // The aeroplane's height above the ground. public float Throttle { get; private set; } // The amount of throttle being used. public bool AirBrakes { get; private set; } // Whether or not the air brakes are being applied. public float ForwardSpeed { get; private set; } // How fast the aeroplane is traveling in it's forward direction. public float EnginePower { get; private set; } // How much power the engine is being given. public float MaxEnginePower{ get { return m_MaxEnginePower; }} // The maximum output of the engine. public float RollAngle { get; private set; } public float PitchAngle { get; private set; } public float RollInput { get; private set; } public float PitchInput { get; private set; } public float YawInput { get; private set; } public float ThrottleInput { get; private set; } private float m_OriginalDrag; // The drag when the scene starts. private float m_OriginalAngularDrag; // The angular drag when the scene starts. private float m_AeroFactor; private bool m_Immobilized = false; // used for making the plane uncontrollable, i.e. if it has been hit or crashed. private float m_BankedTurnAmount; private Rigidbody m_Rigidbody; WheelCollider[] m_WheelColliders; private void Start() { m_Rigidbody = GetComponent(); // Store original drag settings, these are modified during flight. m_OriginalDrag = m_Rigidbody.drag; m_OriginalAngularDrag = m_Rigidbody.angularDrag; for (int i = 0; i < transform.childCount; i++ ) { foreach (var componentsInChild in transform.GetChild(i).GetComponentsInChildren()) { componentsInChild.motorTorque = 0.18f; } } } public void Move(float rollInput, float pitchInput, float yawInput, float throttleInput, bool airBrakes) { // transfer input parameters into properties.s RollInput = rollInput; PitchInput = pitchInput; YawInput = yawInput; ThrottleInput = throttleInput; AirBrakes = airBrakes; ClampInputs(); CalculateRollAndPitchAngles(); AutoLevel(); CalculateForwardSpeed(); ControlThrottle(); CalculateDrag(); CaluclateAerodynamicEffect(); CalculateLinearForces(); CalculateTorque(); CalculateAltitude(); } private void ClampInputs() { // clamp the inputs to -1 to 1 range RollInput = Mathf.Clamp(RollInput, -1, 1); PitchInput = Mathf.Clamp(PitchInput, -1, 1); YawInput = Mathf.Clamp(YawInput, -1, 1); ThrottleInput = Mathf.Clamp(ThrottleInput, -1, 1); } private void CalculateRollAndPitchAngles() { // Calculate roll & pitch angles // Calculate the flat forward direction (with no y component). var flatForward = transform.forward; flatForward.y = 0; // If the flat forward vector is non-zero (which would only happen if the plane was pointing exactly straight upwards) if (flatForward.sqrMagnitude > 0) { flatForward.Normalize(); // calculate current pitch angle var localFlatForward = transform.InverseTransformDirection(flatForward); PitchAngle = Mathf.Atan2(localFlatForward.y, localFlatForward.z); // calculate current roll angle var flatRight = Vector3.Cross(Vector3.up, flatForward); var localFlatRight = transform.InverseTransformDirection(flatRight); RollAngle = Mathf.Atan2(localFlatRight.y, localFlatRight.x); } } private void AutoLevel() { // The banked turn amount (between -1 and 1) is the sine of the roll angle. // this is an amount applied to elevator input if the user is only using the banking controls, // because that's what people expect to happen in games! m_BankedTurnAmount = Mathf.Sin(RollAngle); // auto level roll, if there's no roll input: if (RollInput == 0f) { RollInput = -RollAngle*m_AutoRollLevel; } // auto correct pitch, if no pitch input (but also apply the banked turn amount) if (PitchInput == 0f) { PitchInput = -PitchAngle*m_AutoPitchLevel; PitchInput -= Mathf.Abs(m_BankedTurnAmount*m_BankedTurnAmount*m_AutoTurnPitch); } } private void CalculateForwardSpeed() { // Forward speed is the speed in the planes's forward direction (not the same as its velocity, eg if falling in a stall) var localVelocity = transform.InverseTransformDirection(m_Rigidbody.velocity); ForwardSpeed = Mathf.Max(0, localVelocity.z); } private void ControlThrottle() { // override throttle if immobilized if (m_Immobilized) { ThrottleInput = -0.5f; } // Adjust throttle based on throttle input (or immobilized state) Throttle = Mathf.Clamp01(Throttle + ThrottleInput*Time.deltaTime*m_ThrottleChangeSpeed); // current engine power is just: EnginePower = Throttle*m_MaxEnginePower; } private void CalculateDrag() { // increase the drag based on speed, since a constant drag doesn't seem "Real" (tm) enough float extraDrag = m_Rigidbody.velocity.magnitude*m_DragIncreaseFactor; // Air brakes work by directly modifying drag. This part is actually pretty realistic! m_Rigidbody.drag = (AirBrakes ? (m_OriginalDrag + extraDrag)*m_AirBrakesEffect : m_OriginalDrag + extraDrag); // Forward speed affects angular drag - at high forward speed, it's much harder for the plane to spin m_Rigidbody.angularDrag = m_OriginalAngularDrag*ForwardSpeed; } private void CaluclateAerodynamicEffect() { // "Aerodynamic" calculations. This is a very simple approximation of the effect that a plane // will naturally try to align itself in the direction that it's facing when moving at speed. // Without this, the plane would behave a bit like the asteroids spaceship! if (m_Rigidbody.velocity.magnitude > 0) { // compare the direction we're pointing with the direction we're moving: m_AeroFactor = Vector3.Dot(transform.forward, m_Rigidbody.velocity.normalized); // multipled by itself results in a desirable rolloff curve of the effect m_AeroFactor *= m_AeroFactor; // Finally we calculate a new velocity by bending the current velocity direction towards // the the direction the plane is facing, by an amount based on this aeroFactor var newVelocity = Vector3.Lerp(m_Rigidbody.velocity, transform.forward*ForwardSpeed, m_AeroFactor*ForwardSpeed*m_AerodynamicEffect*Time.deltaTime); m_Rigidbody.velocity = newVelocity; // also rotate the plane towards the direction of movement - this should be a very small effect, but means the plane ends up // pointing downwards in a stall m_Rigidbody.rotation = Quaternion.Slerp(m_Rigidbody.rotation, Quaternion.LookRotation(m_Rigidbody.velocity, transform.up), m_AerodynamicEffect*Time.deltaTime); } } private void CalculateLinearForces() { // Now calculate forces acting on the aeroplane: // we accumulate forces into this variable: var forces = Vector3.zero; // Add the engine power in the forward direction forces += EnginePower*transform.forward; // The direction that the lift force is applied is at right angles to the plane's velocity (usually, this is 'up'!) var liftDirection = Vector3.Cross(m_Rigidbody.velocity, transform.right).normalized; // The amount of lift drops off as the plane increases speed - in reality this occurs as the pilot retracts the flaps // shortly after takeoff, giving the plane less drag, but less lift. Because we don't simulate flaps, this is // a simple way of doing it automatically: var zeroLiftFactor = Mathf.InverseLerp(m_ZeroLiftSpeed, 0, ForwardSpeed); // Calculate and add the lift power var liftPower = ForwardSpeed*ForwardSpeed*m_Lift*zeroLiftFactor*m_AeroFactor; forces += liftPower*liftDirection; // Apply the calculated forces to the the Rigidbody m_Rigidbody.AddForce(forces); } private void CalculateTorque() { // We accumulate torque forces into this variable: var torque = Vector3.zero; // Add torque for the pitch based on the pitch input. torque += PitchInput*m_PitchEffect*transform.right; // Add torque for the yaw based on the yaw input. torque += YawInput*m_YawEffect*transform.up; // Add torque for the roll based on the roll input. torque += -RollInput*m_RollEffect*transform.forward; // Add torque for banked turning. torque += m_BankedTurnAmount*m_BankedTurnEffect*transform.up; // The total torque is multiplied by the forward speed, so the controls have more effect at high speed, // and little effect at low speed, or when not moving in the direction of the nose of the plane // (i.e. falling while stalled) m_Rigidbody.AddTorque(torque*ForwardSpeed*m_AeroFactor); } private void CalculateAltitude() { // Altitude calculations - we raycast downwards from the aeroplane // starting a safe distance below the plane to avoid colliding with any of the plane's own colliders var ray = new Ray(transform.position - Vector3.up*10, -Vector3.up); RaycastHit hit; Altitude = Physics.Raycast(ray, out hit) ? hit.distance + 10 : transform.position.y; } // Immobilize can be called from other objects, for example if this plane is hit by a weapon and should become uncontrollable public void Immobilize() { m_Immobilized = true; } // Reset is called via the ObjectResetter script, if present. public void Reset() { m_Immobilized = false; } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta ================================================ fileFormatVersion: 2 guid: 235a6615124795442b98c1f03500003e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Aeroplane { public class AeroplanePropellerAnimator : MonoBehaviour { [SerializeField] private Transform m_PropellorModel; // The model of the the aeroplane's propellor. [SerializeField] private Transform m_PropellorBlur; // The plane used for the blurred propellor textures. [SerializeField] private Texture2D[] m_PropellorBlurTextures; // An array of increasingly blurred propellor textures. [SerializeField] [Range(0f, 1f)] private float m_ThrottleBlurStart = 0.25f; // The point at which the blurred textures start. [SerializeField] [Range(0f, 1f)] private float m_ThrottleBlurEnd = 0.5f; // The point at which the blurred textures stop changing. [SerializeField] private float m_MaxRpm = 2000; // The maximum speed the propellor can turn at. private AeroplaneController m_Plane; // Reference to the aeroplane controller. private int m_PropellorBlurState = -1; // To store the state of the blurred textures. private const float k_RpmToDps = 60f; // For converting from revs per minute to degrees per second. private Renderer m_PropellorModelRenderer; private Renderer m_PropellorBlurRenderer; private void Awake() { // Set up the reference to the aeroplane controller. m_Plane = GetComponent(); m_PropellorModelRenderer = m_PropellorModel.GetComponent(); m_PropellorBlurRenderer = m_PropellorBlur.GetComponent(); // Set the propellor blur gameobject's parent to be the propellor. m_PropellorBlur.parent = m_PropellorModel; } private void Update() { // Rotate the propellor model at a rate proportional to the throttle. m_PropellorModel.Rotate(0, m_MaxRpm*m_Plane.Throttle*Time.deltaTime*k_RpmToDps, 0); // Create an integer for the new state of the blur textures. var newBlurState = 0; // choose between the blurred textures, if the throttle is high enough if (m_Plane.Throttle > m_ThrottleBlurStart) { var throttleBlurProportion = Mathf.InverseLerp(m_ThrottleBlurStart, m_ThrottleBlurEnd, m_Plane.Throttle); newBlurState = Mathf.FloorToInt(throttleBlurProportion*(m_PropellorBlurTextures.Length - 1)); } // If the blur state has changed if (newBlurState != m_PropellorBlurState) { m_PropellorBlurState = newBlurState; if (m_PropellorBlurState == 0) { // switch to using the 'real' propellor model m_PropellorModelRenderer.enabled = true; m_PropellorBlurRenderer.enabled = false; } else { // Otherwise turn off the propellor model and turn on the blur. m_PropellorModelRenderer.enabled = false; m_PropellorBlurRenderer.enabled = true; // set the appropriate texture from the blur array m_PropellorBlurRenderer.material.mainTexture = m_PropellorBlurTextures[m_PropellorBlurState]; } } } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta ================================================ fileFormatVersion: 2 guid: fb9e837aae6395d48b1182bee201f814 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Vehicles.Aeroplane { [RequireComponent(typeof (AeroplaneController))] public class AeroplaneUserControl2Axis : MonoBehaviour { // these max angles are only used on mobile, due to the way pitch and roll input are handled public float maxRollAngle = 80; public float maxPitchAngle = 80; // reference to the aeroplane that we're controlling private AeroplaneController m_Aeroplane; private void Awake() { // Set up the reference to the aeroplane controller. m_Aeroplane = GetComponent(); } private void FixedUpdate() { // Read input for the pitch, yaw, roll and throttle of the aeroplane. float roll = CrossPlatformInputManager.GetAxis("Horizontal"); float pitch = CrossPlatformInputManager.GetAxis("Vertical"); bool airBrakes = CrossPlatformInputManager.GetButton("Fire1"); // auto throttle up, or down if braking. float throttle = airBrakes ? -1 : 1; #if MOBILE_INPUT AdjustInputForMobileControls(ref roll, ref pitch, ref throttle); #endif // Pass the input to the aeroplane m_Aeroplane.Move(roll, pitch, 0, throttle, airBrakes); } private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle) { // because mobile tilt is used for roll and pitch, we help out by // assuming that a centered level device means the user // wants to fly straight and level! // this means on mobile, the input represents the *desired* roll angle of the aeroplane, // and the roll input is calculated to achieve that. // whereas on non-mobile, the input directly controls the roll of the aeroplane. float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad; float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad; roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -1, 1); pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -1, 1); // similarly, the throttle axis input is considered to be the desired absolute value, not a relative change to current throttle. float intendedThrottle = throttle*0.5f + 0.5f; throttle = Mathf.Clamp(intendedThrottle - m_Aeroplane.Throttle, -1, 1); } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta ================================================ fileFormatVersion: 2 guid: b297a60c0ddf0ee4dabefaf158fb097d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Vehicles.Aeroplane { [RequireComponent(typeof (AeroplaneController))] public class AeroplaneUserControl4Axis : MonoBehaviour { // these max angles are only used on mobile, due to the way pitch and roll input are handled public float maxRollAngle = 80; public float maxPitchAngle = 80; // reference to the aeroplane that we're controlling private AeroplaneController m_Aeroplane; private float m_Throttle; private bool m_AirBrakes; private float m_Yaw; private void Awake() { // Set up the reference to the aeroplane controller. m_Aeroplane = GetComponent(); } private void FixedUpdate() { // Read input for the pitch, yaw, roll and throttle of the aeroplane. float roll = CrossPlatformInputManager.GetAxis("Mouse X"); float pitch = CrossPlatformInputManager.GetAxis("Mouse Y"); m_AirBrakes = CrossPlatformInputManager.GetButton("Fire1"); m_Yaw = CrossPlatformInputManager.GetAxis("Horizontal"); m_Throttle = CrossPlatformInputManager.GetAxis("Vertical"); #if MOBILE_INPUT AdjustInputForMobileControls(ref roll, ref pitch, ref m_Throttle); #endif // Pass the input to the aeroplane m_Aeroplane.Move(roll, pitch, m_Yaw, m_Throttle, m_AirBrakes); } private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle) { // because mobile tilt is used for roll and pitch, we help out by // assuming that a centered level device means the user // wants to fly straight and level! // this means on mobile, the input represents the *desired* roll angle of the aeroplane, // and the roll input is calculated to achieve that. // whereas on non-mobile, the input directly controls the roll of the aeroplane. float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad; float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad; roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -1, 1); pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -1, 1); } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta ================================================ fileFormatVersion: 2 guid: b821cfe117414d14ea5ad71c5b3c503f MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Aeroplane { [RequireComponent(typeof (ParticleSystem))] public class JetParticleEffect : MonoBehaviour { // this script controls the jet's exhaust particle system, controlling the // size and colour based on the jet's current throttle value. public Color minColour; // The base colour for the effect to start at private AeroplaneController m_Jet; // The jet that the particle effect is attached to private ParticleSystem m_System; // The particle system that is being controlled private float m_OriginalStartSize; // The original starting size of the particle system private float m_OriginalLifetime; // The original lifetime of the particle system private Color m_OriginalStartColor; // The original starting colout of the particle system // Use this for initialization private void Start() { // get the aeroplane from the object hierarchy m_Jet = FindAeroplaneParent(); // get the particle system ( it will be on the object as we have a require component set up m_System = GetComponent(); // set the original properties from the particle system m_OriginalLifetime = m_System.main.startLifetime.constant; m_OriginalStartSize = m_System.main.startSize.constant; m_OriginalStartColor = m_System.main.startColor.color; } // Update is called once per frame private void Update() { ParticleSystem.MainModule mainModule = m_System.main; // update the particle system based on the jets throttle mainModule.startLifetime = Mathf.Lerp(0.0f, m_OriginalLifetime, m_Jet.Throttle); mainModule.startSize = Mathf.Lerp(m_OriginalStartSize*.3f, m_OriginalStartSize, m_Jet.Throttle); mainModule.startColor = Color.Lerp(minColour, m_OriginalStartColor, m_Jet.Throttle); } private AeroplaneController FindAeroplaneParent() { // get reference to the object transform var t = transform; // traverse the object hierarchy upwards to find the AeroplaneController // (since this is placed on a child object) while (t != null) { var aero = t.GetComponent(); if (aero == null) { // try next parent t = t.parent; } else { return aero; } } // controller not found! throw new Exception(" AeroplaneContoller not found in object hierarchy"); } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta ================================================ fileFormatVersion: 2 guid: 1b878b2bd27dca747855179c7ca76010 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Aeroplane { public class LandingGear : MonoBehaviour { private enum GearState { Raised = -1, Lowered = 1 } // The landing gear can be raised and lowered at differing altitudes. // The gear is only lowered when descending, and only raised when climbing. // this script detects the raise/lower condition and sets a parameter on // the animator to actually play the animation to raise or lower the gear. public float raiseAtAltitude = 40; public float lowerAtAltitude = 40; private GearState m_State = GearState.Lowered; private Animator m_Animator; private Rigidbody m_Rigidbody; private AeroplaneController m_Plane; // Use this for initialization private void Start() { m_Plane = GetComponent(); m_Animator = GetComponent(); m_Rigidbody = GetComponent(); } // Update is called once per frame private void Update() { if (m_State == GearState.Lowered && m_Plane.Altitude > raiseAtAltitude && m_Rigidbody.velocity.y > 0) { m_State = GearState.Raised; } if (m_State == GearState.Raised && m_Plane.Altitude < lowerAtAltitude && m_Rigidbody.velocity.y < 0) { m_State = GearState.Lowered; } // set the parameter on the animator controller to trigger the appropriate animation m_Animator.SetInteger("GearState", (int) m_State); } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs.meta 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These prefabs demonstrate how you can use the Car scripts we've included, including some AI-controlled variants which are able to drive directly towards a specified target, or follow a waypoint-based route. The scripts included have been designed to be modular in nature, so that the extra features of a particular car can be set up (such as brake lights, engine sound, and skid trails). The simplest way to get started setting up your own car is to use our "CarPrefabEmpty", and to follow these steps: 1) Start with a suitable scene. There ought to be enough flat ground to drive around on. 2) Place the "CarPrefabEmpty" in the scene. 3) Place your 3d model into the scene, as a child of the "CarPrefabEmpty" GameObject. Notice that your car model should be at the same level as the "WheelHub" objects that were already present. 4) Make sure your car's position in the inspector is set to 0,0,0. This will ensure your car's position is aligned with the Empty Prefab's position. 5) Expand the hierarchy of your car model in the hierarchy so that the wheel models of your car are visible. 6) Select each "WheelHub" in turn, and drag the corresponding wheel model from your car into the "Wheel Model" slot of the Wheel component on the WheelHub GameObject. Then click the "Align to assigned wheel model". If your car has four wheels, you'll need to do this step four times, once for each wheel. 7) Hit play, and try driving your car! You'll probably want to add a camera rig so that the camera follows the car as it drives off. See the Camera Rig guidelines for instructions on how to do that. The Car script exposes a number of properties which determine the power, maximum speed, and handling of the car, however ultimately the script is designed to provide a fun arcade game-like feel rather than attempting to be a realistic simulation of car handling. The gears and revs values are purely cosmetic, and are calculated retrospectively - they can be used by the engine sound component or GUI to display revs and gear. For more detail about each setting, see the comments in the script. The CarUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use unity's built in Input class in place of CrossPlatformInput. For more information, see the Cross Platform Input guidelines. The sample scenes provided work on standalone builds and also include cross platform touch and tilt controls which are set up and ready to publish to mobile. The CarAIControl component can be added instead of the CarUserControl component, allowing the car to be AI controlled. You can set it up to either head towards a specified target, or (by using the WaypointProgressTracker) follow a waypoint-defined route. 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Portal/Assets/Standard Assets/Vehicles/Car/Prefabs.meta ================================================ fileFormatVersion: 2 guid: 19d015355475a124d93936c8bef9f5de folderAsset: yes DefaultImporter: userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Car { public class BrakeLight : MonoBehaviour { public CarController car; // reference to the car controller, must be dragged in inspector private Renderer m_Renderer; private void Start() { m_Renderer = GetComponent(); } private void Update() { // enable the Renderer when the car is braking, disable it otherwise. m_Renderer.enabled = car.BrakeInput > 0f; } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/BrakeLight.cs.meta ================================================ fileFormatVersion: 2 guid: fffafd711dc1dbc478a49705cfe1ce3d MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs ================================================ using System; using UnityEngine; using Random = UnityEngine.Random; namespace UnityStandardAssets.Vehicles.Car { [RequireComponent(typeof (CarController))] public class CarAIControl : MonoBehaviour { public enum BrakeCondition { NeverBrake, // the car simply accelerates at full throttle all the time. TargetDirectionDifference, // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners. TargetDistance, // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to // head for a stationary target and come to rest when it arrives there. } // This script provides input to the car controller in the same way that the user control script does. // As such, it is really 'driving' the car, with no special physics or animation tricks to make the car behave properly. // "wandering" is used to give the cars a more human, less robotic feel. They can waver slightly // in speed and direction while driving towards their target. [SerializeField] [Range(0, 1)] private float m_CautiousSpeedFactor = 0.05f; // percentage of max speed to use when being maximally cautious [SerializeField] [Range(0, 180)] private float m_CautiousMaxAngle = 50f; // angle of approaching corner to treat as warranting maximum caution [SerializeField] private float m_CautiousMaxDistance = 100f; // distance at which distance-based cautiousness begins [SerializeField] private float m_CautiousAngularVelocityFactor = 30f; // how cautious the AI should be when considering its own current angular velocity (i.e. easing off acceleration if spinning!) [SerializeField] private float m_SteerSensitivity = 0.05f; // how sensitively the AI uses steering input to turn to the desired direction [SerializeField] private float m_AccelSensitivity = 0.04f; // How sensitively the AI uses the accelerator to reach the current desired speed [SerializeField] private float m_BrakeSensitivity = 1f; // How sensitively the AI uses the brake to reach the current desired speed [SerializeField] private float m_LateralWanderDistance = 3f; // how far the car will wander laterally towards its target [SerializeField] private float m_LateralWanderSpeed = 0.1f; // how fast the lateral wandering will fluctuate [SerializeField] [Range(0, 1)] private float m_AccelWanderAmount = 0.1f; // how much the cars acceleration will wander [SerializeField] private float m_AccelWanderSpeed = 0.1f; // how fast the cars acceleration wandering will fluctuate [SerializeField] private BrakeCondition m_BrakeCondition = BrakeCondition.TargetDistance; // what should the AI consider when accelerating/braking? [SerializeField] private bool m_Driving; // whether the AI is currently actively driving or stopped. [SerializeField] private Transform m_Target; // 'target' the target object to aim for. [SerializeField] private bool m_StopWhenTargetReached; // should we stop driving when we reach the target? [SerializeField] private float m_ReachTargetThreshold = 2; // proximity to target to consider we 'reached' it, and stop driving. private float m_RandomPerlin; // A random value for the car to base its wander on (so that AI cars don't all wander in the same pattern) private CarController m_CarController; // Reference to actual car controller we are controlling private float m_AvoidOtherCarTime; // time until which to avoid the car we recently collided with private float m_AvoidOtherCarSlowdown; // how much to slow down due to colliding with another car, whilst avoiding private float m_AvoidPathOffset; // direction (-1 or 1) in which to offset path to avoid other car, whilst avoiding private Rigidbody m_Rigidbody; private void Awake() { // get the car controller reference m_CarController = GetComponent(); // give the random perlin a random value m_RandomPerlin = Random.value*100; m_Rigidbody = GetComponent(); } private void FixedUpdate() { if (m_Target == null || !m_Driving) { // Car should not be moving, // use handbrake to stop m_CarController.Move(0, 0, -1f, 1f); } else { Vector3 fwd = transform.forward; if (m_Rigidbody.velocity.magnitude > m_CarController.MaxSpeed*0.1f) { fwd = m_Rigidbody.velocity; } float desiredSpeed = m_CarController.MaxSpeed; // now it's time to decide if we should be slowing down... switch (m_BrakeCondition) { case BrakeCondition.TargetDirectionDifference: { // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners. // check out the angle of our target compared to the current direction of the car float approachingCornerAngle = Vector3.Angle(m_Target.forward, fwd); // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor; // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount float cautiousnessRequired = Mathf.InverseLerp(0, m_CautiousMaxAngle, Mathf.Max(spinningAngle, approachingCornerAngle)); desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor, cautiousnessRequired); break; } case BrakeCondition.TargetDistance: { // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to // head for a stationary target and come to rest when it arrives there. // check out the distance to target Vector3 delta = m_Target.position - transform.position; float distanceCautiousFactor = Mathf.InverseLerp(m_CautiousMaxDistance, 0, delta.magnitude); // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor; // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount float cautiousnessRequired = Mathf.Max( Mathf.InverseLerp(0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor); desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor, cautiousnessRequired); break; } case BrakeCondition.NeverBrake: break; } // Evasive action due to collision with other cars: // our target position starts off as the 'real' target position Vector3 offsetTargetPos = m_Target.position; // if are we currently taking evasive action to prevent being stuck against another car: if (Time.time < m_AvoidOtherCarTime) { // slow down if necessary (if we were behind the other car when collision occured) desiredSpeed *= m_AvoidOtherCarSlowdown; // and veer towards the side of our path-to-target that is away from the other car offsetTargetPos += m_Target.right*m_AvoidPathOffset; } else { // no need for evasive action, we can just wander across the path-to-target in a random way, // which can help prevent AI from seeming too uniform and robotic in their driving offsetTargetPos += m_Target.right* (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)* m_LateralWanderDistance; } // use different sensitivity depending on whether accelerating or braking: float accelBrakeSensitivity = (desiredSpeed < m_CarController.CurrentSpeed) ? m_BrakeSensitivity : m_AccelSensitivity; // decide the actual amount of accel/brake input to achieve desired speed. float accel = Mathf.Clamp((desiredSpeed - m_CarController.CurrentSpeed)*accelBrakeSensitivity, -1, 1); // add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving // i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race accel *= (1 - m_AccelWanderAmount) + (Mathf.PerlinNoise(Time.time*m_AccelWanderSpeed, m_RandomPerlin)*m_AccelWanderAmount); // calculate the local-relative position of the target, to steer towards Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos); // work out the local angle towards the target float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg; // get the amount of steering needed to aim the car towards the target float steer = Mathf.Clamp(targetAngle*m_SteerSensitivity, -1, 1)*Mathf.Sign(m_CarController.CurrentSpeed); // feed input to the car controller. m_CarController.Move(steer, accel, accel, 0f); // if appropriate, stop driving when we're close enough to the target. if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold) { m_Driving = false; } } } private void OnCollisionStay(Collision col) { // detect collision against other cars, so that we can take evasive action if (col.rigidbody != null) { var otherAI = col.rigidbody.GetComponent(); if (otherAI != null) { // we'll take evasive action for 1 second m_AvoidOtherCarTime = Time.time + 1; // but who's in front?... if (Vector3.Angle(transform.forward, otherAI.transform.position - transform.position) < 90) { // the other ai is in front, so it is only good manners that we ought to brake... m_AvoidOtherCarSlowdown = 0.5f; } else { // we're in front! ain't slowing down for anybody... m_AvoidOtherCarSlowdown = 1; } // both cars should take evasive action by driving along an offset from the path centre, // away from the other car var otherCarLocalDelta = transform.InverseTransformPoint(otherAI.transform.position); float otherCarAngle = Mathf.Atan2(otherCarLocalDelta.x, otherCarLocalDelta.z); m_AvoidPathOffset = m_LateralWanderDistance*-Mathf.Sign(otherCarAngle); } } } public void SetTarget(Transform target) { m_Target = target; m_Driving = true; } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs.meta ================================================ fileFormatVersion: 2 guid: d963df58504b69045b8d0d746ba6f777 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs ================================================ using System; using UnityEngine; using Random = UnityEngine.Random; namespace UnityStandardAssets.Vehicles.Car { [RequireComponent(typeof (CarController))] public class CarAudio : MonoBehaviour { // This script reads some of the car's current properties and plays sounds accordingly. // The engine sound can be a simple single clip which is looped and pitched, or it // can be a crossfaded blend of four clips which represent the timbre of the engine // at different RPM and Throttle state. // the engine clips should all be a steady pitch, not rising or falling. // when using four channel engine crossfading, the four clips should be: // lowAccelClip : The engine at low revs, with throttle open (i.e. begining acceleration at very low speed) // highAccelClip : Thenengine at high revs, with throttle open (i.e. accelerating, but almost at max speed) // lowDecelClip : The engine at low revs, with throttle at minimum (i.e. idling or engine-braking at very low speed) // highDecelClip : Thenengine at high revs, with throttle at minimum (i.e. engine-braking at very high speed) // For proper crossfading, the clips pitches should all match, with an octave offset between low and high. public enum EngineAudioOptions // Options for the engine audio { Simple, // Simple style audio FourChannel // four Channel audio } public EngineAudioOptions engineSoundStyle = EngineAudioOptions.FourChannel;// Set the default audio options to be four channel public AudioClip lowAccelClip; // Audio clip for low acceleration public AudioClip lowDecelClip; // Audio clip for low deceleration public AudioClip highAccelClip; // Audio clip for high acceleration public AudioClip highDecelClip; // Audio clip for high deceleration public float pitchMultiplier = 1f; // Used for altering the pitch of audio clips public float lowPitchMin = 1f; // The lowest possible pitch for the low sounds public float lowPitchMax = 6f; // The highest possible pitch for the low sounds public float highPitchMultiplier = 0.25f; // Used for altering the pitch of high sounds public float maxRolloffDistance = 500; // The maximum distance where rollof starts to take place public float dopplerLevel = 1; // The mount of doppler effect used in the audio public bool useDoppler = true; // Toggle for using doppler private AudioSource m_LowAccel; // Source for the low acceleration sounds private AudioSource m_LowDecel; // Source for the low deceleration sounds private AudioSource m_HighAccel; // Source for the high acceleration sounds private AudioSource m_HighDecel; // Source for the high deceleration sounds private bool m_StartedSound; // flag for knowing if we have started sounds private CarController m_CarController; // Reference to car we are controlling private void StartSound() { // get the carcontroller ( this will not be null as we have require component) m_CarController = GetComponent(); // setup the simple audio source m_HighAccel = SetUpEngineAudioSource(highAccelClip); // if we have four channel audio setup the four audio sources if (engineSoundStyle == EngineAudioOptions.FourChannel) { m_LowAccel = SetUpEngineAudioSource(lowAccelClip); m_LowDecel = SetUpEngineAudioSource(lowDecelClip); m_HighDecel = SetUpEngineAudioSource(highDecelClip); } // flag that we have started the sounds playing m_StartedSound = true; } private void StopSound() { //Destroy all audio sources on this object: foreach (var source in GetComponents()) { Destroy(source); } m_StartedSound = false; } // Update is called once per frame private void Update() { // get the distance to main camera float camDist = (Camera.main.transform.position - transform.position).sqrMagnitude; // stop sound if the object is beyond the maximum roll off distance if (m_StartedSound && camDist > maxRolloffDistance*maxRolloffDistance) { StopSound(); } // start the sound if not playing and it is nearer than the maximum distance if (!m_StartedSound && camDist < maxRolloffDistance*maxRolloffDistance) { StartSound(); } if (m_StartedSound) { // The pitch is interpolated between the min and max values, according to the car's revs. float pitch = ULerp(lowPitchMin, lowPitchMax, m_CarController.Revs); // clamp to minimum pitch (note, not clamped to max for high revs while burning out) pitch = Mathf.Min(lowPitchMax, pitch); if (engineSoundStyle == EngineAudioOptions.Simple) { // for 1 channel engine sound, it's oh so simple: m_HighAccel.pitch = pitch*pitchMultiplier*highPitchMultiplier; m_HighAccel.dopplerLevel = useDoppler ? dopplerLevel : 0; m_HighAccel.volume = 1; } else { // for 4 channel engine sound, it's a little more complex: // adjust the pitches based on the multipliers m_LowAccel.pitch = pitch*pitchMultiplier; m_LowDecel.pitch = pitch*pitchMultiplier; m_HighAccel.pitch = pitch*highPitchMultiplier*pitchMultiplier; m_HighDecel.pitch = pitch*highPitchMultiplier*pitchMultiplier; // get values for fading the sounds based on the acceleration float accFade = Mathf.Abs(m_CarController.AccelInput); float decFade = 1 - accFade; // get the high fade value based on the cars revs float highFade = Mathf.InverseLerp(0.2f, 0.8f, m_CarController.Revs); float lowFade = 1 - highFade; // adjust the values to be more realistic highFade = 1 - ((1 - highFade)*(1 - highFade)); lowFade = 1 - ((1 - lowFade)*(1 - lowFade)); accFade = 1 - ((1 - accFade)*(1 - accFade)); decFade = 1 - ((1 - decFade)*(1 - decFade)); // adjust the source volumes based on the fade values m_LowAccel.volume = lowFade*accFade; m_LowDecel.volume = lowFade*decFade; m_HighAccel.volume = highFade*accFade; m_HighDecel.volume = highFade*decFade; // adjust the doppler levels m_HighAccel.dopplerLevel = useDoppler ? dopplerLevel : 0; m_LowAccel.dopplerLevel = useDoppler ? dopplerLevel : 0; m_HighDecel.dopplerLevel = useDoppler ? dopplerLevel : 0; m_LowDecel.dopplerLevel = useDoppler ? dopplerLevel : 0; } } } // sets up and adds new audio source to the gane object private AudioSource SetUpEngineAudioSource(AudioClip clip) { // create the new audio source component on the game object and set up its properties AudioSource source = gameObject.AddComponent(); source.clip = clip; source.volume = 0; source.loop = true; // start the clip from a random point source.time = Random.Range(0f, clip.length); source.Play(); source.minDistance = 5; source.maxDistance = maxRolloffDistance; source.dopplerLevel = 0; return source; } // unclamped versions of Lerp and Inverse Lerp, to allow value to exceed the from-to range private static float ULerp(float from, float to, float value) { return (1.0f - value)*from + value*to; } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta ================================================ fileFormatVersion: 2 guid: 20fa55eb64c5cea4aa3c71ae19c434bf MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Car { internal enum CarDriveType { FrontWheelDrive, RearWheelDrive, FourWheelDrive } internal enum SpeedType { MPH, KPH } public class CarController : MonoBehaviour { [SerializeField] private CarDriveType m_CarDriveType = CarDriveType.FourWheelDrive; [SerializeField] private WheelCollider[] m_WheelColliders = new WheelCollider[4]; [SerializeField] private GameObject[] m_WheelMeshes = new GameObject[4]; [SerializeField] private WheelEffects[] m_WheelEffects = new WheelEffects[4]; [SerializeField] private Vector3 m_CentreOfMassOffset; [SerializeField] private float m_MaximumSteerAngle; [Range(0, 1)] [SerializeField] private float m_SteerHelper; // 0 is raw physics , 1 the car will grip in the direction it is facing [Range(0, 1)] [SerializeField] private float m_TractionControl; // 0 is no traction control, 1 is full interference [SerializeField] private float m_FullTorqueOverAllWheels; [SerializeField] private float m_ReverseTorque; [SerializeField] private float m_MaxHandbrakeTorque; [SerializeField] private float m_Downforce = 100f; [SerializeField] private SpeedType m_SpeedType; [SerializeField] private float m_Topspeed = 200; [SerializeField] private static int NoOfGears = 5; [SerializeField] private float m_RevRangeBoundary = 1f; [SerializeField] private float m_SlipLimit; [SerializeField] private float m_BrakeTorque; private Quaternion[] m_WheelMeshLocalRotations; private Vector3 m_Prevpos, m_Pos; private float m_SteerAngle; private int m_GearNum; private float m_GearFactor; private float m_OldRotation; private float m_CurrentTorque; private Rigidbody m_Rigidbody; private const float k_ReversingThreshold = 0.01f; public bool Skidding { get; private set; } public float BrakeInput { get; private set; } public float CurrentSteerAngle{ get { return m_SteerAngle; }} public float CurrentSpeed{ get { return m_Rigidbody.velocity.magnitude*2.23693629f; }} public float MaxSpeed{get { return m_Topspeed; }} public float Revs { get; private set; } public float AccelInput { get; private set; } // Use this for initialization private void Start() { m_WheelMeshLocalRotations = new Quaternion[4]; for (int i = 0; i < 4; i++) { m_WheelMeshLocalRotations[i] = m_WheelMeshes[i].transform.localRotation; } m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset; m_MaxHandbrakeTorque = float.MaxValue; m_Rigidbody = GetComponent(); m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControl*m_FullTorqueOverAllWheels); } private void GearChanging() { float f = Mathf.Abs(CurrentSpeed/MaxSpeed); float upgearlimit = (1/(float) NoOfGears)*(m_GearNum + 1); float downgearlimit = (1/(float) NoOfGears)*m_GearNum; if (m_GearNum > 0 && f < downgearlimit) { m_GearNum--; } if (f > upgearlimit && (m_GearNum < (NoOfGears - 1))) { m_GearNum++; } } // simple function to add a curved bias towards 1 for a value in the 0-1 range private static float CurveFactor(float factor) { return 1 - (1 - factor)*(1 - factor); } // unclamped version of Lerp, to allow value to exceed the from-to range private static float ULerp(float from, float to, float value) { return (1.0f - value)*from + value*to; } private void CalculateGearFactor() { float f = (1/(float) NoOfGears); // gear factor is a normalised representation of the current speed within the current gear's range of speeds. // We smooth towards the 'target' gear factor, so that revs don't instantly snap up or down when changing gear. var targetGearFactor = Mathf.InverseLerp(f*m_GearNum, f*(m_GearNum + 1), Mathf.Abs(CurrentSpeed/MaxSpeed)); m_GearFactor = Mathf.Lerp(m_GearFactor, targetGearFactor, Time.deltaTime*5f); } private void CalculateRevs() { // calculate engine revs (for display / sound) // (this is done in retrospect - revs are not used in force/power calculations) CalculateGearFactor(); var gearNumFactor = m_GearNum/(float) NoOfGears; var revsRangeMin = ULerp(0f, m_RevRangeBoundary, CurveFactor(gearNumFactor)); var revsRangeMax = ULerp(m_RevRangeBoundary, 1f, gearNumFactor); Revs = ULerp(revsRangeMin, revsRangeMax, m_GearFactor); } public void Move(float steering, float accel, float footbrake, float handbrake) { for (int i = 0; i < 4; i++) { Quaternion quat; Vector3 position; m_WheelColliders[i].GetWorldPose(out position, out quat); m_WheelMeshes[i].transform.position = position; m_WheelMeshes[i].transform.rotation = quat; } //clamp input values steering = Mathf.Clamp(steering, -1, 1); AccelInput = accel = Mathf.Clamp(accel, 0, 1); BrakeInput = footbrake = -1*Mathf.Clamp(footbrake, -1, 0); handbrake = Mathf.Clamp(handbrake, 0, 1); //Set the steer on the front wheels. //Assuming that wheels 0 and 1 are the front wheels. m_SteerAngle = steering*m_MaximumSteerAngle; m_WheelColliders[0].steerAngle = m_SteerAngle; m_WheelColliders[1].steerAngle = m_SteerAngle; SteerHelper(); ApplyDrive(accel, footbrake); CapSpeed(); //Set the handbrake. //Assuming that wheels 2 and 3 are the rear wheels. if (handbrake > 0f) { var hbTorque = handbrake*m_MaxHandbrakeTorque; m_WheelColliders[2].brakeTorque = hbTorque; m_WheelColliders[3].brakeTorque = hbTorque; } CalculateRevs(); GearChanging(); AddDownForce(); CheckForWheelSpin(); TractionControl(); } private void CapSpeed() { float speed = m_Rigidbody.velocity.magnitude; switch (m_SpeedType) { case SpeedType.MPH: speed *= 2.23693629f; if (speed > m_Topspeed) m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized; break; case SpeedType.KPH: speed *= 3.6f; if (speed > m_Topspeed) m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized; break; } } private void ApplyDrive(float accel, float footbrake) { float thrustTorque; switch (m_CarDriveType) { case CarDriveType.FourWheelDrive: thrustTorque = accel * (m_CurrentTorque / 4f); for (int i = 0; i < 4; i++) { m_WheelColliders[i].motorTorque = thrustTorque; } break; case CarDriveType.FrontWheelDrive: thrustTorque = accel * (m_CurrentTorque / 2f); m_WheelColliders[0].motorTorque = m_WheelColliders[1].motorTorque = thrustTorque; break; case CarDriveType.RearWheelDrive: thrustTorque = accel * (m_CurrentTorque / 2f); m_WheelColliders[2].motorTorque = m_WheelColliders[3].motorTorque = thrustTorque; break; } for (int i = 0; i < 4; i++) { if (CurrentSpeed > 5 && Vector3.Angle(transform.forward, m_Rigidbody.velocity) < 50f) { m_WheelColliders[i].brakeTorque = m_BrakeTorque*footbrake; } else if (footbrake > 0) { m_WheelColliders[i].brakeTorque = 0f; m_WheelColliders[i].motorTorque = -m_ReverseTorque*footbrake; } } } private void SteerHelper() { for (int i = 0; i < 4; i++) { WheelHit wheelhit; m_WheelColliders[i].GetGroundHit(out wheelhit); if (wheelhit.normal == Vector3.zero) return; // wheels arent on the ground so dont realign the rigidbody velocity } // this if is needed to avoid gimbal lock problems that will make the car suddenly shift direction if (Mathf.Abs(m_OldRotation - transform.eulerAngles.y) < 10f) { var turnadjust = (transform.eulerAngles.y - m_OldRotation) * m_SteerHelper; Quaternion velRotation = Quaternion.AngleAxis(turnadjust, Vector3.up); m_Rigidbody.velocity = velRotation * m_Rigidbody.velocity; } m_OldRotation = transform.eulerAngles.y; } // this is used to add more grip in relation to speed private void AddDownForce() { m_WheelColliders[0].attachedRigidbody.AddForce(-transform.up*m_Downforce* m_WheelColliders[0].attachedRigidbody.velocity.magnitude); } // checks if the wheels are spinning and is so does three things // 1) emits particles // 2) plays tiure skidding sounds // 3) leaves skidmarks on the ground // these effects are controlled through the WheelEffects class private void CheckForWheelSpin() { // loop through all wheels for (int i = 0; i < 4; i++) { WheelHit wheelHit; m_WheelColliders[i].GetGroundHit(out wheelHit); // is the tire slipping above the given threshhold if (Mathf.Abs(wheelHit.forwardSlip) >= m_SlipLimit || Mathf.Abs(wheelHit.sidewaysSlip) >= m_SlipLimit) { m_WheelEffects[i].EmitTyreSmoke(); // avoiding all four tires screeching at the same time // if they do it can lead to some strange audio artefacts if (!AnySkidSoundPlaying()) { m_WheelEffects[i].PlayAudio(); } continue; } // if it wasnt slipping stop all the audio if (m_WheelEffects[i].PlayingAudio) { m_WheelEffects[i].StopAudio(); } // end the trail generation m_WheelEffects[i].EndSkidTrail(); } } // crude traction control that reduces the power to wheel if the car is wheel spinning too much private void TractionControl() { WheelHit wheelHit; switch (m_CarDriveType) { case CarDriveType.FourWheelDrive: // loop through all wheels for (int i = 0; i < 4; i++) { m_WheelColliders[i].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); } break; case CarDriveType.RearWheelDrive: m_WheelColliders[2].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); m_WheelColliders[3].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); break; case CarDriveType.FrontWheelDrive: m_WheelColliders[0].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); m_WheelColliders[1].GetGroundHit(out wheelHit); AdjustTorque(wheelHit.forwardSlip); break; } } private void AdjustTorque(float forwardSlip) { if (forwardSlip >= m_SlipLimit && m_CurrentTorque >= 0) { m_CurrentTorque -= 10 * m_TractionControl; } else { m_CurrentTorque += 10 * m_TractionControl; if (m_CurrentTorque > m_FullTorqueOverAllWheels) { m_CurrentTorque = m_FullTorqueOverAllWheels; } } } private bool AnySkidSoundPlaying() { for (int i = 0; i < 4; i++) { if (m_WheelEffects[i].PlayingAudio) { return true; } } return false; } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta ================================================ fileFormatVersion: 2 guid: 3ea65b38d485c374caa584a03f1de571 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Car { public class CarSelfRighting : MonoBehaviour { // Automatically put the car the right way up, if it has come to rest upside-down. [SerializeField] private float m_WaitTime = 3f; // time to wait before self righting [SerializeField] private float m_VelocityThreshold = 1f; // the velocity below which the car is considered stationary for self-righting private float m_LastOkTime; // the last time that the car was in an OK state private Rigidbody m_Rigidbody; private void Start() { m_Rigidbody = GetComponent(); } private void Update() { // is the car is the right way up if (transform.up.y > 0f || m_Rigidbody.velocity.magnitude > m_VelocityThreshold) { m_LastOkTime = Time.time; } if (Time.time > m_LastOkTime + m_WaitTime) { RightCar(); } } // put the car back the right way up: private void RightCar() { // set the correct orientation for the car, and lift it off the ground a little transform.position += Vector3.up; transform.rotation = Quaternion.LookRotation(transform.forward); } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta ================================================ fileFormatVersion: 2 guid: 9db865986f75ee44eba89ace4646af65 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs ================================================ using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Vehicles.Car { [RequireComponent(typeof (CarController))] public class CarUserControl : MonoBehaviour { private CarController m_Car; // the car controller we want to use private void Awake() { // get the car controller m_Car = GetComponent(); } private void FixedUpdate() { // pass the input to the car! float h = CrossPlatformInputManager.GetAxis("Horizontal"); float v = CrossPlatformInputManager.GetAxis("Vertical"); #if !MOBILE_INPUT float handbrake = CrossPlatformInputManager.GetAxis("Jump"); m_Car.Move(h, v, v, handbrake); #else m_Car.Move(h, v, v, 0f); #endif } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta ================================================ fileFormatVersion: 2 guid: 96468c245ae8e0d4f8f1c7a7b8b0542e MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Car { // this script is specific to the supplied Sample Assets car, which has mudguards over the front wheels // which have to turn with the wheels when steering is applied. public class Mudguard : MonoBehaviour { public CarController carController; // car controller to get the steering angle private Quaternion m_OriginalRotation; private void Start() { m_OriginalRotation = transform.localRotation; } private void Update() { transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, carController.CurrentSteerAngle, 0); } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta ================================================ fileFormatVersion: 2 guid: 459cec5b068041e44a60a6e3b6abb0eb MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs ================================================ using System; using System.Collections; using UnityEngine; namespace UnityStandardAssets.Vehicles.Car { public class SkidTrail : MonoBehaviour { [SerializeField] private float m_PersistTime; private IEnumerator Start() { while (true) { yield return null; if (transform.parent.parent == null) { Destroy(gameObject, m_PersistTime); } } } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta ================================================ fileFormatVersion: 2 guid: 9ce3a3a1349a5774b94761844e652a65 MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs ================================================ using System; using UnityEngine; namespace UnityStandardAssets.Vehicles.Car { // this script is specific to the car supplied in the the assets // it controls the suspension hub to make it move with the wheel are it goes over bumps public class Suspension : MonoBehaviour { public GameObject wheel; // The wheel that the script needs to referencing to get the postion for the suspension private Vector3 m_TargetOriginalPosition; private Vector3 m_Origin; private void Start() { m_TargetOriginalPosition = wheel.transform.localPosition; m_Origin = transform.localPosition; } private void Update() { transform.localPosition = m_Origin + (wheel.transform.localPosition - m_TargetOriginalPosition); } } } ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta ================================================ fileFormatVersion: 2 guid: 9ec1e45165d1f2544bff59f5a80db8ab MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: ================================================ FILE: Portal/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs ================================================ using System.Collections; using UnityEngine; namespace UnityStandardAssets.Vehicles.Car { [RequireComponent(typeof (AudioSource))] public class WheelEffects : MonoBehaviour { public Transform SkidTrailPrefab; public static Transform skidTrailsDetachedParent; public ParticleSystem skidParticles; public bool skidding { get; private set; } public bool PlayingAudio { get; private set; } private AudioSource m_AudioSource; private Transform m_SkidTrail; private WheelCollider m_WheelCollider; private void Start() { skidParticles = transform.root.GetComponentInChildren(); if (skidParticles == null) { Debug.LogWarning(" no particle system found on car to generate smoke particles", gameObject); } else { skidParticles.Stop(); } m_WheelCollider = GetComponent(); m_AudioSource = GetComponent(); PlayingAudio = false; if (skidTrailsDetachedParent == null) { skidTrailsDetachedParent = new GameObject("Skid Trails - Detached").transform; } } public void EmitTyreSmoke() { skidParticles.transform.position = transform.position - transform.up*m_WheelCollider.radius; skidParticles.Emit(1); if (!skidding) { 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particleRaycastBudget: 4096 asyncUploadTimeSlice: 2 asyncUploadBufferSize: 4 resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] m_PerPlatformDefaultQuality: Android: 2 Nintendo 3DS: 5 Nintendo Switch: 5 PS4: 5 PSM: 5 PSP2: 2 Standalone: 5 Tizen: 2 WebGL: 3 WiiU: 5 Windows Store Apps: 5 XboxOne: 5 iPhone: 2 tvOS: 2 ================================================ FILE: Portal/ProjectSettings/TagManager.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!78 &1 TagManager: serializedVersion: 2 tags: [] layers: - Default - TransparentFX - Ignore Raycast - - Water - UI - - - - - - - - - - - - - - - - - - - - - - - - - - m_SortingLayers: - name: Default uniqueID: 0 locked: 0 ================================================ FILE: Portal/ProjectSettings/TimeManager.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!5 &1 TimeManager: m_ObjectHideFlags: 0 Fixed Timestep: 0.02 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Portal/UnityPackageManager/manifest.json ================================================ { "dependencies": { } } ================================================ FILE: README.md ================================================ # Portals in Unity Project files for my tutorial on creating a smooth Portal effect in Unity. Check out my [YouTube Channel](http://youtube.com/brackeys) for more tutorials. Everything is free to use also commercially (public domain).