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m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5}
- m_AnchoredPosition: {x: 0, y: 153.75513}
+ m_AnchoredPosition: {x: 0, y: 199.06123}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1}
--- !u!222 &1154875945
@@ -30195,9 +30195,9 @@ RectTransform:
m_Father: {fileID: 574002313}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
- m_AnchorMin: {x: 0, y: 0}
- m_AnchorMax: {x: 0, y: 0}
- m_AnchoredPosition: {x: 0, y: 0}
+ m_AnchorMin: {x: 0, y: 1}
+ m_AnchorMax: {x: 0, y: 1}
+ m_AnchoredPosition: {x: 40, y: -21}
m_SizeDelta: {x: 32, y: 32}
m_Pivot: {x: 0, y: 0.5}
--- !u!114 &1345846031
@@ -31317,7 +31317,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
- m_AnchoredPosition: {x: -400, y: 0}
+ m_AnchoredPosition: {x: -399.99994, y: 0}
m_SizeDelta: {x: -800.0001, y: 194}
m_Pivot: {x: 0.5, y: 1}
--- !u!114 &1426168094
@@ -35305,8 +35305,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1220118245}
m_HandleRect: {fileID: 1220118244}
m_Direction: 2
- m_Value: 1.0000007
- m_Size: 0.87568516
+ m_Value: 1
+ m_Size: 1
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
@@ -38052,9 +38052,9 @@ RectTransform:
m_Father: {fileID: 574002313}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
- m_AnchorMin: {x: 0, y: 0}
- m_AnchorMax: {x: 0, y: 0}
- m_AnchoredPosition: {x: 0, y: 0}
+ m_AnchorMin: {x: 0, y: 1}
+ m_AnchorMax: {x: 0, y: 1}
+ m_AnchoredPosition: {x: 80, y: -21}
m_SizeDelta: {x: 32, y: 32}
m_Pivot: {x: 0, y: 0.5}
--- !u!114 &1783491359
diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs
index 4afe66aa..985d5f63 100644
--- a/Assets/Scripts/Minigames.cs
+++ b/Assets/Scripts/Minigames.cs
@@ -663,7 +663,7 @@ namespace HeavenStudio
//temp for testing
function = delegate {
var e = eventCaller.currentEntity;
- Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
+ Common.SkillStarManager.instance.DoStarIn(e.beat, e.length);
}
},
new GameAction("toggle inputs", "Toggle Inputs", 0.5f, true,
@@ -774,7 +774,10 @@ namespace HeavenStudio
new Param("colorB", Color.white, "End Color"),
new Param("valA", new EntityTypes.Float(0, 1, 1), "Start Opacity"),
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease")
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ {
+ new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "colorA", "valA" })
+ })
}
),
new GameAction("filter", "Filter", 1f, true,
@@ -791,7 +794,10 @@ namespace HeavenStudio
new Param("start", new EntityTypes.Float(0, 1, 1), "Start Intensity"),
new Param("end", new EntityTypes.Float(0, 1, 1), "End Intensity"),
- new Param("ease", Util.EasingFunction.Ease.Linear, "Ease"),
+ new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ {
+ new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "start" })
+ }),
}
),
new GameAction("move camera", "Move Camera", 1f, true, new List()
@@ -884,6 +890,162 @@ namespace HeavenStudio
new Param("instantOff", false, "Instant Hide", "Skip the hide animation?"),
}
),
+
+ // Post Processing VFX
+ new GameAction("vignette", "Vignette")
+ {
+ resizable = true,
+ parameters = new()
+ {
+ new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
+ new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
+
+ new("colorStart", Color.black, "Start Color"),
+ new("colorEnd", Color.black, "End Color"),
+
+ new("smoothStart", new EntityTypes.Float(0.01f, 1f, 0.2f), "Start Smoothness"),
+ new("smoothEnd", new EntityTypes.Float(0.01f, 1f, 0.2f), "End Smoothness"),
+
+ new("roundStart", new EntityTypes.Float(0f, 1f, 1f), "Start Roundness"),
+ new("roundEnd", new EntityTypes.Float(0f, 1f, 1f), "End Roundness"),
+ new("rounded", false, "Rounded"),
+
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ {
+ new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "smoothStart", "roundStart" })
+ }),
+ }
+ },
+ new GameAction("cabb", "Chromatic Abberation")
+ {
+ resizable = true,
+ parameters = new()
+ {
+ new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
+ new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ {
+ new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart" })
+ }),
+ }
+ },
+ new GameAction("bloom", "Bloom")
+ {
+ resizable = true,
+ parameters = new()
+ {
+ new("intenStart", new EntityTypes.Float(0f, 100f, 0f), "Start Intensity"),
+ new("intenEnd", new EntityTypes.Float(0f, 100f, 1f), "End Intensity"),
+
+ new("colorStart", Color.white, "Start Tint"),
+ new("colorEnd", Color.white, "End Tint"),
+
+ new("thresholdStart", new EntityTypes.Float(0f, 100f, 1f), "Start Threshold"),
+ new("thresholdEnd", new EntityTypes.Float(0f, 100f, 1f), "End Threshold"),
+
+ new("softKneeStart", new EntityTypes.Float(0f, 1f, 0.5f), "Start Soft Knee"),
+ new("softKneeEnd", new EntityTypes.Float(0f, 1f, 0.5f), "End Soft Knee"),
+
+ new("anaStart", new EntityTypes.Float(-1f, 1f, 0f), "Start Anamorphic Ratio"),
+ new("anaEnd", new EntityTypes.Float(-1f, 1f, 0f), "End Anamorphic Ratio"),
+
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ {
+ new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "colorStart", "thresholdStart", "softKneeStart", "anaStart" })
+ }),
+ }
+ },
+ new GameAction("lensD", "Lens Distortion")
+ {
+ resizable = true,
+ parameters = new()
+ {
+ new("intenStart", new EntityTypes.Float(-100f, 100f, 0f), "Start Intensity"),
+ new("intenEnd", new EntityTypes.Float(-100f, 100f, 1f), "End Intensity"),
+
+ new("xStart", new EntityTypes.Float(0f, 1f, 1f), "Start X Multiplier"),
+ new("yStart", new EntityTypes.Float(0f, 1f, 1f), "Start Y Multiplier"),
+ new("xEnd", new EntityTypes.Float(0f, 1f, 1f), "End X Multiplier"),
+ new("yEnd", new EntityTypes.Float(0f, 1f, 1f), "End Y Multiplier"),
+
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ {
+ new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "xStart", "yStart" })
+ }),
+ }
+ },
+ new GameAction("grain", "Grain")
+ {
+ resizable = true,
+ parameters = new()
+ {
+ new("intenStart", new EntityTypes.Float(0f, 1f), "Start Intensity"),
+ new("intenEnd", new EntityTypes.Float(0f, 1f, 1f), "End Intensity"),
+
+ new("sizeStart", new EntityTypes.Float(0.3f, 3f, 1f), "Start Size"),
+ new("sizeEnd", new EntityTypes.Float(0.3f, 3f, 1f), "End Size"),
+
+ new("colored", true, "Colored"),
+
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ {
+ new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "intenStart", "sizeStart" })
+ }),
+ }
+ },
+ new GameAction("colorGrading", "Color Grading")
+ {
+ resizable = true,
+ parameters = new()
+ {
+ new("tempStart", new EntityTypes.Float(-100f, 100f), "Start Temperature"),
+ new("tempEnd", new EntityTypes.Float(-100f, 100f), "End Temperature"),
+
+ new("tintStart", new EntityTypes.Float(-100f, 100f), "Start Tint"),
+ new("tintEnd", new EntityTypes.Float(-100f, 100f), "End Tint"),
+
+ new("colorStart", Color.white, "Start Color Filter"),
+ new("colorEnd", Color.white, "End Color Filter"),
+
+ new("hueShiftStart", new EntityTypes.Float(-180f, 180f), "Start Hue Shift"),
+ new("hueShiftEnd", new EntityTypes.Float(-180f, 180f), "End Hue Shift"),
+
+ new("satStart", new EntityTypes.Float(-100f, 100f), "Start Saturation"),
+ new("satEnd", new EntityTypes.Float(-100f, 100f), "End Saturation"),
+
+ new("brightStart", new EntityTypes.Float(-100f, 100f), "Start Brightness"),
+ new("brightEnd", new EntityTypes.Float(-100f, 100f), "End Brightness"),
+
+ new("conStart", new EntityTypes.Float(-100f, 100f), "Start Contrast"),
+ new("conEnd", new EntityTypes.Float(-100f, 100f), "End Contrast"),
+
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ {
+ new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "tempStart", "tintStart", "colorStart", "hueShiftStart", "satStart", "brightStart", "conStart" })
+ }),
+ }
+ },
+ new GameAction("screenTiling", "Screen Tiling")
+ {
+ resizable = true,
+ parameters = new()
+ {
+ new("xStart", new EntityTypes.Float(1, 100, 1), "Start Horizontal Tiles"),
+ new("yStart", new EntityTypes.Float(1, 100, 1), "Start Vertical Tiles"),
+ new("xEnd", new EntityTypes.Float(1, 100, 1), "End Horizontal Tiles"),
+ new("yEnd", new EntityTypes.Float(1, 100, 1), "End Vertical Tiles"),
+
+ new("xScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Horizontal Scroll"),
+ new("yScrollStart", new EntityTypes.Float(-100, 100, 0), "Start Vertical Scroll"),
+ new("xScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Horizontal Scroll"),
+ new("yScrollEnd", new EntityTypes.Float(-100, 100, 0), "End Vertical Scroll"),
+
+ new("ease", Util.EasingFunction.Ease.Linear, "Ease", "", new()
+ {
+ new((x, y) => (Util.EasingFunction.Ease)x != Util.EasingFunction.Ease.Instant, new string[] { "xStart", "yStart", "xScrollStart", "yScrollStart" })
+ }),
+ }
+ }
}),
};
diff --git a/Assets/Scripts/PostProcessingVFX.cs b/Assets/Scripts/PostProcessingVFX.cs
new file mode 100644
index 00000000..09d75aad
--- /dev/null
+++ b/Assets/Scripts/PostProcessingVFX.cs
@@ -0,0 +1,236 @@
+using Jukebox;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Rendering.PostProcessing;
+
+namespace HeavenStudio
+{
+ public class PostProcessingVFX : MonoBehaviour
+ {
+ private PostProcessVolume _volume;
+
+ // events
+ private List _vignettes = new();
+ private List _cabbs = new();
+ private List _blooms = new();
+ private List _lensDs = new();
+ private List _grains = new();
+ private List _colorGradings = new();
+
+ private void Awake()
+ {
+ _volume = GetComponent();
+ }
+
+ private void Start()
+ {
+ GameManager.instance.onBeatChanged += OnBeatChanged;
+ }
+
+ public void OnBeatChanged(double beat)
+ {
+ _vignettes = EventCaller.GetAllInGameManagerList("vfx", new string[] { "vignette" });
+ _cabbs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "cabb" });
+ _blooms = EventCaller.GetAllInGameManagerList("vfx", new string[] { "bloom" });
+ _lensDs = EventCaller.GetAllInGameManagerList("vfx", new string[] { "lensD" });
+ _grains = EventCaller.GetAllInGameManagerList("vfx", new string[] { "grain" });
+ _colorGradings = EventCaller.GetAllInGameManagerList("vfx", new string[] { "colorGrading" });
+
+ UpdateVignette();
+ UpdateChromaticAbberations();
+ UpdateBlooms();
+ UpdateLensDistortions();
+ UpdateGrain();
+ UpdateColorGrading();
+ }
+
+ private void Update()
+ {
+ UpdateVignette();
+ UpdateChromaticAbberations();
+ UpdateBlooms();
+ UpdateLensDistortions();
+ UpdateGrain();
+ UpdateColorGrading();
+ }
+
+ private void UpdateVignette()
+ {
+ if (!_volume.profile.TryGetSettings(out var v)) return;
+
+ v.enabled.Override(false);
+ foreach (var e in _vignettes)
+ {
+ float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
+ if (normalized < 0) break;
+
+ float clampNormal = Mathf.Clamp01(normalized);
+ var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
+
+ float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
+
+ v.enabled.Override(newIntensity != 0);
+ if (!v.enabled) continue;
+ v.rounded.Override(e["rounded"]);
+
+ Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
+
+ v.color.Override(newColor);
+
+ v.intensity.Override(newIntensity);
+
+ float newSmoothness = func(e["smoothStart"], e["smoothEnd"], clampNormal);
+ v.smoothness.Override(newSmoothness);
+
+ float newRoundness = func(e["roundStart"], e["roundEnd"], clampNormal);
+ v.roundness.Override(newRoundness);
+ }
+ }
+
+ private void UpdateChromaticAbberations()
+ {
+ if (!_volume.profile.TryGetSettings(out var c)) return;
+ c.enabled.Override(false);
+ foreach (var e in _cabbs)
+ {
+ float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
+ if (normalized < 0) break;
+
+ float clampNormal = Mathf.Clamp01(normalized);
+ var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
+
+ float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
+ c.enabled.Override(newIntensity != 0);
+ if (!c.enabled) continue;
+ c.intensity.Override(newIntensity);
+ }
+ }
+
+ private void UpdateBlooms()
+ {
+ if (!_volume.profile.TryGetSettings(out var b)) return;
+ b.enabled.Override(false);
+ foreach (var e in _blooms)
+ {
+ float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
+ if (normalized < 0) break;
+
+ float clampNormal = Mathf.Clamp01(normalized);
+ var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
+
+ float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
+ b.enabled.Override(newIntensity != 0);
+ if (!b.enabled) continue;
+ b.intensity.Override(newIntensity);
+
+ Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
+
+ b.color.Override(newColor);
+
+ float newThreshold = func(e["thresholdStart"], e["thresholdEnd"], clampNormal);
+ b.threshold.Override(newThreshold);
+
+ float newSoftKnee = func(e["softKneeStart"], e["softKneeEnd"], clampNormal);
+ b.softKnee.Override(newSoftKnee);
+
+ float newAna = func(e["anaStart"], e["anaEnd"], clampNormal);
+ b.anamorphicRatio.Override(newAna);
+ }
+ }
+
+ private void UpdateLensDistortions()
+ {
+ if (!_volume.profile.TryGetSettings(out var l)) return;
+ l.enabled.Override(false);
+ foreach (var e in _lensDs)
+ {
+ float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
+ if (normalized < 0) break;
+
+ float clampNormal = Mathf.Clamp01(normalized);
+ var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
+
+ float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
+ l.enabled.Override(newIntensity != 0);
+ if (!l.enabled) continue;
+ l.intensity.Override(newIntensity);
+
+ float newX = func(e["xStart"], e["xEnd"], clampNormal);
+ l.intensityX.Override(newX);
+
+ float newY = func(e["yStart"], e["yEnd"], clampNormal);
+ l.intensityY.Override(newY);
+ }
+ }
+
+ private void UpdateGrain()
+ {
+ if (!_volume.profile.TryGetSettings(out var g)) return;
+ g.enabled.Override(false);
+ foreach (var e in _grains)
+ {
+ float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
+ if (normalized < 0) break;
+
+ float clampNormal = Mathf.Clamp01(normalized);
+ var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
+
+ float newIntensity = func(e["intenStart"], e["intenEnd"], clampNormal);
+ g.enabled.Override(newIntensity != 0);
+ if (!g.enabled) continue;
+ g.intensity.Override(newIntensity);
+ g.colored.Override(e["colored"]);
+
+ float newSize = func(e["sizeStart"], e["sizeEnd"], clampNormal);
+ g.size.Override(newSize);
+ }
+ }
+
+ private void UpdateColorGrading()
+ {
+ if (!_volume.profile.TryGetSettings(out var c)) return;
+ c.enabled.Override(false);
+ foreach (var e in _colorGradings)
+ {
+ c.enabled.Override(true);
+ float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
+ if (normalized < 0) break;
+
+ float clampNormal = Mathf.Clamp01(normalized);
+ var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
+
+ float newTemp = func(e["tempStart"], e["tempEnd"], clampNormal);
+ c.temperature.Override(newTemp);
+
+ float newTint = func(e["tintStart"], e["tintEnd"], clampNormal);
+ c.tint.Override(newTint);
+
+ Color newColor = ColorEase(e["colorStart"], e["colorEnd"], clampNormal, func);
+ c.colorFilter.Override(newColor);
+
+ float newHue = func(e["hueShiftStart"], e["hueShiftEnd"], clampNormal);
+ c.hueShift.Override(newHue);
+
+ float newSat = func(e["satStart"], e["satEnd"], clampNormal);
+ c.saturation.Override(newSat);
+
+ float newBright = func(e["brightStart"], e["brightEnd"], clampNormal);
+ c.brightness.Override(newBright);
+
+ float newCon = func(e["conStart"], e["conEnd"], clampNormal);
+ c.contrast.Override(newCon);
+ }
+ }
+
+ private Color ColorEase(Color start, Color end, float time, Util.EasingFunction.Function func)
+ {
+ float newR = func(start.r, end.r, time);
+ float newG = func(start.g, end.g, time);
+ float newB = func(start.b, end.b, time);
+
+ return new Color(newR, newG, newB, 1);
+ }
+ }
+}
+
diff --git a/Assets/Scripts/PostProcessingVFX.cs.meta b/Assets/Scripts/PostProcessingVFX.cs.meta
new file mode 100644
index 00000000..9b893ed6
--- /dev/null
+++ b/Assets/Scripts/PostProcessingVFX.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e3cc0a4bae0c56540b9f598f4644539c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/ScreenTiling.cs b/Assets/Scripts/ScreenTiling.cs
new file mode 100644
index 00000000..16863676
--- /dev/null
+++ b/Assets/Scripts/ScreenTiling.cs
@@ -0,0 +1,62 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Jukebox;
+using UnityEngine.UI;
+
+namespace HeavenStudio
+{
+ public class ScreenTiling : MonoBehaviour
+ {
+ private RawImage _image;
+ private RectTransform _rectTransform;
+
+ private List _events = new();
+
+ private void Awake()
+ {
+ _image = GetComponent();
+ _rectTransform = GetComponent();
+ }
+
+ private void Start()
+ {
+ GameManager.instance.onBeatChanged += OnBeatChanged;
+ }
+
+ public void OnBeatChanged(double beat)
+ {
+ _events = EventCaller.GetAllInGameManagerList("vfx", new string[] { "screenTiling" });
+ ResetUVRect();
+ Update();
+ }
+
+ private void Update()
+ {
+ foreach (var e in _events)
+ {
+ float normalized = Conductor.instance.GetPositionFromBeat(e.beat, e.length);
+ if (normalized < 0) break;
+
+ float clampNormal = Mathf.Clamp01(normalized);
+
+ var func = Util.EasingFunction.GetEasingFunction((Util.EasingFunction.Ease)e["ease"]);
+
+ float newXTiles = func(e["xStart"], e["xEnd"], clampNormal);
+ float newYTiles = func(e["yStart"], e["yEnd"], clampNormal);
+ float newXScroll = func(e["xScrollStart"], e["xScrollEnd"], clampNormal);
+ float newYScroll = func(e["yScrollStart"], e["yScrollEnd"], clampNormal);
+
+ _image.uvRect = new Rect(newXScroll, newYScroll, newXTiles, newYTiles);
+ _rectTransform.localScale = new Vector3(1 / newXTiles, 1 / newYTiles);
+ }
+ }
+
+ public void ResetUVRect()
+ {
+ _image.uvRect = new Rect(0, 0, 1, 1);
+ _rectTransform.localScale = Vector3.one;
+ }
+ }
+}
+
diff --git a/Assets/Scripts/ScreenTiling.cs.meta b/Assets/Scripts/ScreenTiling.cs.meta
new file mode 100644
index 00000000..513f1350
--- /dev/null
+++ b/Assets/Scripts/ScreenTiling.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d556607141c07af40b1b5ee71c28c5a6
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 0b6653f5..350cc168 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -26,7 +26,7 @@ TagManager:
-
-
- GameOverlaysCmn
- -
+ - PostProcessingVFX
-
-
-