diff --git a/Assets/Materials/3DGameRenderTex.mat b/Assets/Materials/3DGameRenderTex.mat index 61ddd6eb..78c4bc5a 100644 --- a/Assets/Materials/3DGameRenderTex.mat +++ b/Assets/Materials/3DGameRenderTex.mat @@ -8,14 +8,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: 3DGameRenderTex - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} + m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0} m_ShaderKeywords: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/LICENSE b/Assets/Plugins/UnityURPToonLitShaderExample-master/LICENSE deleted file mode 100644 index 940c93a6..00000000 --- a/Assets/Plugins/UnityURPToonLitShaderExample-master/LICENSE +++ /dev/null @@ -1,21 +0,0 @@ -MIT License - -Copyright (c) 2020 ColinLeung-NiloCat - -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. diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl deleted file mode 100644 index f9d92130..00000000 --- a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl +++ /dev/null @@ -1,22 +0,0 @@ -// https://github.com/ronja-tutorials/ShaderTutorials/blob/master/Assets/047_InverseInterpolationAndRemap/Interpolation.cginc -// edit float to half for optimization, because we usually use this to process color data(half) - -#ifndef Include_NiloInvLerpRemap -#define Include_NiloInvLerpRemap - -// just like smoothstep(), but linear, not clamped -half invLerp(half from, half to, half value) -{ - return (value - from) / (to - from); -} -half invLerpClamp(half from, half to, half value) -{ - return saturate(invLerp(from,to,value)); -} -// full control remap, but slower -half remap(half origFrom, half origTo, half targetFrom, half targetTo, half value) -{ - half rel = invLerp(origFrom, origTo, value); - return lerp(targetFrom, targetTo, rel); -} -#endif diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloOutlineUtil.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloOutlineUtil.hlsl deleted file mode 100644 index 11d33307..00000000 --- a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloOutlineUtil.hlsl +++ /dev/null @@ -1,53 +0,0 @@ -// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample - -#ifndef Include_NiloOutlineUtil -#define Include_NiloOutlineUtil - -// If your project has a faster way to get camera fov in shader, you can replace this slow function to your method. -// For example, you write cmd.SetGlobalFloat("_CurrentCameraFOV",cameraFOV) using a new RendererFeature in C#. -// For this tutorial shader, we will keep things simple and use this slower but convenient method to get camera fov -float GetCameraFOV() -{ - //https://answers.unity.com/questions/770838/how-can-i-extract-the-fov-information-from-the-pro.html - float t = unity_CameraProjection._m11; - float Rad2Deg = 180 / 3.1415; - float fov = atan(1.0f / t) * 2.0 * Rad2Deg; - return fov; -} -float ApplyOutlineDistanceFadeOut(float inputMulFix) -{ - //make outline "fadeout" if character is too small in camera's view - return saturate(inputMulFix); -} -float GetOutlineCameraFovAndDistanceFixMultiplier(float positionVS_Z) -{ - float cameraMulFix; - if(unity_OrthoParams.w == 0) - { - //////////////////////////////// - // Perspective camera case - //////////////////////////////// - - // keep outline similar width on screen accoss all camera distance - cameraMulFix = abs(positionVS_Z); - - // can replace to a tonemap function if a smooth stop is needed - cameraMulFix = ApplyOutlineDistanceFadeOut(cameraMulFix); - - // keep outline similar width on screen accoss all camera fov - cameraMulFix *= GetCameraFOV(); - } - else - { - //////////////////////////////// - // Orthographic camera case - //////////////////////////////// - float orthoSize = abs(unity_OrthoParams.y); - orthoSize = ApplyOutlineDistanceFadeOut(orthoSize); - cameraMulFix = orthoSize * 50; // 50 is a magic number to match perspective camera's outline width - } - - return cameraMulFix * 0.00005; // mul a const to make return result = default normal expand amount WS -} -#endif - diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloZOffset.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloZOffset.hlsl deleted file mode 100644 index 96128cf9..00000000 --- a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloZOffset.hlsl +++ /dev/null @@ -1,38 +0,0 @@ -// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample - -#ifndef Include_NiloZOffset -#define Include_NiloZOffset - -// Push an imaginary vertex towards camera in view space (linear, view space unit), -// then only overwrite original positionCS.z using imaginary vertex's result positionCS.z value -// Will only affect ZTest ZWrite's depth value of vertex shader - -// Useful for: -// -Hide ugly outline on face/eye -// -Make eyebrow render on top of hair -// -Solve ZFighting issue without moving geometry -float4 NiloGetNewClipPosWithZOffset(float4 originalPositionCS, float viewSpaceZOffsetAmount) -{ - if(unity_OrthoParams.w == 0) - { - //////////////////////////////// - //Perspective camera case - //////////////////////////////// - float2 ProjM_ZRow_ZW = UNITY_MATRIX_P[2].zw; - float modifiedPositionVS_Z = -originalPositionCS.w + -viewSpaceZOffsetAmount; // push imaginary vertex - float modifiedPositionCS_Z = modifiedPositionVS_Z * ProjM_ZRow_ZW[0] + ProjM_ZRow_ZW[1]; - originalPositionCS.z = modifiedPositionCS_Z * originalPositionCS.w / (-modifiedPositionVS_Z); // overwrite positionCS.z - return originalPositionCS; - } - else - { - //////////////////////////////// - //Orthographic camera case - //////////////////////////////// - originalPositionCS.z += -viewSpaceZOffsetAmount / _ProjectionParams.z; // push imaginary vertex and overwrite positionCS.z - return originalPositionCS; - } -} - -#endif - diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/README.md b/Assets/Plugins/UnityURPToonLitShaderExample-master/README.md deleted file mode 100644 index ee7c3170..00000000 --- a/Assets/Plugins/UnityURPToonLitShaderExample-master/README.md +++ /dev/null @@ -1,524 +0,0 @@ -# Unity URP Simplified Toon Lit Shader Example (for you to learn writing custom lit shader in URP) - -This repository is NOT the full version shader. -Currently, this repository is just a very simple and short shader example, only for tutorial purposes, it is under MIT license so you can do whatever you want with the code. -If you want to keep the current tutorial shader, please fork it or download a copy now since it may be removed in the future. ------------------------------------------ -shader ON -![screenshot](https://i.imgur.com/fSpM9zM.jpg) -shader OFF -![screenshot](https://i.imgur.com/91vkMJk.jpg) -shader ON -![screenshot](https://i.imgur.com/N7J2A28.jpg) -shader OFF -![screenshot](https://i.imgur.com/9tiHehF.jpg) -shader ON -![screenshot](https://i.imgur.com/vXcIGQ0.jpg) -shader OFF -![screenshot](https://i.imgur.com/tx643sR.jpg) -![screenshot](https://i.imgur.com/UcJZzbo.jpg) -![screenshot](https://i.imgur.com/zFk6dHl.jpg) -![screenshot](https://i.imgur.com/kPiktkr.jpg) - -We are now developing a "easy-to-use + high-performance + cross-platform(include mobile)" Closed source toon shader package - NiloToonURP, -to meet the toon shading needs of most URP's user. - -NiloToonURP is tested and working correctly on -- Unity 2019.4LTS(URP 7.4.1 or above) -- Unity 2020.3LTS(URP 10.4.0 or above) -- Unity 2021.1.18f1(URP 11.0.0) - -# Download NiloToonURP PC .exe demo (2020.3LTS build): -- https://drive.google.com/file/d/1MubGDhlDRKKxR9xyl7fcLyECyBJdsqrI/view?usp=sharing - -# Download NiloToonURP Android .apk demo (2020.3LTS build): -- https://drive.google.com/file/d/13DdRKXZpugnK-rTeXTDcAHWLeiLzbKH_/view?usp=sharing - -# NiloToonURP's demo runtime video: -- https://youtu.be/q7VloWbkSaA -- https://youtu.be/hBNs-7tyrU4 -- https://youtu.be/NI-n-cmTJHM -- https://youtu.be/k1RMw_OogyM -- https://youtu.be/dq4g0K1jbGM -- https://youtu.be/nZhxKYcgFaY -- https://youtu.be/A9MJ73C0f-M -- https://youtu.be/Pkj6tpPThvg -- https://youtu.be/SCOA3rmGz_A -- https://youtu.be/cAeEKdYN7-Q - -# How to get NiloToonURP full source code? -If you or your company/organization/team needs: -- latest full source code (with all detail comments and notes, NOT Obfuscated code, NOT .dll) -- latest user document -- perpetual royalty-free commercial license -- every future update -- (optional) we set up your character models's rendering in the best way possible for you, using NiloToonURP -- (optional) tech support -- (optional) your project-specific customization and support - -of NiloToonURP for your URP project, please send the following info to nilotoon@gmail.com -- name (your personal name or your company/organization/team's name) -- a google account email for gaining permission to download all NiloToonURP files in google drive -- any public website that shows your/your company/organization/team's work or public media - -# NiloToonURP user's creations (public media, not NDA contents) -(we only provided NiloToonURP's download permission + tech support, we didn't work on these creations directly) - -### Nijisanji & bilibili - VirtuaReal (https://www.nijisanji.jp/members?filter=VirtuaReal): -![screenshot](https://i.imgur.com/GPi2ahM.jpg) -![screenshot](https://i.imgur.com/k0etAYv.jpg) -![screenshot](https://i.imgur.com/oGXzquC.jpg) -![screenshot](https://i.imgur.com/vwwjgVI.jpg) -- https://www.bilibili.com/video/BV1G3411q7un?share_source=copy_web -- https://www.bilibili.com/video/BV1QL411b78T?share_source=copy_web - -![screenshot](https://i.imgur.com/e65IfZH.jpg) -![screenshot](https://i.imgur.com/xIBhYck.jpg) -![screenshot](https://i.imgur.com/jbxWnli.jpg) -![screenshot](https://i.imgur.com/DypAxQR.jpg) -![screenshot](https://i.imgur.com/cERhwTq.jpg) -![screenshot](https://i.imgur.com/tB0hJuv.jpg) -- https://www.bilibili.com/video/BV1Sg411V7HU?share_source=copy_web -- https://www.bilibili.com/video/BV1X64y1a7go?share_source=copy_web - -![screenshot](https://i.imgur.com/vJGTDR8.jpg) -![screenshot](https://i.imgur.com/lyrUH3X.jpg) -- https://www.bilibili.com/video/BV18f4y1P7Vr?share_source=copy_web - -![screenshot](https://i.imgur.com/kPShSKQ.jpg) -![screenshot](https://i.imgur.com/Ma8oU7M.jpg) -![screenshot](https://i.imgur.com/Pvtxr0h.jpg) -- https://www.bilibili.com/video/BV12h411W7Sm?share_source=copy_web -- https://www.bilibili.com/video/BV1764y1Y7MD?p=2&share_source=copy_web - -![screenshot](https://i.imgur.com/stWRga3.jpg) -![screenshot](https://i.imgur.com/qEiRTR9.jpg) -![screenshot](https://i.imgur.com/mEB7MuT.jpg) -- https://www.bilibili.com/video/BV12h411W7ff?share_source=copy_web - -![screenshot](https://i.imgur.com/GSGmNEs.jpg) -- https://www.bilibili.com/video/BV1nQ4y1a7ht?share_source=copy_web - -![screenshot](https://i.imgur.com/PGSN8ed.jpg) -- https://www.bilibili.com/video/BV1Cg411V7qm?share_source=copy_web - -- https://www.bilibili.com/video/BV1ef4y1H7h9?share_source=copy_web -- https://www.bilibili.com/video/BV1Jh411W7RQ?share_source=copy_web -- https://www.bilibili.com/video/BV1q3411B74t?share_source=copy_web - -### VirtuaReal Star成员 - hanser (https://space.bilibili.com/11073) -![screenshot](https://i.imgur.com/nfVckVo.jpg) -![screenshot](https://i.imgur.com/Ij7zvhz.jpg) -![screenshot](https://i.imgur.com/ooybJus.jpg) -![screenshot](https://i.imgur.com/LtziYj5.jpg) -- https://www.bilibili.com/video/BV1CR4y1j7bY?share_source=copy_web - -![screenshot](https://i.imgur.com/vPlJSKP.jpg) -![screenshot](https://i.imgur.com/aCJQOt7.jpg) -- https://www.bilibili.com/video/BV1pF411v7gu - -(4K画质)hanser个人演唱会《海上油菜花》 -![screenshot](https://i.imgur.com/xJ78uRL.jpg) -- https://www.bilibili.com/video/BV1Bq4y1r7bn (part of the rendering is NiloToonURP) - -![screenshot](https://i.imgur.com/l2HZGeE.jpg) -- https://www.bilibili.com/video/BV1pp4y1s7Up - -### 【崩坏学园2】「启晨之星」菲米莉丝印象曲 (https://space.bilibili.com/133934): -![screenshot](https://i.imgur.com/u8igVrL.jpg) -![screenshot](https://i.imgur.com/cM07F1y.jpg) -![screenshot](https://i.imgur.com/a1z5kJL.jpg) -![screenshot](https://i.imgur.com/ABCUJ9R.jpg) -![screenshot](https://i.imgur.com/Z5AI8oh.jpg) -![screenshot](https://i.imgur.com/AdvMZa8.jpg) -- https://www.bilibili.com/video/BV1Z64y1b7BW?share_source=copy_web -- https://www.bilibili.com/video/BV1kU4y1c7AG?share_source=copy_web - -### Kanauru (https://www.youtube.com/user/kanauru): -![screenshot](https://i.imgur.com/vH3X61I.jpg) -![screenshot](https://i.imgur.com/pXcQT0g.jpg) -![screenshot](https://i.imgur.com/b6Elupz.jpg) -![screenshot](https://i.imgur.com/6yR1Y0l.jpg) -- https://youtu.be/2CTSe6Q5-xI (shader of "Kureiji Ollie model + environment + postprocess") - -![screenshot](https://i.imgur.com/BIjpGAp.jpg) -![screenshot](https://i.imgur.com/9KcIdQD.jpg) -![screenshot](https://i.imgur.com/vSvp02D.jpg) -![screenshot](https://i.imgur.com/lmQWiMp.jpg) -![screenshot](https://i.imgur.com/d0JkDTk.jpg) -- https://youtu.be/m_LT957vLeY (shader of "characters + environment + postprocess") - -# Other NiloToonURP's images (gallery) -![screenshot](https://i.imgur.com/AieVmMb.jpg) -![screenshot](https://i.imgur.com/jHrb3Gb.jpg) - -![screenshot](https://i.imgur.com/BcyWUKz.jpg) -![screenshot](https://i.imgur.com/Pj7sETw.jpg) -![screenshot](https://i.imgur.com/G9Eo2eb.jpg) -![screenshot](https://i.imgur.com/HUX3Em4.jpg) -![screenshot](https://i.imgur.com/vQQsD7j.jpg) -![screenshot](https://i.imgur.com/HgpZRAM.png) -![screenshot](https://i.imgur.com/YuYkbG7.png) -![screenshot](https://i.imgur.com/T0QBUFP.png) -![screenshot](https://i.imgur.com/LDa6JC9.png) -![screenshot](https://i.imgur.com/3EoqpF0.png) -![screenshot](https://i.imgur.com/mwZb9xZ.png) -![screenshot](https://i.imgur.com/O7eMz5Q.png) -![screenshot](https://i.imgur.com/bUn3f0q.png) -![screenshot](https://i.imgur.com/WH7aW4J.png) -![screenshot](https://i.imgur.com/NP2LMr6.png) -![screenshot](https://i.imgur.com/Uv4seOB.png) -![screenshot](https://i.imgur.com/MCqHtlQ.png) -![screenshot](https://i.imgur.com/yu37Jr0.png) -![screenshot](https://i.imgur.com/1CZ2XJa.png) -![screenshot](https://i.imgur.com/Hxc7U5M.png) -![screenshot](https://i.imgur.com/pbBcur0.png) -![screenshot](https://i.imgur.com/WjT1sZp.png) -![screenshot](https://i.imgur.com/BMyOEl9.png) -![screenshot](https://i.imgur.com/JF4iDhM.png) -![screenshot](https://i.imgur.com/Rtft0od.png) -![screenshot](https://i.imgur.com/EMRp14N.png) -![screenshot](https://i.imgur.com/sN5n9bc.png) -![screenshot](https://i.imgur.com/qlNMncE.png) -![screenshot](https://i.imgur.com/HuOMLYn.png) -![screenshot](https://i.imgur.com/xptIKZy.png) -![screenshot](https://i.imgur.com/f8EEr3o.png) -![screenshot](https://i.imgur.com/5F5x82u.png) -![screenshot](https://i.imgur.com/azlQ8KO.png) -![screenshot](https://i.imgur.com/LUwoSiY.png) -![screenshot](https://i.imgur.com/rGBAu13.png) -![screenshot](https://i.imgur.com/GTfwbV0.png) -![screenshot](https://i.imgur.com/nFPy1KS.png) -![screenshot](https://i.imgur.com/sBpX10Y.png) -![screenshot](https://i.imgur.com/EyiMbKP.png) -![screenshot](https://i.imgur.com/McKrRYW.png) -![screenshot](https://i.imgur.com/4WWkujV.png) -![screenshot](https://i.imgur.com/DaRpLLX.png) -![screenshot](https://i.imgur.com/N02piW3.jpg) -![screenshot](https://i.imgur.com/AYxixBx.jpg) -![screenshot](https://i.imgur.com/iWPa7aN.jpg) - -------------------- - - -SHADER ON -![screenshot](https://i.imgur.com/utXF8Qq.png) -![screenshot](https://i.imgur.com/oEsHSMM.png) -BEFORE -![screenshot](https://i.imgur.com/K6mZCcH.png) -AFTER: -![screenshot](https://i.imgur.com/hjEeAoM.png) -see it in motion-> https://youtu.be/D9ocVzGJfI8 - ---- -3D enviroment model TEST -![screenshot](https://i.imgur.com/AOAxQJ8.png) -![screenshot](https://i.imgur.com/WlOQtCf.png) -see it in motion-> https://youtu.be/GcW0pNo-zus ---- -湊 あくあ(みなと あくあ,Minato Aqua) model TEST -![screenshot](https://i.imgur.com/iDDFjoO.png) -![screenshot](https://i.imgur.com/4aFqOND.png) -![screenshot](https://i.imgur.com/7KjUwrI.png) -see it in motion-> https://youtu.be/7zICgzdxuGg ---- -see it in motion-> https://youtu.be/X3XoYMTleJ0 ---- -Auto Phong tessellation - -(shader off, no tessellation) -![screenshot](https://i.imgur.com/yAUdcmK.png) -(shader on, no tessellation) -![screenshot](https://i.imgur.com/pncbBUq.png) -(shader on, enable tessellation! Phong tessellation can make your model smooth without changing your .fbx) -![screenshot](https://i.imgur.com/nGCmiEj.png) -see it in motion-> https://youtu.be/D-MxyBa0nJE ---- - -Kawaii model TEST (@ganbaru_sisters) -![screenshot](https://i.imgur.com/7CAw71u.png) -![screenshot](https://i.imgur.com/42CUENh.png) - -Upgraded to Unity2020.2 (URP 10.2.1) -SHADER ON -![screenshot](https://i.imgur.com/6chTRCl.png) -SHADER OFF -![screenshot](https://i.imgur.com/Vu2M5zB.png) -HD -![screenshot](https://i.imgur.com/KXYYfaN.png) - -shader ON -![screenshot](https://i.imgur.com/VLZKP5h.png) -shader OFF -![screenshot](https://i.imgur.com/lTm0zvH.png) - ---- - -BEFORE -![screenshot](https://i.imgur.com/JImt9l4.png) -AFTER -![screenshot](https://i.imgur.com/0oc1hFK.png) -see it in motion-> https://youtu.be/KpRkxPnHuK0 ---- -BEFORE -![screenshot](https://i.imgur.com/Ak6rFTp.png) -AFTER -![screenshot](https://i.imgur.com/6BTsiRF.png) -(more shadow from trees) -![screenshot](https://i.imgur.com/qSygREh.png) ---- - -BEFORE -![screenshot](https://i.imgur.com/rXEDmiy.png) -AFTER: -![screenshot](https://i.imgur.com/J7F3vuC.png) -see it in motion-> https://youtu.be/hUWacEQH6js ---- -BEFORE - -![screenshot](https://i.imgur.com/kZFNunW.png) - -AFTER: - -![screenshot](https://i.imgur.com/mnm5uYS.png) - -BEFORE - - -![screenshot](https://i.imgur.com/a9VUVgd.png) - - -AFTER: - - -![screenshot](https://i.imgur.com/VgSZMka.png) - - -add 2D hair shadow & rim light - - -![screenshot](https://i.imgur.com/KXdMhhv.png) - - - - -see it in motion-> https://youtu.be/S67GlGAnvWA ---- - ---- -BEFORE -![screenshot](https://i.imgur.com/ApJyl6p.png) -AFTER: -![screenshot](https://i.imgur.com/5GiKMUG.png) - -see it in motion-> https://youtu.be/M6FKoEiOAzU ---- -------------------- -BEFORE -![screenshot](https://i.imgur.com/FiuK1Cj.png) -AFTER: -Sunny + StreetLight ON -![screenshot](https://i.imgur.com/Lh5D9Y9.png) -Sunny + StreetLight OFF -![screenshot](https://i.imgur.com/NcsKQL8.png) -Night + StreetLight ON -![screenshot](https://i.imgur.com/AXV9Yig.png) -Night + StreetLight OFF -![screenshot](https://i.imgur.com/mJ1sjUm.png) -see it in motion -> https://youtu.be/jDSnJmZrKPw ---- -BEFORE -![screenshot](https://i.imgur.com/U5ba2lM.png) -AFTER -![screenshot](https://i.imgur.com/cuZUqwW.png) ---- -BEFORE -![screenshot](https://i.imgur.com/AMDcMdG.png) -AFTER -![screenshot](https://i.imgur.com/GB31Nay.png) -see it in motion -> https://youtu.be/ZfSZOHTBypc ---- -BEFORE -![screenshot](https://i.imgur.com/UCETVsr.png) -AFTER -![screenshot](https://i.imgur.com/7Wjdp8W.png) -see it in motion -> https://youtu.be/EgxiWPk-vaE - ---- -BEFORE -![screenshot](https://i.imgur.com/5afc5z5.png) -AFTER -![screenshot](https://i.imgur.com/pQ4DIqe.png) -see it in motion -> https://youtu.be/Ty4DXLFqqDo ---- -BEFORE -![screenshot](https://i.imgur.com/WKL3NwV.png) -AFTER -![screenshot](https://i.imgur.com/8e6wtVZ.png) -see it in motion -> https://youtu.be/cebGl_MaWnI ---- -BEFORE -![screenshot](https://i.imgur.com/KwpjGHz.png) -AFTER -![screenshot](https://i.imgur.com/KPxL4vR.png) -see it in motion ->https://youtu.be/nl5z0r8a9vk ---- -![screenshot](https://i.imgur.com/KxdjhCx.png) -![screenshot](https://i.imgur.com/6t2FMcg.png) -![screenshot](https://i.imgur.com/CZHnfMC.png) -see it in motion -> https://youtu.be/uVI_QOioER4 ---- -Fake Skin SSS & specular -![screenshot](https://i.imgur.com/ZoDO5TB.png) -![screenshot](https://i.imgur.com/ICH4dFt.png) - -BEFORE -![screenshot](https://i.imgur.com/dPvjIQK.png) -AFTER -![screenshot](https://i.imgur.com/GvxXtva.png) - - - - - -What is included in this "simplified version" toon lit shader repository? -------------------- -This repository contains a very simple toon lit shader example, to help people writing their first custom toon lit shader in URP. - -This example shader's default result(without editing material params) = the following picture -![screenshot](https://i.imgur.com/mbUnvsA.png) - -Because this example toon lit shader aims to help people learning shader writing in URP, it is an extremely simplified version of the full version one. This repository only contains ~10% of the full version shader, which only contains the most useful & easy to understand sections, to make sure everyone can understand the shader code easily. - -It is actually a "How to write your first custom lit shader in URP" example, instead of a good-looking toon lit shader example (lots of toon lit tricks are not included in this example shader, for tutorial reason). - -Why creating this "simplified version" toon lit shader? -------------------- -Lots of my shader friends are looking for a toon lit example shader in URP (not Shader Graph), I want them to switch to URP with me (instead of still staying in built-in RP), so I decided to provide a simple enough URP toon lit shader example. - -How to try this simplified toon lit example shader in my URP project? -------------------- -1. Clone all .shader & .hlsl files into your URP project. -2. Put these files inside the same folder. -3. Change your character's material's shader to "SimpleURPToonLitExample(With Outline)" -4. make sure at least _BaseMap(albedo) is assigned -5. setup DONE, you can now test your character with light probe/directional light/point light/spot light -6. edit the material properties to see how the render result changes -7. Most important: open these shader files, spend some time reading them, you will understand how to write custom lit shader in URP very quickly -8. Most important: open "SimpleURPToonLitOutlineExample_LightingEquation.hlsl", edit it, experiment with your own toon lighting equation ideas, which is the key part of toon lit shader! - -I see the shader is working now, but the outline is broken? -------------------- -For this tutorial shader, you can let Unity to calculate smooth normal for you, which can produce better outline, -but doing this will make lighting slightly incorrect. - -1. click your character's .fbx -2. In the model tab -3. edit "Normals" to Calculate -4. edit "Smoothing Angle" to 180 - -![screenshot](https://i.imgur.com/yxDkeGP.png) -before calculate smooth normal (printscreen of tutorial shader, not NiloToonURP) -![screenshot](https://i.imgur.com/uTJ3gxB.png) -after calculate smooth normal (printscreen of tutorial shader, not NiloToonURP) -![screenshot](https://i.imgur.com/9Jnnigf.png) - -*NiloToonURP contains a few editor C# scripts, which can help the shader to produce correct lighting and perfect outline together. - -What is NOT included in this simplified example shader? -------------------- -For simplicity reason, I removed most of the features from the NiloToonURP (deleted 90% of the original shader), else this example shader will be way too complex for reading & learning. The removed features are: -- face anime lighting (auto-fix face ugly lighting due to vertex normal without modifying .fbx, very important) -- smooth outline normal auto baking (fix ugly outlines without modifying .fbx once you attach a script on character, very important) -- auto 2D hair shadow on face (very important, it is very difficult to produce good looking shadow result using shadowmap) -- sharp const width rim light (Blue Protocol / Genshin Impact) -- tricks to render eye/eyebrow over hair -- hair "angel ring" reflection -- PBR specular lighting (GGX) -- HSV control shadow & outline color -- 2D mouth renderer -- almost all the extra texture input options like roughness, specular, normal map, detail map... -- LOTS of sliders to control lighting, final color & outline -- per character "dither fadeinout / rim light / tint / lerp..." control script -- volume override control of global "dither fadeinout / rim light / tint / lerp..." -- anime postprocessing -- auto phong tessellation -- perspective removal per character -- ***just too much for me to write all removed feature here, the full / lite version shader is a totally different level product - -How to get a test character model? -------------------- -The easiest way to get a character model is by downloading Unity-Chan in the assetstore. - -Also, here are some websites that can download models(If the creator allows it) -- https://3d.nicovideo.jp/ -- https://hub.vroid.com/ - -if you downloaded a .pmx file, use MMD4Mecanim to convert it to .fbx & prefab directly inside unity -http://stereoarts.jp/ - -if you downloaded a .vrm file, use UniVRM to convert it to .fbx & prefab directly inside unity -https://github.com/vrm-c/UniVRM - -Editor environment requirement ------------------------ -- URP 10.3.2 -- Unity 2020.3 - ---------------------------- -Apply our shader to another model (2020-2 early version screen shots) -https://youtu.be/uVI_QOioER4 - -![screenshot](https://i.imgur.com/LBTNZCH.png) -![screenshot](https://i.imgur.com/X6hAD7W.png) -![screenshot](https://i.imgur.com/WIGyMVx.png) -![screenshot](https://i.imgur.com/zou7PxL.png) -![screenshot](https://i.imgur.com/WpkJyFB.png) -![screenshot](https://i.imgur.com/3iyu3eG.png) - -More old screenshots from the Full version shader(not yet released): ---- - -![screenshot](https://i.imgur.com/DDr32Mu.png) -https://youtu.be/IP293mAmBCk - -![screenshot](https://i.imgur.com/kbpw4Me.png) -![screenshot](https://i.imgur.com/jaMaTKt.png) -![screenshot](https://i.imgur.com/D7ARBo0.png) - -![screenshot](https://i.imgur.com/lt45arW.png) -![screenshot](https://i.imgur.com/RcSz8H1.png) - -different Background image TEST -![screenshot](https://i.imgur.com/hev9PtZ.png) -![screenshot](https://i.imgur.com/lRdXn3I.png) -![screenshot](https://i.imgur.com/cx8tZox.png) -![screenshot](https://i.imgur.com/GYPoNWT.png) -![screenshot](https://i.imgur.com/fZw0Wzt.png) - -credits ------------------------- -model's creator in shader demo image/video: -- https://i-fox.club/pcr/ -- https://sketchfab.com/3d-models/band-of-sisters-2f1c0626d4cf4fd286c4cf5d109f7a32 -- miHoYo - Honkai Impact 3 -- Kuro Game - Punishing: Grey Raven -- Azur Lane: Crosswave -- Sour式鏡音リン -- Unity-Chan -- https://www.bilibili.com/blackboard/activity-mrfzrlha.html -- 【オリジナル3Dモデル】Eve -イヴ- by ganbaru_sisters https://booth.pm/en/items/2557029 -- https://www.mmd.hololive.tv/ -- Japanese Street by Art Equilibrium https://assetstore.unity.com/packages/3d/environments/urban/japanese-street-170162 -- miHoYo - Genshin Impact -- 【セール中】【オリジナル3Dモデル】ドラゴニュート・シェンナ by rokota https://rokota.booth.pm/items/2661189 -- Cygames - Uma Musume -- Cygames/Arc System Works - Granblue Fantasy Versus -- 魔使マオ by 百舌谷@mozuya_ -- QuQu - https://sonovr.booth.pm/ -- nero -ネロ- by KM3 Doll - https://booth.pm/en/items/3167314 -- Kanauru's credit list - https://youtu.be/2CTSe6Q5-xI -- YOYOGIMORI (【VRC / VRM 対応3Dモデル】imiut ver3.03) - https://yoyogi-mori.booth.pm/items/2040691 -- YOYOGIMORI (【VRC / VRM 対応3Dモデル】白鳥 -Shiratori- ver3.03) - https://yoyogi-mori.booth.pm/items/2482022 -- Blue Archive Shun -- アイドリープライド,IDOLY PRIDE diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample.shader b/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample.shader deleted file mode 100644 index f9ab8171..00000000 --- a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample.shader +++ /dev/null @@ -1,300 +0,0 @@ -// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample - -/* -This shader is a simple example showing you how to write your first URP custom lit shader with "minimum" shader code. -You can use this shader as a starting point, add/edit code to develop your own custom lit shader for URP10.3.2 or above. - -*Usually, just by editing "SimpleURPToonLitOutlineExample_LightingEquation.hlsl" alone can control most of the visual result. - -This shader includes 5 passes: -0.ForwardLit pass (this pass will always render to the color buffer _CameraColorTexture) -1.Outline pass (this pass will always render to the color buffer _CameraColorTexture) -2.ShadowCaster pass (only for URP's shadow mapping, this pass won't render at all if your character don't cast shadow) -3.DepthOnly pass (only for URP's depth texture _CameraDepthTexture's rendering, this pass won't render at all if your project don't render URP's offscreen depth prepass) -4.DepthNormals pass (only for URP's normal texture _CameraNormalsTexture's rendering) - -*Because most of the time, you use this toon lit shader for unique characters, so all lightmap & GPU instancing related code are removed for simplicity. -*For batching, we only rely on SRP batcher, which is the most practical batching method in URP for rendering lots of unique skinnedmesh characters - -*In this shader, we choose static uniform branching over "shader_feature & multi_compile" for some of the togglable feature like "_UseEmission","_UseOcclusion"..., -because: - - we want to avoid this shader's build time takes too long (2^n) - - we want to avoid rendering spike when a new shader variant was seen by the camera first time (create GPU program) - - we want to avoid increasing ShaderVarientCollection's complexity - - we want to avoid shader size becomes too large easily (2^n) - - we want to avoid breaking SRP batcher's batching because SRP batcher is per shader variant batching, not per shader - - all modern GPU(include newer mobile devices) can handle static uniform branching with "almost" no performance cost -*/ -Shader "SimpleURPToonLitExample(With Outline)" -{ - Properties - { - [Header(High Level Setting)] - [ToggleUI]_IsFace("Is Face? (please turn on if this is a face material)", Float) = 0 - - // all properties will try to follow URP Lit shader's naming convention - // so switching your URP lit material's shader to this toon lit shader will preserve most of the original properties if defined in this shader - - // for URP Lit shader's naming convention, see URP's Lit.shader - [Header(Base Color)] - [MainTexture]_BaseMap("_BaseMap (Albedo)", 2D) = "white" {} - [HDR][MainColor]_BaseColor("_BaseColor", Color) = (1,1,1,1) - - [Header(Alpha)] - [Toggle(_UseAlphaClipping)]_UseAlphaClipping("_UseAlphaClipping", Float) = 0 - _Cutoff("_Cutoff (Alpha Cutoff)", Range(0.0, 1.0)) = 0.5 - - [Header(Emission)] - [Toggle]_UseEmission("_UseEmission (on/off Emission completely)", Float) = 0 - [HDR] _EmissionColor("_EmissionColor", Color) = (0,0,0) - _EmissionMulByBaseColor("_EmissionMulByBaseColor", Range(0,1)) = 0 - [NoScaleOffset]_EmissionMap("_EmissionMap", 2D) = "white" {} - _EmissionMapChannelMask("_EmissionMapChannelMask", Vector) = (1,1,1,0) - - [Header(Occlusion)] - [Toggle]_UseOcclusion("_UseOcclusion (on/off Occlusion completely)", Float) = 0 - _OcclusionStrength("_OcclusionStrength", Range(0.0, 1.0)) = 1.0 - [NoScaleOffset]_OcclusionMap("_OcclusionMap", 2D) = "white" {} - _OcclusionMapChannelMask("_OcclusionMapChannelMask", Vector) = (1,0,0,0) - _OcclusionRemapStart("_OcclusionRemapStart", Range(0,1)) = 0 - _OcclusionRemapEnd("_OcclusionRemapEnd", Range(0,1)) = 1 - - [Header(Lighting)] - _IndirectLightMinColor("_IndirectLightMinColor", Color) = (0.1,0.1,0.1,1) // can prevent completely black if lightprobe not baked - _IndirectLightMultiplier("_IndirectLightMultiplier", Range(0,1)) = 1 - _DirectLightMultiplier("_DirectLightMultiplier", Range(0,1)) = 1 - _CelShadeMidPoint("_CelShadeMidPoint", Range(-1,1)) = -0.5 - _CelShadeSoftness("_CelShadeSoftness", Range(0,1)) = 0.05 - _MainLightIgnoreCelShade("_MainLightIgnoreCelShade", Range(0,1)) = 0 - _AdditionalLightIgnoreCelShade("_AdditionalLightIgnoreCelShade", Range(0,1)) = 0.9 - - [Header(Shadow mapping)] - _ReceiveShadowMappingAmount("_ReceiveShadowMappingAmount", Range(0,1)) = 0.65 - _ReceiveShadowMappingPosOffset("_ReceiveShadowMappingPosOffset", Float) = 0 - _ShadowMapColor("_ShadowMapColor", Color) = (1,0.825,0.78) - - [Header(Outline)] - _OutlineWidth("_OutlineWidth (World Space)", Range(0,4)) = 1 - _OutlineColor("_OutlineColor", Color) = (0.5,0.5,0.5,1) - _OutlineZOffset("_OutlineZOffset (View Space)", Range(0,1)) = 0.0001 - [NoScaleOffset]_OutlineZOffsetMaskTex("_OutlineZOffsetMask (black is apply ZOffset)", 2D) = "black" {} - _OutlineZOffsetMaskRemapStart("_OutlineZOffsetMaskRemapStart", Range(0,1)) = 0 - _OutlineZOffsetMaskRemapEnd("_OutlineZOffsetMaskRemapEnd", Range(0,1)) = 1 - } - SubShader - { - Tags - { - // SRP introduced a new "RenderPipeline" tag in Subshader. This allows you to create shaders - // that can match multiple render pipelines. If a RenderPipeline tag is not set it will match - // any render pipeline. In case you want your subshader to only run in URP, set the tag to - // "UniversalPipeline" - - // here "UniversalPipeline" tag is required, because we only want this shader to run in URP. - // If Universal render pipeline is not set in the graphics settings, this Subshader will fail. - - // One can add a subshader below or fallback to Standard built-in to make this - // material work with both Universal Render Pipeline and Builtin Unity Pipeline - - // the tag value is "UniversalPipeline", not "UniversalRenderPipeline", be careful! - // https://github.com/Unity-Technologies/Graphics/pull/1431/ - "RenderPipeline" = "UniversalPipeline" - - // explict SubShader tag to avoid confusion - "RenderType"="Opaque" - "UniversalMaterialType" = "Lit" - "Queue"="Geometry" - } - - // We can extract duplicated hlsl code from all passes into this HLSLINCLUDE section. Less duplicated code = Less error - HLSLINCLUDE - - // all Passes will need this keyword - #pragma shader_feature_local_fragment _UseAlphaClipping - - ENDHLSL - - // [#0 Pass - ForwardLit] - // Shades GI, all lights, emission and fog in a single pass. - // Compared to Builtin pipeline forward renderer, URP forward renderer will - // render a scene with multiple lights with less drawcalls and less overdraw. - Pass - { - Name "ForwardLit" - Tags - { - // "Lightmode" matches the "ShaderPassName" set in UniversalRenderPipeline.cs. - // SRPDefaultUnlit and passes with no LightMode tag are also rendered by Universal Render Pipeline - - // "Lightmode" tag must be "UniversalForward" in order to render lit objects in URP. - "LightMode" = "UniversalForward" - } - - // explict render state to avoid confusion - // you can expose these render state to material inspector if needed (see URP's Lit.shader) - Cull Back - ZTest LEqual - ZWrite On - Blend One Zero - - HLSLPROGRAM - - // --------------------------------------------------------------------------------------------- - // Universal Render Pipeline keywords (you can always copy this section from URP's Lit.shader) - // When doing custom shaders you most often want to copy and paste these #pragmas - // These multi_compile variants are stripped from the build depending on: - // 1) Settings in the URP Asset assigned in the GraphicsSettings at build time - // e.g If you disabled AdditionalLights in the asset then all _ADDITIONA_LIGHTS variants - // will be stripped from build - // 2) Invalid combinations are stripped. e.g variants with _MAIN_LIGHT_SHADOWS_CASCADE - // but not _MAIN_LIGHT_SHADOWS are invalid and therefore stripped. - #pragma multi_compile _ _MAIN_LIGHT_SHADOWS - #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE - #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS - #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS - #pragma multi_compile_fragment _ _SHADOWS_SOFT - // --------------------------------------------------------------------------------------------- - // Unity defined keywords - #pragma multi_compile_fog - // --------------------------------------------------------------------------------------------- - - #pragma vertex VertexShaderWork - #pragma fragment ShadeFinalColor - - // because this pass is just a ForwardLit pass, no need any special #define - // (no special #define) - - // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include - #include "SimpleURPToonLitOutlineExample_Shared.hlsl" - - ENDHLSL - } - - // [#1 Pass - Outline] - // Same as the above "ForwardLit" pass, but - // -vertex position are pushed out a bit base on normal direction - // -also color is tinted - // -Cull Front instead of Cull Back because Cull Front is a must for all extra pass outline method - Pass - { - Name "Outline" - Tags - { - // IMPORTANT: don't write this line for any custom pass! else this outline pass will not be rendered by URP! - //"LightMode" = "UniversalForward" - - // [Important CPU performance note] - // If you need to add a custom pass to your shader (outline pass, planar shadow pass, XRay pass when blocked....), - // (0) Add a new Pass{} to your shader - // (1) Write "LightMode" = "YourCustomPassTag" inside new Pass's Tags{} - // (2) Add a new custom RendererFeature(C#) to your renderer, - // (3) write cmd.DrawRenderers() with ShaderPassName = "YourCustomPassTag" - // (4) if done correctly, URP will render your new Pass{} for your shader, in a SRP-batcher friendly way (usually in 1 big SRP batch) - - // For tutorial purpose, current everything is just shader files without any C#, so this Outline pass is actually NOT SRP-batcher friendly. - // If you are working on a project with lots of characters, make sure you use the above method to make Outline pass SRP-batcher friendly! - } - - Cull Front // Cull Front is a must for extra pass outline method - - HLSLPROGRAM - - // Direct copy all keywords from "ForwardLit" pass - // --------------------------------------------------------------------------------------------- - #pragma multi_compile _ _MAIN_LIGHT_SHADOWS - #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE - #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS - #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS - #pragma multi_compile_fragment _ _SHADOWS_SOFT - // --------------------------------------------------------------------------------------------- - #pragma multi_compile_fog - // --------------------------------------------------------------------------------------------- - - #pragma vertex VertexShaderWork - #pragma fragment ShadeFinalColor - - // because this is an Outline pass, define "ToonShaderIsOutline" to inject outline related code into both VertexShaderWork() and ShadeFinalColor() - #define ToonShaderIsOutline - - // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include - #include "SimpleURPToonLitOutlineExample_Shared.hlsl" - - ENDHLSL - } - - // ShadowCaster pass. Used for rendering URP's shadowmaps - Pass - { - Name "ShadowCaster" - Tags{"LightMode" = "ShadowCaster"} - - // more explict render state to avoid confusion - ZWrite On // the only goal of this pass is to write depth! - ZTest LEqual // early exit at Early-Z stage if possible - ColorMask 0 // we don't care about color, we just want to write depth, ColorMask 0 will save some write bandwidth - Cull Back // support Cull[_Cull] requires "flip vertex normal" using VFACE in fragment shader, which is maybe beyond the scope of a simple tutorial shader - - HLSLPROGRAM - - // the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the HLSLINCLUDE block - // (so no need to write any multi_compile or shader_feature in this pass) - - #pragma vertex VertexShaderWork - #pragma fragment BaseColorAlphaClipTest // we only need to do Clip(), no need shading - - // because it is a ShadowCaster pass, define "ToonShaderApplyShadowBiasFix" to inject "remove shadow mapping artifact" code into VertexShaderWork() - #define ToonShaderApplyShadowBiasFix - - // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include - #include "SimpleURPToonLitOutlineExample_Shared.hlsl" - - ENDHLSL - } - - // DepthOnly pass. Used for rendering URP's offscreen depth prepass (you can search DepthOnlyPass.cs in URP package) - // For example, when depth texture is on, we need to perform this offscreen depth prepass for this toon shader. - Pass - { - Name "DepthOnly" - Tags{"LightMode" = "DepthOnly"} - - // more explict render state to avoid confusion - ZWrite On // the only goal of this pass is to write depth! - ZTest LEqual // early exit at Early-Z stage if possible - ColorMask 0 // we don't care about color, we just want to write depth, ColorMask 0 will save some write bandwidth - Cull Back // support Cull[_Cull] requires "flip vertex normal" using VFACE in fragment shader, which is maybe beyond the scope of a simple tutorial shader - - HLSLPROGRAM - - // the only keywords we need in this pass = _UseAlphaClipping, which is already defined inside the HLSLINCLUDE block - // (so no need to write any multi_compile or shader_feature in this pass) - - #pragma vertex VertexShaderWork - #pragma fragment BaseColorAlphaClipTest // we only need to do Clip(), no need color shading - - // because Outline area should write to depth also, define "ToonShaderIsOutline" to inject outline related code into VertexShaderWork() - #define ToonShaderIsOutline - - // all shader logic written inside this .hlsl, remember to write all #define BEFORE writing #include - #include "SimpleURPToonLitOutlineExample_Shared.hlsl" - - ENDHLSL - } - - // Starting from version 10.0.x, URP can generate a normal texture called _CameraNormalsTexture. - // To render to this texture in your custom shader, add a Pass with the name DepthNormals. - // For example, see the implementation in Lit.shader. - // TODO: DepthNormals pass (see URP's Lit.shader) - /* - Pass - { - Name "DepthNormals" - Tags{"LightMode" = "DepthNormals"} - - //... - } - */ - } - - FallBack "Hidden/Universal Render Pipeline/FallbackError" -} diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl deleted file mode 100644 index 1f01a91d..00000000 --- a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl +++ /dev/null @@ -1,74 +0,0 @@ -// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample - -// This file is intented for you to edit and experiment with different lighting equation. -// Add or edit whatever code you want here - -// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up), -// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict -#pragma once - -half3 ShadeGI(ToonSurfaceData surfaceData, ToonLightingData lightingData) -{ - // hide 3D feeling by ignoring all detail SH (leaving only the constant SH term) - // we just want some average envi indirect color only - half3 averageSH = SampleSH(0); - - // can prevent result becomes completely black if lightprobe was not baked - averageSH = max(_IndirectLightMinColor,averageSH); - - // occlusion (maximum 50% darken for indirect to prevent result becomes completely black) - half indirectOcclusion = lerp(1, surfaceData.occlusion, 0.5); - return averageSH * indirectOcclusion; -} - -// Most important part: lighting equation, edit it according to your needs, write whatever you want here, be creative! -// This function will be used by all direct lights (directional/point/spot) -half3 ShadeSingleLight(ToonSurfaceData surfaceData, ToonLightingData lightingData, Light light, bool isAdditionalLight) -{ - half3 N = lightingData.normalWS; - half3 L = light.direction; - - half NoL = dot(N,L); - - half lightAttenuation = 1; - - // light's distance & angle fade for point light & spot light (see GetAdditionalPerObjectLight(...) in Lighting.hlsl) - // Lighting.hlsl -> https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl - half distanceAttenuation = min(4,light.distanceAttenuation); //clamp to prevent light over bright if point/spot light too close to vertex - - // N dot L - // simplest 1 line cel shade, you can always replace this line by your own method! - half litOrShadowArea = smoothstep(_CelShadeMidPoint-_CelShadeSoftness,_CelShadeMidPoint+_CelShadeSoftness, NoL); - - // occlusion - litOrShadowArea *= surfaceData.occlusion; - - // face ignore celshade since it is usually very ugly using NoL method - litOrShadowArea = _IsFace? lerp(0.5,1,litOrShadowArea) : litOrShadowArea; - - // light's shadow map - litOrShadowArea *= lerp(1,light.shadowAttenuation,_ReceiveShadowMappingAmount); - - half3 litOrShadowColor = lerp(_ShadowMapColor,1, litOrShadowArea); - - half3 lightAttenuationRGB = litOrShadowColor * distanceAttenuation; - - // saturate() light.color to prevent over bright - // additional light reduce intensity since it is additive - return saturate(light.color) * lightAttenuationRGB * (isAdditionalLight ? 0.25 : 1); -} - -half3 ShadeEmission(ToonSurfaceData surfaceData, ToonLightingData lightingData) -{ - half3 emissionResult = lerp(surfaceData.emission, surfaceData.emission * surfaceData.albedo, _EmissionMulByBaseColor); // optional mul albedo - return emissionResult; -} - -half3 CompositeAllLightResults(half3 indirectResult, half3 mainLightResult, half3 additionalLightSumResult, half3 emissionResult, ToonSurfaceData surfaceData, ToonLightingData lightingData) -{ - // [remember you can write anything here, this is just a simple tutorial method] - // here we prevent light over bright, - // while still want to preserve light color's hue - half3 rawLightSum = max(indirectResult, mainLightResult + additionalLightSumResult); // pick the highest between indirect and direct light - return surfaceData.albedo * rawLightSum + emissionResult; -} diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl.meta b/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl.meta deleted file mode 100644 index 50c247c6..00000000 --- a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_LightingEquation.hlsl.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 8340adf422e0b6b4aa0511f82c4c441f -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - preprocessorOverride: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_Shared.hlsl b/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_Shared.hlsl deleted file mode 100644 index 5bb145b9..00000000 --- a/Assets/Plugins/UnityURPToonLitShaderExample-master/SimpleURPToonLitOutlineExample_Shared.hlsl +++ /dev/null @@ -1,411 +0,0 @@ -// For more information, visit -> https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample - -// #pragma once is a safe guard best practice in almost every .hlsl (need Unity2020 or up), -// doing this can make sure your .hlsl's user can include this .hlsl anywhere anytime without producing any multi include conflict -#pragma once - -// We don't have "UnityCG.cginc" in SRP/URP's package anymore, so: -// Including the following two hlsl files is enough for shading with Universal Pipeline. Everything is included in them. -// Core.hlsl will include SRP shader library, all constant buffers not related to materials (perobject, percamera, perframe). -// It also includes matrix/space conversion functions and fog. -// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions -// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows. - -// Required by all Universal Render Pipeline shaders. -// It will include Unity built-in shader variables (except the lighting variables) -// (https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html -// It will also include many utilitary functions. -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - -// Include this if you are doing a lit shader. This includes lighting shader variables, -// lighting and shadow functions -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - -// Material shader variables are not defined in SRP or URP shader library. -// This means _BaseColor, _BaseMap, _BaseMap_ST, and all variables in the Properties section of a shader -// must be defined by the shader itself. If you define all those properties in CBUFFER named -// UnityPerMaterial, SRP can cache the material properties between frames and reduce significantly the cost -// of each drawcall. -// In this case, although URP's LitInput.hlsl contains the CBUFFER for the material -// properties defined above. As one can see this is not part of the ShaderLibrary, it specific to the -// URP Lit shader. -// So we are not going to use LitInput.hlsl, we will implement everything by ourself. -//#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" - -// we will include some utility .hlsl files to help us -#include "NiloOutlineUtil.hlsl" -#include "NiloZOffset.hlsl" -#include "NiloInvLerpRemap.hlsl" - -// note: -// subfix OS means object spaces (e.g. positionOS = position object space) -// subfix WS means world space (e.g. positionWS = position world space) -// subfix VS means view space (e.g. positionVS = position view space) -// subfix CS means clip space (e.g. positionCS = position clip space) - -// all pass will share this Attributes struct (define data needed from Unity app to our vertex shader) -struct Attributes -{ - float3 positionOS : POSITION; - half3 normalOS : NORMAL; - half4 tangentOS : TANGENT; - float2 uv : TEXCOORD0; -}; - -// all pass will share this Varyings struct (define data needed from our vertex shader to our fragment shader) -struct Varyings -{ - float2 uv : TEXCOORD0; - float4 positionWSAndFogFactor : TEXCOORD1; // xyz: positionWS, w: vertex fog factor - half3 normalWS : TEXCOORD2; - float4 positionCS : SV_POSITION; -}; - -/////////////////////////////////////////////////////////////////////////////////////// -// CBUFFER and Uniforms -// (you should put all uniforms of all passes inside this single UnityPerMaterial CBUFFER! else SRP batching is not possible!) -/////////////////////////////////////////////////////////////////////////////////////// - -// all sampler2D don't need to put inside CBUFFER -sampler2D _BaseMap; -sampler2D _EmissionMap; -sampler2D _OcclusionMap; -sampler2D _OutlineZOffsetMaskTex; - -// put all your uniforms(usually things inside .shader file's properties{}) inside this CBUFFER, in order to make SRP batcher compatible -// see -> https://blogs.unity3d.com/2019/02/28/srp-batcher-speed-up-your-rendering/ -CBUFFER_START(UnityPerMaterial) - - // high level settings - float _IsFace; - - // base color - float4 _BaseMap_ST; - half4 _BaseColor; - - // alpha - half _Cutoff; - - // emission - float _UseEmission; - half3 _EmissionColor; - half _EmissionMulByBaseColor; - half3 _EmissionMapChannelMask; - - // occlusion - float _UseOcclusion; - half _OcclusionStrength; - half4 _OcclusionMapChannelMask; - half _OcclusionRemapStart; - half _OcclusionRemapEnd; - - // lighting - half3 _IndirectLightMinColor; - half _CelShadeMidPoint; - half _CelShadeSoftness; - - // shadow mapping - half _ReceiveShadowMappingAmount; - float _ReceiveShadowMappingPosOffset; - half3 _ShadowMapColor; - - // outline - float _OutlineWidth; - half3 _OutlineColor; - float _OutlineZOffset; - float _OutlineZOffsetMaskRemapStart; - float _OutlineZOffsetMaskRemapEnd; - -CBUFFER_END - -//a special uniform for applyShadowBiasFixToHClipPos() only, it is not a per material uniform, -//so it is fine to write it outside our UnityPerMaterial CBUFFER -float3 _LightDirection; - -struct ToonSurfaceData -{ - half3 albedo; - half alpha; - half3 emission; - half occlusion; -}; -struct ToonLightingData -{ - half3 normalWS; - float3 positionWS; - half3 viewDirectionWS; - float4 shadowCoord; -}; - -/////////////////////////////////////////////////////////////////////////////////////// -// vertex shared functions -/////////////////////////////////////////////////////////////////////////////////////// - -float3 TransformPositionWSToOutlinePositionWS(float3 positionWS, float positionVS_Z, float3 normalWS) -{ - //you can replace it to your own method! Here we will write a simple world space method for tutorial reason, it is not the best method! - float outlineExpandAmount = _OutlineWidth * GetOutlineCameraFovAndDistanceFixMultiplier(positionVS_Z); - return positionWS + normalWS * outlineExpandAmount; -} - -// if "ToonShaderIsOutline" is not defined = do regular MVP transform -// if "ToonShaderIsOutline" is defined = do regular MVP transform + push vertex out a bit according to normal direction -Varyings VertexShaderWork(Attributes input) -{ - Varyings output; - - // VertexPositionInputs contains position in multiple spaces (world, view, homogeneous clip space, ndc) - // Unity compiler will strip all unused references (say you don't use view space). - // Therefore there is more flexibility at no additional cost with this struct. - VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS); - - // Similar to VertexPositionInputs, VertexNormalInputs will contain normal, tangent and bitangent - // in world space. If not used it will be stripped. - VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); - - float3 positionWS = vertexInput.positionWS; - -#ifdef ToonShaderIsOutline - positionWS = TransformPositionWSToOutlinePositionWS(vertexInput.positionWS, vertexInput.positionVS.z, vertexNormalInput.normalWS); -#endif - - // Computes fog factor per-vertex. - float fogFactor = ComputeFogFactor(vertexInput.positionCS.z); - - // TRANSFORM_TEX is the same as the old shader library. - output.uv = TRANSFORM_TEX(input.uv,_BaseMap); - - // packing positionWS(xyz) & fog(w) into a vector4 - output.positionWSAndFogFactor = float4(positionWS, fogFactor); - output.normalWS = vertexNormalInput.normalWS; //normlaized already by GetVertexNormalInputs(...) - - output.positionCS = TransformWorldToHClip(positionWS); - -#ifdef ToonShaderIsOutline - // [Read ZOffset mask texture] - // we can't use tex2D() in vertex shader because ddx & ddy is unknown before rasterization, - // so use tex2Dlod() with an explict mip level 0, put explict mip level 0 inside the 4th component of param uv) - float outlineZOffsetMaskTexExplictMipLevel = 0; - float outlineZOffsetMask = tex2Dlod(_OutlineZOffsetMaskTex, float4(input.uv,0,outlineZOffsetMaskTexExplictMipLevel)).r; //we assume it is a Black/White texture - - // [Remap ZOffset texture value] - // flip texture read value so default black area = apply ZOffset, because usually outline mask texture are using this format(black = hide outline) - outlineZOffsetMask = 1-outlineZOffsetMask; - outlineZOffsetMask = invLerpClamp(_OutlineZOffsetMaskRemapStart,_OutlineZOffsetMaskRemapEnd,outlineZOffsetMask);// allow user to flip value or remap - - // [Apply ZOffset, Use remapped value as ZOffset mask] - output.positionCS = NiloGetNewClipPosWithZOffset(output.positionCS, _OutlineZOffset * outlineZOffsetMask + 0.03 * _IsFace); -#endif - - // ShadowCaster pass needs special process to positionCS, else shadow artifact will appear - //-------------------------------------------------------------------------------------- -#ifdef ToonShaderApplyShadowBiasFix - // see GetShadowPositionHClip() in URP/Shaders/ShadowCasterPass.hlsl - // https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl - float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, output.normalWS, _LightDirection)); - - #if UNITY_REVERSED_Z - positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); - #else - positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); - #endif - output.positionCS = positionCS; -#endif - //-------------------------------------------------------------------------------------- - - return output; -} - -/////////////////////////////////////////////////////////////////////////////////////// -// fragment shared functions (Step1: prepare data structs for lighting calculation) -/////////////////////////////////////////////////////////////////////////////////////// -half4 GetFinalBaseColor(Varyings input) -{ - return tex2D(_BaseMap, input.uv) * _BaseColor; -} -half3 GetFinalEmissionColor(Varyings input) -{ - half3 result = 0; - if(_UseEmission) - { - result = tex2D(_EmissionMap, input.uv).rgb * _EmissionMapChannelMask * _EmissionColor.rgb; - } - - return result; -} -half GetFinalOcculsion(Varyings input) -{ - half result = 1; - if(_UseOcclusion) - { - half4 texValue = tex2D(_OcclusionMap, input.uv); - half occlusionValue = dot(texValue, _OcclusionMapChannelMask); - occlusionValue = lerp(1, occlusionValue, _OcclusionStrength); - occlusionValue = invLerpClamp(_OcclusionRemapStart, _OcclusionRemapEnd, occlusionValue); - result = occlusionValue; - } - - return result; -} -void DoClipTestToTargetAlphaValue(half alpha) -{ -#if _UseAlphaClipping - clip(alpha - _Cutoff); -#endif -} -ToonSurfaceData InitializeSurfaceData(Varyings input) -{ - ToonSurfaceData output; - - // albedo & alpha - float4 baseColorFinal = GetFinalBaseColor(input); - output.albedo = baseColorFinal.rgb; - output.alpha = baseColorFinal.a; - DoClipTestToTargetAlphaValue(output.alpha);// early exit if possible - - // emission - output.emission = GetFinalEmissionColor(input); - - // occlusion - output.occlusion = GetFinalOcculsion(input); - - return output; -} -ToonLightingData InitializeLightingData(Varyings input) -{ - ToonLightingData lightingData; - lightingData.positionWS = input.positionWSAndFogFactor.xyz; - lightingData.viewDirectionWS = SafeNormalize(GetCameraPositionWS() - lightingData.positionWS); - lightingData.normalWS = normalize(input.normalWS); //interpolated normal is NOT unit vector, we need to normalize it - - return lightingData; -} - -/////////////////////////////////////////////////////////////////////////////////////// -// fragment shared functions (Step2: calculate lighting & final color) -/////////////////////////////////////////////////////////////////////////////////////// - -// all lighting equation written inside this .hlsl, -// just by editing this .hlsl can control most of the visual result. -#include "SimpleURPToonLitOutlineExample_LightingEquation.hlsl" - -// this function contains no lighting logic, it just pass lighting results data around -// the job done in this function is "do shadow mapping depth test positionWS offset" -half3 ShadeAllLights(ToonSurfaceData surfaceData, ToonLightingData lightingData) -{ - // Indirect lighting - half3 indirectResult = ShadeGI(surfaceData, lightingData); - - ////////////////////////////////////////////////////////////////////////////////// - // Light struct is provided by URP to abstract light shader variables. - // It contains light's - // - direction - // - color - // - distanceAttenuation - // - shadowAttenuation - // - // URP take different shading approaches depending on light and platform. - // You should never reference light shader variables in your shader, instead use the - // -GetMainLight() - // -GetLight() - // funcitons to fill this Light struct. - ////////////////////////////////////////////////////////////////////////////////// - - //============================================================================================== - // Main light is the brightest directional light. - // It is shaded outside the light loop and it has a specific set of variables and shading path - // so we can be as fast as possible in the case when there's only a single directional light - // You can pass optionally a shadowCoord. If so, shadowAttenuation will be computed. - Light mainLight = GetMainLight(); - - float3 shadowTestPosWS = lightingData.positionWS + mainLight.direction * (_ReceiveShadowMappingPosOffset + _IsFace); -#ifdef _MAIN_LIGHT_SHADOWS - // compute the shadow coords in the fragment shader now due to this change - // https://forum.unity.com/threads/shadow-cascades-weird-since-7-2-0.828453/#post-5516425 - - // _ReceiveShadowMappingPosOffset will control the offset the shadow comparsion position, - // doing this is usually for hide ugly self shadow for shadow sensitive area like face - float4 shadowCoord = TransformWorldToShadowCoord(shadowTestPosWS); - mainLight.shadowAttenuation = MainLightRealtimeShadow(shadowCoord); -#endif - - // Main light - half3 mainLightResult = ShadeSingleLight(surfaceData, lightingData, mainLight, false); - - //============================================================================================== - // All additional lights - - half3 additionalLightSumResult = 0; - -#ifdef _ADDITIONAL_LIGHTS - // Returns the amount of lights affecting the object being renderer. - // These lights are culled per-object in the forward renderer of URP. - int additionalLightsCount = GetAdditionalLightsCount(); - for (int i = 0; i < additionalLightsCount; ++i) - { - // Similar to GetMainLight(), but it takes a for-loop index. This figures out the - // per-object light index and samples the light buffer accordingly to initialized the - // Light struct. If ADDITIONAL_LIGHT_CALCULATE_SHADOWS is defined it will also compute shadows. - int perObjectLightIndex = GetPerObjectLightIndex(i); - Light light = GetAdditionalPerObjectLight(perObjectLightIndex, lightingData.positionWS); // use original positionWS for lighting - light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, shadowTestPosWS); // use offseted positionWS for shadow test - - // Different function used to shade additional lights. - additionalLightSumResult += ShadeSingleLight(surfaceData, lightingData, light, true); - } -#endif - //============================================================================================== - - // emission - half3 emissionResult = ShadeEmission(surfaceData, lightingData); - - return CompositeAllLightResults(indirectResult, mainLightResult, additionalLightSumResult, emissionResult, surfaceData, lightingData); -} - -half3 ConvertSurfaceColorToOutlineColor(half3 originalSurfaceColor) -{ - return originalSurfaceColor * _OutlineColor; -} -half3 ApplyFog(half3 color, Varyings input) -{ - half fogFactor = input.positionWSAndFogFactor.w; - // Mix the pixel color with fogColor. You can optionaly use MixFogColor to override the fogColor - // with a custom one. - color = MixFog(color, fogFactor); - - return color; -} - -// only the .shader file will call this function by -// #pragma fragment ShadeFinalColor -half4 ShadeFinalColor(Varyings input) : SV_TARGET -{ - ////////////////////////////////////////////////////////////////////////////////////////// - // first prepare all data for lighting function - ////////////////////////////////////////////////////////////////////////////////////////// - - // fillin ToonSurfaceData struct: - ToonSurfaceData surfaceData = InitializeSurfaceData(input); - - // fillin ToonLightingData struct: - ToonLightingData lightingData = InitializeLightingData(input); - - // apply all lighting calculation - half3 color = ShadeAllLights(surfaceData, lightingData); - -#ifdef ToonShaderIsOutline - color = ConvertSurfaceColorToOutlineColor(color); -#endif - - color = ApplyFog(color, input); - - return half4(color, surfaceData.alpha); -} - 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b/Assets/Resources/Sprites/Editor/UI/tempo-change.png.meta index 8ca5a90e..84f304de 100644 --- a/Assets/Resources/Sprites/Editor/UI/tempo-change.png.meta +++ b/Assets/Resources/Sprites/Editor/UI/tempo-change.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/UI/tempo-finder.png.meta b/Assets/Resources/Sprites/Editor/UI/tempo-finder.png.meta index 03d3cc63..ca1eb22c 100644 --- a/Assets/Resources/Sprites/Editor/UI/tempo-finder.png.meta +++ b/Assets/Resources/Sprites/Editor/UI/tempo-finder.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/UI/volume.png.meta b/Assets/Resources/Sprites/Editor/UI/volume.png.meta index 9e4f5c7b..6f6aea87 100644 --- a/Assets/Resources/Sprites/Editor/UI/volume.png.meta +++ b/Assets/Resources/Sprites/Editor/UI/volume.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 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androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/ui/add-file.png.meta b/Assets/Resources/Sprites/Editor/ui/add-file.png.meta index 760945a9..ca538d82 100644 --- a/Assets/Resources/Sprites/Editor/ui/add-file.png.meta +++ b/Assets/Resources/Sprites/Editor/ui/add-file.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/ui/button.png.meta b/Assets/Resources/Sprites/Editor/ui/button.png.meta index ff6e63b5..8f06f2d1 100644 --- a/Assets/Resources/Sprites/Editor/ui/button.png.meta +++ b/Assets/Resources/Sprites/Editor/ui/button.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/ui/metronome.png.meta b/Assets/Resources/Sprites/Editor/ui/metronome.png.meta index 0a2c4a70..aecac88a 100644 --- a/Assets/Resources/Sprites/Editor/ui/metronome.png.meta +++ b/Assets/Resources/Sprites/Editor/ui/metronome.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/ui/open-folder.png.meta b/Assets/Resources/Sprites/Editor/ui/open-folder.png.meta index d6aca67c..13dc624b 100644 --- a/Assets/Resources/Sprites/Editor/ui/open-folder.png.meta +++ b/Assets/Resources/Sprites/Editor/ui/open-folder.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 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forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/ui/play.png.meta b/Assets/Resources/Sprites/Editor/ui/play.png.meta index 21b199bc..2f20e4bb 100644 --- a/Assets/Resources/Sprites/Editor/ui/play.png.meta +++ b/Assets/Resources/Sprites/Editor/ui/play.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/ui/redo.png.meta b/Assets/Resources/Sprites/Editor/ui/redo.png.meta index 097c235a..c2fddaab 100644 --- a/Assets/Resources/Sprites/Editor/ui/redo.png.meta +++ b/Assets/Resources/Sprites/Editor/ui/redo.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/ui/save.png.meta b/Assets/Resources/Sprites/Editor/ui/save.png.meta index b4e13055..374cb13a 100644 --- a/Assets/Resources/Sprites/Editor/ui/save.png.meta +++ b/Assets/Resources/Sprites/Editor/ui/save.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/ui/stop.png.meta b/Assets/Resources/Sprites/Editor/ui/stop.png.meta index 48ea9943..734909cc 100644 --- a/Assets/Resources/Sprites/Editor/ui/stop.png.meta +++ b/Assets/Resources/Sprites/Editor/ui/stop.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Editor/ui/undo.png.meta b/Assets/Resources/Sprites/Editor/ui/undo.png.meta index cb400c51..a58c426d 100644 --- a/Assets/Resources/Sprites/Editor/ui/undo.png.meta +++ b/Assets/Resources/Sprites/Editor/ui/undo.png.meta @@ -65,7 +65,19 @@ TextureImporter: platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 64 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 64 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/EffectNone.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/EffectNone.mat index fc0e1f26..fab31ef8 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/EffectNone.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/EffectNone.mat @@ -8,8 +8,8 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: EffectNone - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHABLEND_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -93,6 +93,7 @@ Material: - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 2 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -103,11 +104,12 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 5 - _Surface: 1 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 0 m_Colors: - _BaseColor: {r: 1, g: 1, b: 1, a: 0} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Impact.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Impact.mat index 6b739b50..9f4b18ad 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Impact.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Impact.mat @@ -8,8 +8,8 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Impact - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -93,6 +93,7 @@ Material: - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 3 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -101,8 +102,9 @@ Material: - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - - _SrcBlend: 5 + - _SrcBlend: 1 - _Surface: 1 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 0 m_Colors: diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ImpactFaded.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ImpactFaded.mat index 324894c7..0b64406c 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ImpactFaded.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ImpactFaded.mat @@ -8,8 +8,8 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: ImpactFaded - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -93,6 +93,7 @@ Material: - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 3 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -101,8 +102,9 @@ Material: - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - - _SrcBlend: 5 + - _SrcBlend: 1 - _Surface: 1 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 0 m_Colors: diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Ping.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Ping.mat index 60e770de..c6a37efe 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Ping.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Ping.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Ping - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 10755, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -99,12 +98,13 @@ Material: - _Cutoff: 0.5 - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - - _DstBlend: 0 + - _DstBlend: 10 - _EnvironmentReflections: 1 - _GlossMapScale: 0 - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 3 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -115,8 +115,9 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - - _ZWrite: 1 + - _ZWrite: 0 m_Colors: - _BaseColor: {r: 1, g: 1, b: 0, a: 1} - _Color: {r: 1, g: 1, b: 0, a: 1} diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Zoom.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Zoom.mat index 09851452..041870fa 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Zoom.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/Zoom.mat @@ -8,8 +8,8 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Zoom - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -93,6 +93,7 @@ Material: - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 3 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -101,8 +102,9 @@ Material: - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - - _SrcBlend: 5 + - _SrcBlend: 1 - _Surface: 1 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 0 m_Colors: diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade1.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade1.mat index 6b6eb992..3b7a68b1 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade1.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade1.mat @@ -8,8 +8,8 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: ZoomFade1 - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -93,6 +93,7 @@ Material: - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 3 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -101,8 +102,9 @@ Material: - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - - _SrcBlend: 5 + - _SrcBlend: 1 - _Surface: 1 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 0 m_Colors: diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade2.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade2.mat index 47ec9357..8bbc5513 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade2.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Effects/ZoomFade2.mat @@ -8,8 +8,8 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: ZoomFade2 - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -93,6 +93,7 @@ Material: - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 3 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -101,8 +102,9 @@ Material: - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - - _SrcBlend: 5 + - _SrcBlend: 1 - _Surface: 1 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 0 m_Colors: diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Object.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Object.mat index b7fb8ced..4bf89744 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Object.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/Object.mat @@ -8,14 +8,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Object - m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -105,6 +104,7 @@ Material: - _IsFace: 0 - _MainLightIgnoreCelShade: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionRemapEnd: 1 - _OcclusionRemapStart: 0 - _OcclusionStrength: 1 @@ -126,6 +126,7 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _UseAlphaClipping: 0 - _UseEmission: 0 - _UseOcclusion: 0 diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Belt.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Belt.mat index b6fe67cb..d3fde6cb 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Belt.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Belt.mat @@ -21,18 +21,21 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Belt - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - _AlphaTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _BaseMap: m_Texture: {fileID: 2800000, guid: 42ac679b050de8c4288fbafb9d353498, type: 3} m_Scale: {x: 1, y: 1} @@ -90,6 +93,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: + - PixelSnap: 0 - _AlphaClip: 0 - _Blend: 0 - _BumpScale: 1 @@ -100,11 +104,13 @@ Material: - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _EnableExternalAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 0 - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -115,11 +121,14 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 1, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _Flip: {r: 1, g: 1, b: 1, a: 1} + - _RendererColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Bridge.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Bridge.mat index 1173c349..2c9aa06e 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Bridge.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Bridge.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Bridge - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} + m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0} m_ShaderKeywords: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GapShadow.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GapShadow.mat index 3960c46a..db5b0cf6 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GapShadow.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GapShadow.mat @@ -21,13 +21,14 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: GapShadow - m_Shader: {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: -1 - stringTagMap: {} + m_CustomRenderQueue: 3000 + stringTagMap: + RenderType: Transparent disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -119,7 +120,7 @@ Material: - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DirectLightMultiplier: 1 - - _DstBlend: 0 + - _DstBlend: 10 - _EmissionMulByBaseColor: 0 - _EnableExternalAlpha: 0 - _EnvironmentReflections: 1 @@ -130,6 +131,7 @@ Material: - _IsFace: 0 - _MainLightIgnoreCelShade: 0 - _Metallic: 0 + - _Mode: 3 - _OcclusionRemapEnd: 1 - _OcclusionRemapStart: 0 - _OcclusionStrength: 1 @@ -153,12 +155,13 @@ Material: - _StencilReadMask: 255 - _StencilWriteMask: 255 - _Surface: 0 + - _UVSec: 0 - _UseAlphaClipping: 0 - _UseEmission: 0 - _UseOcclusion: 0 - _UseUIAlphaClip: 0 - _WorkflowMode: 1 - - _ZWrite: 1 + - _ZWrite: 0 m_Colors: - _BaseColor: {r: 0, g: 0, b: 0, a: 1} - _Color: {r: 0, g: 0, b: 0, a: 0.2509804} diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Grid.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Grid.mat index 5520612c..a8bf87fc 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Grid.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Grid.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Grid - m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} - m_ShaderKeywords: _RECEIVE_SHADOWS_OFF + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -106,6 +105,7 @@ Material: - _GlossinessSource: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -119,11 +119,12 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 1, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GridPlane.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GridPlane.mat index ce7874fc..2ce30397 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GridPlane.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/GridPlane.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: GridPlane - m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} - m_ShaderKeywords: _RECEIVE_SHADOWS_OFF + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -106,6 +105,7 @@ Material: - _GlossinessSource: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -119,11 +119,12 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 1, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Hole.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Hole.mat index d5d634f0..e708555b 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Hole.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Hole.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Hole - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -105,6 +104,7 @@ Material: - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -115,11 +115,12 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 0, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 1.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 1.mat index cfa1981d..50e7577b 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 1.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 1.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Lights 1 - m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} - m_ShaderKeywords: _RECEIVE_SHADOWS_OFF + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -106,6 +105,7 @@ Material: - _GlossinessSource: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -119,11 +119,12 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 1, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 2.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 2.mat index bd95305e..e83ead9e 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 2.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 2.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Lights 2 - m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} - m_ShaderKeywords: _RECEIVE_SHADOWS_OFF + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -106,6 +105,7 @@ Material: - _GlossinessSource: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -119,11 +119,12 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 1, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 3.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 3.mat index 99fe542f..c2699d9d 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 3.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 3.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Lights 3 - m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} - m_ShaderKeywords: _RECEIVE_SHADOWS_OFF + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -106,6 +105,7 @@ Material: - _GlossinessSource: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -119,11 +119,12 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 1, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 4.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 4.mat index 04532d22..d1038355 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 4.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights 4.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Lights 4 - m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} - m_ShaderKeywords: _RECEIVE_SHADOWS_OFF + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -106,6 +105,7 @@ Material: - _GlossinessSource: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -119,11 +119,12 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 1, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights.mat index d7d0fff1..1390b4f0 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights.mat +++ b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Lights.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Lights - m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} - m_ShaderKeywords: _RECEIVE_SHADOWS_OFF + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 @@ -106,6 +105,7 @@ Material: - _GlossinessSource: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -119,11 +119,12 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 1, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Line.mat b/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Line.mat index 489cc2e0..df126c28 100644 --- a/Assets/Resources/Sprites/Games/BuiltToScaleDS/Materials/World/Line.mat +++ 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- inSlope: 0 - outSlope: 0 - tangentMode: 136 + inSlope: Infinity + outSlope: Infinity + tangentMode: 103 weightedMode: 0 inWeight: 0.33333334 outWeight: 0.33333334 - serializedVersion: 3 time: 0.033333335 value: 0 - inSlope: 0 - outSlope: 0 - tangentMode: 136 + inSlope: Infinity + outSlope: Infinity + tangentMode: 103 weightedMode: 0 inWeight: 0.33333334 outWeight: 0.33333334 diff --git a/Assets/Resources/Sprites/Games/RhythmRally/Materials/Ball.mat b/Assets/Resources/Sprites/Games/RhythmRally/Materials/Ball.mat index 644d5821..7429930f 100644 --- a/Assets/Resources/Sprites/Games/RhythmRally/Materials/Ball.mat +++ b/Assets/Resources/Sprites/Games/RhythmRally/Materials/Ball.mat @@ -8,8 +8,8 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Ball - m_Shader: {fileID: 4800000, guid: d1e828882cbb32942ab1fcff1c69e1fe, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 4800000, guid: c6dbca2e0be57564ca75fbc050e1a675, type: 3} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -67,6 +67,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _ToonShade: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -103,9 +107,11 @@ Material: - _IsFace: 0 - _MainLightIgnoreCelShade: 0 - _Metallic: 0 + - _Mode: 0 - _OcclusionRemapEnd: 1 - _OcclusionRemapStart: 0 - _OcclusionStrength: 1 + - _Outline: 0.003 - _OutlineWidth: 4 - _OutlineZOffset: 0 - _OutlineZOffsetMaskRemapEnd: 1 @@ -121,6 +127,7 @@ Material: - _SpecularHighlights: 1 - _SrcBlend: 1 - _Surface: 0 + - _UVSec: 0 - _UseAlphaClipping: 0 - _UseEmission: 0 - _UseOcclusion: 0 @@ -128,7 +135,7 @@ Material: - _ZWrite: 1 m_Colors: - _BaseColor: {r: 1, g: 0.9591136, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 0.9607843, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionMapChannelMask: {r: 1, g: 1, b: 1, a: 0} - _IndirectLightMinColor: {r: 1, g: 1, b: 1, a: 1} diff --git a/Assets/Resources/Sprites/Games/RhythmRally/Materials/ball_trail.mat b/Assets/Resources/Sprites/Games/RhythmRally/Materials/ball_trail.mat index bec9000a..292a81c2 100644 --- a/Assets/Resources/Sprites/Games/RhythmRally/Materials/ball_trail.mat +++ b/Assets/Resources/Sprites/Games/RhythmRally/Materials/ball_trail.mat @@ -8,19 +8,22 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: ball_trail - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 3000 - stringTagMap: - RenderType: Transparent + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: - SHADOWCASTER m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - _AlphaTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _BaseMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -78,6 +81,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: + - PixelSnap: 0 - _AlphaClip: 0 - _Blend: 0 - _BumpScale: 1 @@ -88,11 +92,13 @@ Material: - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 10 + - _EnableExternalAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 0 - _Glossiness: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 3 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -101,14 +107,17 @@ Material: - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - - _SrcBlend: 5 + - _SrcBlend: 1 - _Surface: 1 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 0 m_Colors: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 0.9607843, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _Flip: {r: 1, g: 1, b: 1, a: 1} + - _RendererColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] --- !u!114 &6906235552092181016 diff --git a/Assets/Resources/Sprites/Games/RhythmRally/Testing/tutorial_stage.mat b/Assets/Resources/Sprites/Games/RhythmRally/Testing/tutorial_stage.mat index f4286a86..0a6d1fbf 100644 --- a/Assets/Resources/Sprites/Games/RhythmRally/Testing/tutorial_stage.mat +++ b/Assets/Resources/Sprites/Games/RhythmRally/Testing/tutorial_stage.mat @@ -21,14 +21,13 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: tutorial_stage - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} + m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0} m_ShaderKeywords: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 - stringTagMap: - RenderType: Opaque + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 diff --git a/Assets/Resources/Sprites/Games/RhythmRally/materials/body.mat b/Assets/Resources/Sprites/Games/RhythmRally/materials/body.mat index ed8e1e8f..d5f9b1d0 100644 --- a/Assets/Resources/Sprites/Games/RhythmRally/materials/body.mat +++ b/Assets/Resources/Sprites/Games/RhythmRally/materials/body.mat @@ -8,8 +8,8 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: body - m_Shader: {fileID: 4800000, guid: d1e828882cbb32942ab1fcff1c69e1fe, type: 3} - m_ShaderKeywords: _ _EMISSIVE_SIMPLE _OUTLINE_NML + m_Shader: {fileID: 4800000, guid: c6dbca2e0be57564ca75fbc050e1a675, type: 3} + m_ShaderKeywords: _ _EMISSIVE_SIMPLE _GLOSSYREFLECTIONS_OFF _OUTLINE_NML m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -127,6 +127,10 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _ToonShade: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - unity_Lightmaps: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -176,7 +180,7 @@ Material: - _Farthest_Distance: 100 - _GI_Intensity: 0 - _GlossMapScale: 0 - - _Glossiness: 0 + - _Glossiness: 0.5 - _GlossinessSource: 0 - _GlossyReflections: 0 - _HighColor_Power: 0 @@ -216,6 +220,7 @@ Material: - _MainLightIgnoreCelShade: 0 - _MatCap: 0 - _Metallic: 0 + - _Mode: 0 - _Nearest_Distance: 0.5 - _OUTLINE: 0 - _OcclusionRemapEnd: 1 @@ -224,6 +229,7 @@ Material: - _Offset_X_Axis_BLD: -0.05 - _Offset_Y_Axis_BLD: 0.09 - _Offset_Z: 0 + - _Outline: 0.003 - _OutlineWidth: 4 - _OutlineZOffset: 0 - _OutlineZOffsetMaskRemapEnd: 1 @@ -263,6 +269,7 @@ Material: - _Tweak_MatcapMaskLevel: 0 - _Tweak_RimLightMaskLevel: 0 - _Tweak_SystemShadowsLevel: 0 + - _UVSec: 0 - _Unlit_Intensity: 1 - _UseAlphaClipping: 0 - _UseEmission: 0 diff --git a/Assets/Resources/Sprites/Games/RhythmRally/materials/net.mat b/Assets/Resources/Sprites/Games/RhythmRally/materials/net.mat index e0048cb0..3ce4aef3 100644 --- a/Assets/Resources/Sprites/Games/RhythmRally/materials/net.mat +++ b/Assets/Resources/Sprites/Games/RhythmRally/materials/net.mat @@ -8,19 +8,22 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: net - m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} - m_ShaderKeywords: + m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _GLOSSYREFLECTIONS_OFF m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 3000 - stringTagMap: - RenderType: Transparent + m_CustomRenderQueue: -1 + stringTagMap: {} disabledShaderPasses: - SHADOWCASTER m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - _AlphaTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _BaseMap: m_Texture: {fileID: 2800000, guid: 0ac89f5d7bfff0447b654d2b4c7de2f1, type: 3} m_Scale: {x: 1, y: 1} @@ -78,6 +81,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: + - PixelSnap: 0 - _AlphaClip: 0 - _Blend: 0 - _BumpScale: 1 @@ -88,12 +92,14 @@ Material: - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 10 + - _EnableExternalAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 0 - _Glossiness: 0 - _GlossinessSource: 0 - _GlossyReflections: 0 - _Metallic: 0 + - _Mode: 3 - _OcclusionStrength: 1 - _Parallax: 0.005 - _QueueOffset: 0 @@ -105,14 +111,17 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecSource: 0 - _SpecularHighlights: 1 - - _SrcBlend: 5 + - _SrcBlend: 1 - _Surface: 1 + - _UVSec: 0 - _WorkflowMode: 1 - _ZWrite: 0 m_Colors: - _BaseColor: {r: 0, g: 0, b: 0, a: 0.33333334} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 0, b: 0, a: 0.19607843} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _Flip: {r: 1, g: 1, b: 1, a: 1} + - _RendererColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} m_BuildTextureStacks: [] --- !u!114 &4861862531652635016 diff --git a/Assets/Resources/Sprites/Games/RhythmRally/materials/stand.mat b/Assets/Resources/Sprites/Games/RhythmRally/materials/stand.mat index 383485a7..bb03f957 100644 --- a/Assets/Resources/Sprites/Games/RhythmRally/materials/stand.mat +++ b/Assets/Resources/Sprites/Games/RhythmRally/materials/stand.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: stand - m_Shader: {fileID: 4800000, guid: d1e828882cbb32942ab1fcff1c69e1fe, type: 3} + m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0} m_ShaderKeywords: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 diff --git a/Assets/Resources/Sprites/UI/PerfectAndPractice.png.meta b/Assets/Resources/Sprites/UI/PerfectAndPractice.png.meta index 4d8fbcf7..c0193a17 100644 --- a/Assets/Resources/Sprites/UI/PerfectAndPractice.png.meta +++ b/Assets/Resources/Sprites/UI/PerfectAndPractice.png.meta @@ -53,7 +53,7 @@ TextureImporter: maxTextureSize: 2048 textureSettings: serializedVersion: 2 - filterMode: 0 + filterMode: 1 aniso: 1 mipBias: 0 wrapU: 1 diff --git a/Assets/Scenes/Editor.unity b/Assets/Scenes/Editor.unity index 278908a7..07a583ff 100644 --- a/Assets/Scenes/Editor.unity +++ b/Assets/Scenes/Editor.unity @@ -20269,7 +20269,6 @@ GameObject: - component: {fileID: 2047408676} - component: {fileID: 2047408675} - component: {fileID: 2047408674} - - component: {fileID: 2047408679} m_Layer: 0 m_Name: Main Camera m_TagString: MainCamera @@ -20342,39 +20341,6 @@ Transform: m_Father: {fileID: 0} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} ---- !u!114 &2047408679 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 2047408673} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3} - m_Name: - m_EditorClassIdentifier: - m_RenderShadows: 1 - m_RequiresDepthTextureOption: 2 - m_RequiresOpaqueTextureOption: 2 - m_CameraType: 0 - m_Cameras: [] - m_RendererIndex: -1 - m_VolumeLayerMask: - serializedVersion: 2 - m_Bits: 1 - m_VolumeTrigger: {fileID: 0} - m_VolumeFrameworkUpdateModeOption: 2 - m_RenderPostProcessing: 0 - m_Antialiasing: 0 - m_AntialiasingQuality: 2 - m_StopNaN: 0 - m_Dithering: 0 - m_ClearDepth: 1 - m_AllowXRRendering: 1 - m_RequiresDepthTexture: 0 - m_RequiresColorTexture: 0 - m_Version: 2 --- !u!1 &2051557110 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index c40d57e1..3abae729 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -62,7 +62,7 @@ namespace RhythmHeavenMania sp.color = Color.black; sp.sprite = Resources.Load("Sprites/GeneralPurpose/Square"); sp.sortingOrder = 30000; - this.gameObject.layer = 3; + gameObject.layer = LayerMask.NameToLayer("Flash"); GameObject fade = new GameObject(); this.fade = fade.AddComponent(); @@ -227,12 +227,13 @@ namespace RhythmHeavenMania SetCurrentEventToClosest(beat); } - for (int i = 0; i < SoundObjects.Count; i++) Destroy(SoundObjects[i].gameObject); + KillAllSounds(); } public void Pause() { Conductor.instance.Pause(); + KillAllSounds(); } public void Stop(float beat) @@ -240,6 +241,15 @@ namespace RhythmHeavenMania Conductor.instance.Stop(beat); SetCurrentEventToClosest(beat); onBeatChanged?.Invoke(beat); + KillAllSounds(); + } + + public void KillAllSounds() + { + for (int i = 0; i < SoundObjects.Count; i++) + Destroy(SoundObjects[i].gameObject); + + SoundObjects.Clear(); } #endregion diff --git a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs index ec410e10..d3ac7540 100644 --- a/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs +++ b/Assets/Scripts/Games/BuiltToScaleDS/BuiltToScaleDS.cs @@ -184,5 +184,16 @@ namespace RhythmHeavenMania.Games.BuiltToScaleDS shooterAnim.Play("Shoot", 0, 0); elevatorAnim.Play("MakeRod", 0, 0); } + + public void PlayPiano(float beat, float length, int semiTones) + { + var pianoPitch = Mathf.Pow(2f, (1f / 12f) * semiTones) *Conductor.instance.musicSource.pitch; + var pianoSource = Jukebox.PlayOneShotGame("builtToScaleDS/Piano", -1, pianoPitch, 0.8f, true); + + BeatAction.New(gameObject, new List() + { + new BeatAction.Action(beat + length, delegate { Jukebox.KillLoop(pianoSource, 0.1f); }) + }); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Games/DrummingPractice.meta b/Assets/Scripts/Games/DrummingPractice.meta new file mode 100644 index 00000000..9c83f000 --- /dev/null +++ b/Assets/Scripts/Games/DrummingPractice.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 39009c40d5d76d24e8f1afa560d30ea8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/DrummingPractice/Drummer.cs b/Assets/Scripts/Games/DrummingPractice/Drummer.cs new file mode 100644 index 00000000..0ea2d27a --- /dev/null +++ b/Assets/Scripts/Games/DrummingPractice/Drummer.cs @@ -0,0 +1,88 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; +using Starpelly; + +using RhythmHeavenMania.Util; + +namespace RhythmHeavenMania.Games.DrummingPractice +{ + public class Drummer : MonoBehaviour + { + + [Header("References")] + public Animator animator; + public List miiFaces; + public SpriteRenderer face; + + public bool player = false; + + public int mii = 0; + public int count = 0; + + private bool hitting = false; + + [System.Serializable] + public class MiiFace + { + public List Sprites; + } + + private void Update() + { + if (player && PlayerInput.Pressed()) + { + Hit(false); + } + } + + public void SetFace(int type) + { + face.sprite = miiFaces[mii].Sprites[type]; + } + + public void Bop() + { + if (animator.IsAnimationNotPlaying()) + animator.Play("Bop", 0, 0); + } + + public void Prepare(int type) + { + count = type; + if (count % 2 == 0) + animator.Play("PrepareLeft", 0, 0); + else + animator.Play("PrepareRight", 0, 0); + } + + public void Hit(bool hit) + { + if (!hitting) + { + if (count % 2 == 0) + animator.Play("HitLeft", 0, 0); + else + animator.Play("HitRight", 0, 0); + count++; + + if (player) + { + if (hit) + Jukebox.PlayOneShotGame("drummingPractice/hit"); + else + Jukebox.PlayOneShotGame("drummingPractice/miss"); + } + + hitting = true; + } + } + + public void EndHit() + { + hitting = false; + } + + } +} \ No newline at end of file diff --git a/Assets/Shaders/Outline/DepthNormalsFeature.cs.meta b/Assets/Scripts/Games/DrummingPractice/Drummer.cs.meta similarity index 83% rename from Assets/Shaders/Outline/DepthNormalsFeature.cs.meta rename to Assets/Scripts/Games/DrummingPractice/Drummer.cs.meta index 057f2691..58df5504 100644 --- a/Assets/Shaders/Outline/DepthNormalsFeature.cs.meta +++ b/Assets/Scripts/Games/DrummingPractice/Drummer.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 3c0c301f9e8bcb74583ece56b872b224 +guid: 78423096340cc9740b0a87870976098f MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs b/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs new file mode 100644 index 00000000..47ef89d1 --- /dev/null +++ b/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs @@ -0,0 +1,77 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using RhythmHeavenMania.Util; + +namespace RhythmHeavenMania.Games.DrummingPractice +{ + public class DrummerHit : PlayerActionObject + { + public float startBeat; + private bool hit = false; + private bool hasHit = false; + + // Start is called before the first frame update + void Start() + { + PlayerActionInit(gameObject, startBeat); + } + + public override void OnAce() + { + Hit(true); + } + + // Update is called once per frame + void Update() + { + if (Conductor.instance.GetPositionFromBeat(startBeat, 2) >= 1) + { + DrummingPractice.instance.SetFaces(0); + CleanUp(); + } + + if (!hit && Conductor.instance.GetPositionFromBeat(startBeat, 1) >= 1) + { + Jukebox.PlayOneShotGame("drummingPractice/drum"); + DrummingPractice.instance.leftDrummer.Hit(true); + DrummingPractice.instance.rightDrummer.Hit(true); + hit = true; + if (hasHit) CleanUp(); + } + + float normalizedBeat = Conductor.instance.GetPositionFromBeat(startBeat, 1f); + StateCheck(normalizedBeat); + + if (PlayerInput.Pressed()) + { + if (state.perfect) + { + Hit(true); + } else if (state.notPerfect()) + { + Hit(false); + } + } + } + + public void Hit(bool _hit) + { + if (!hasHit) + { + DrummingPractice.instance.player.Hit(_hit); + DrummingPractice.instance.SetFaces(_hit ? 1 : 2); + + hasHit = true; + + if (hit) CleanUp(); + } + } + + public void CleanUp() + { + Destroy(gameObject); + } + } +} \ No newline at end of file diff --git a/Assets/Shaders/Outline/OutlineFeature.cs.meta b/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs.meta similarity index 83% rename from Assets/Shaders/Outline/OutlineFeature.cs.meta rename to Assets/Scripts/Games/DrummingPractice/DrummerHit.cs.meta index 5cf89a81..7a14ec4c 100644 --- a/Assets/Shaders/Outline/OutlineFeature.cs.meta +++ b/Assets/Scripts/Games/DrummingPractice/DrummerHit.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 5c478a49859fb4241aeef0317db339fe +guid: 6a4698fb27db1ad4995391c5b6cd1ddb MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs new file mode 100644 index 00000000..58c58d8e --- /dev/null +++ b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs @@ -0,0 +1,125 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; +using Starpelly; + +using RhythmHeavenMania.Util; + +namespace RhythmHeavenMania.Games.DrummingPractice +{ + public class DrummingPractice : Minigame + { + public enum MiiType + { + GuestA, + GuestB, + GuestC, + GuestD, + GuestE, + GuestF, + Matt, + Tsunku, + Marshal + } + + [Header("References")] + public SpriteRenderer backgroundGradient; + public Drummer player; + public Drummer leftDrummer; + public Drummer rightDrummer; + public GameObject hitPrefab; + + public GameEvent bop = new GameEvent(); + public int count = 0; + + public static DrummingPractice instance; + + private void Awake() + { + instance = this; + } + + // TODO: Move this to OnGameSwitch() when functional? + private void Start() + { + SetMiis(UnityEngine.Random.Range(0, player.miiFaces.Count)); + } + + private void Update() + { + if (Conductor.instance.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1)) + { + if (Conductor.instance.songPositionInBeats >= bop.startBeat && Conductor.instance.songPositionInBeats < bop.startBeat + bop.length) + { + Bop(); + } + } + } + + public void SetBop(float beat, float length) + { + bop.startBeat = beat; + bop.length = length; + } + + public void Bop() + { + player.Bop(); + leftDrummer.Bop(); + rightDrummer.Bop(); + } + + public void Prepare(float beat) + { + int type = count % 2; + player.Prepare(type); + leftDrummer.Prepare(type); + rightDrummer.Prepare(type); + count++; + + SetFaces(0); + Jukebox.PlayOneShotGame("drummingPractice/prepare"); + + GameObject hit = Instantiate(hitPrefab); + hit.transform.parent = hitPrefab.transform.parent; + hit.SetActive(true); + DrummerHit h = hit.GetComponent(); + h.startBeat = beat; + } + + public void SetFaces(int type) + { + player.SetFace(type); + leftDrummer.SetFace(type); + rightDrummer.SetFace(type); + } + + public void SetMiis(int playerFace, bool all = false) + { + player.mii = playerFace; + + if (all) + { + leftDrummer.mii = playerFace; + rightDrummer.mii = playerFace; + } + else + { + do + { + leftDrummer.mii = UnityEngine.Random.Range(0, leftDrummer.miiFaces.Count); + } + while (leftDrummer.mii == player.mii); + do + { + rightDrummer.mii = UnityEngine.Random.Range(0, rightDrummer.miiFaces.Count); + } + while (rightDrummer.mii == leftDrummer.mii || rightDrummer.mii == player.mii); + } + + SetFaces(0); + } + + } +} \ No newline at end of file diff --git a/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs.meta b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs.meta new file mode 100644 index 00000000..4fee34ae --- /dev/null +++ b/Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c7db5828bf6ab644c92395762a28c7a8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Games/Global/Flash.cs b/Assets/Scripts/Games/Global/Flash.cs index 9a8ddba8..666d296f 100644 --- a/Assets/Scripts/Games/Global/Flash.cs +++ b/Assets/Scripts/Games/Global/Flash.cs @@ -27,7 +27,7 @@ namespace RhythmHeavenMania.Games.Global private void Start() { this.gameObject.transform.SetParent(GameManager.instance.gameObject.transform); - this.gameObject.layer = 3; + gameObject.layer = LayerMask.NameToLayer("Flash"); this.gameObject.transform.localScale = new Vector3(1, 1); spriteRenderer = this.gameObject.AddComponent(); diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index 3a7cf2b8..16d49257 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -18,6 +18,7 @@ using RhythmHeavenMania.Games.TapTrial; using RhythmHeavenMania.Games.CropStomp; using RhythmHeavenMania.Games.WizardsWaltz; using RhythmHeavenMania.Games.MrUpbeat; +using RhythmHeavenMania.Games.DrummingPractice; namespace RhythmHeavenMania { @@ -369,9 +370,13 @@ namespace RhythmHeavenMania new Param("type2", RotateMode.Fast, "Rotation Mode", "The rotation mode to use") } ), }), - new Minigame("builtToScaleDS", "Built To Scale (DS) \n[WIP don't use]", "00BB00", true, false, new List() + new Minigame("builtToScaleDS", "Built To Scale (DS)", "00BB00", true, false, new List() { - new GameAction("spawn blocks", delegate { }, 1f, true) + new GameAction("spawn blocks", delegate { }, 1f, true), + new GameAction("play piano", delegate { BuiltToScaleDS.instance.PlayPiano(eventCaller.currentEntity.beat, eventCaller.currentEntity.length, eventCaller.currentEntity.type); }, 1f, true, new List() + { + new Param("type", new EntityTypes.Integer(-24, 24, 0), "Semitones", "The number of semitones up or down this note should be pitched") + } ), }), new Minigame("tapTrial", "Tap Trial \n[WIP don't use]", "93ffb3", false, false, new List() { @@ -401,6 +406,17 @@ namespace RhythmHeavenMania new Param("toggle", false, "Applause") }), }), + new Minigame("drummingPractice", "Drumming Practice", "2BCF33", false, false, new List() + { + new GameAction("bop", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetBop(e.beat, e.length); }, 0.5f, true), + new GameAction("drum", delegate { DrummingPractice.instance.Prepare(eventCaller.currentEntity.beat); }, 2f), + new GameAction("set mii", delegate { var e = eventCaller.currentEntity; DrummingPractice.instance.SetMiis(e.type, e.toggle); }, 0.5f, parameters: new List() + { + new Param("type", DrummingPractice.MiiType.GuestA, "Mii", "The Mii that the player will control"), + new Param("toggle", false, "Set All", "Whether all Miis should be set") + }), + + }), /*new Minigame("spaceDance", "Space Dance", "B888F8", new List() { }), diff --git a/Assets/Scripts/Util/Jukebox.cs b/Assets/Scripts/Util/Jukebox.cs index f2c339a3..aadd87b2 100644 --- a/Assets/Scripts/Util/Jukebox.cs +++ b/Assets/Scripts/Util/Jukebox.cs @@ -40,7 +40,7 @@ namespace RhythmHeavenMania.Util FindJukebox().GetComponent().volume = volume; } - public static AudioSource PlayOneShot(string name, float beat = -1) + public static AudioSource PlayOneShot(string name, float beat = -1, float pitch = 1f, float volume = 1f, bool looping = false) { GameObject oneShot = new GameObject("oneShot"); @@ -52,6 +52,9 @@ namespace RhythmHeavenMania.Util AudioClip clip = Resources.Load($"Sfx/{name}"); snd.clip = clip; snd.beat = beat; + snd.pitch = pitch; + snd.volume = volume; + snd.looping = looping; // snd.pitch = (clip.length / Conductor.instance.secPerBeat); GameManager.instance.SoundObjects.Add(oneShot); @@ -59,7 +62,7 @@ namespace RhythmHeavenMania.Util return audioSource; } - public static AudioSource PlayOneShotScheduled(string name, double targetTime) + public static AudioSource PlayOneShotScheduled(string name, double targetTime, float pitch = 1f, float volume = 1f, bool looping = false) { GameObject oneShot = new GameObject("oneShotScheduled"); @@ -71,6 +74,9 @@ namespace RhythmHeavenMania.Util var clip = Resources.Load($"Sfx/{name}"); audioSource.clip = clip; snd.clip = clip; + snd.pitch = pitch; + snd.volume = volume; + snd.looping = looping; snd.scheduled = true; snd.scheduledTime = targetTime; @@ -81,25 +87,34 @@ namespace RhythmHeavenMania.Util return audioSource; } - public static AudioSource PlayOneShotGame(string name, float beat = -1, bool forcePlay = false) + public static AudioSource PlayOneShotGame(string name, float beat = -1, bool forcePlay = false , float pitch = 1f, float volume = 1f, bool looping = false) { if (GameManager.instance.currentGame == name.Split('/')[0] || forcePlay) { - return PlayOneShot($"games/{name}", beat); + return PlayOneShot($"games/{name}", beat, pitch, volume, looping); } return null; } - public static AudioSource PlayOneShotScheduledGame(string name, double targetTime, bool forcePlay = false) + public static AudioSource PlayOneShotScheduledGame(string name, double targetTime, bool forcePlay = false, float pitch = 1f, float volume = 1f, bool looping = false) { if (GameManager.instance.currentGame == name.Split('/')[0] || forcePlay) { - return PlayOneShotScheduled($"games/{name}", targetTime); + return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping); } return null; } + + public static void KillLoop(AudioSource source, float fadeTime) + { + // Safeguard against previously-destroyed sounds. + if (source == null) + return; + + source.GetComponent().KillLoop(fadeTime); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Util/Sound.cs b/Assets/Scripts/Util/Sound.cs index 4e5773c3..2b6e69c6 100644 --- a/Assets/Scripts/Util/Sound.cs +++ b/Assets/Scripts/Util/Sound.cs @@ -8,11 +8,14 @@ namespace RhythmHeavenMania.Util { public AudioClip clip; public float pitch = 1; + public float volume = 1; // For use with PlayOneShotScheduled public bool scheduled; public double scheduledTime; + public bool looping; + private AudioSource audioSource; private int pauseTimes = 0; @@ -29,6 +32,8 @@ namespace RhythmHeavenMania.Util audioSource = GetComponent(); audioSource.clip = clip; audioSource.pitch = pitch; + audioSource.volume = volume; + audioSource.loop = looping; if (beat == -1 && !scheduled) { @@ -43,34 +48,40 @@ namespace RhythmHeavenMania.Util startTime = Conductor.instance.songPosition; - if (!scheduled) + if (!scheduled && !looping) StartCoroutine(NotRelyOnBeatSound()); } private void Update() { - if (scheduled) + if (playIndex < 1) { - if (AudioSettings.dspTime > scheduledTime && playIndex < 1) + if (scheduled) { - StartCoroutine(NotRelyOnBeatSound()); - playIndex++; + if (AudioSettings.dspTime > scheduledTime) + { + StartCoroutine(NotRelyOnBeatSound()); + playIndex++; + } } - } - else if (!playInstant) - { - if (Conductor.instance.songPositionInBeats > beat && playIndex < 1) + else if (!playInstant) { - audioSource.PlayScheduled(Time.time); - playIndex++; + if (Conductor.instance.songPositionInBeats > beat) + { + audioSource.PlayScheduled(Time.time); + playIndex++; + } } } } IEnumerator NotRelyOnBeatSound() { - yield return new WaitForSeconds(clip.length); - Delete(); + if (!looping) // Looping sounds are destroyed manually. + { + yield return new WaitForSeconds(clip.length); + Delete(); + } } public void Delete() @@ -78,5 +89,25 @@ namespace RhythmHeavenMania.Util GameManager.instance.SoundObjects.Remove(gameObject); Destroy(gameObject); } + + public void KillLoop(float fadeTime) + { + StartCoroutine(FadeLoop(fadeTime)); + } + + float loopFadeTimer = 0f; + IEnumerator FadeLoop(float fadeTime) + { + float startingVol = audioSource.volume; + + while (loopFadeTimer < fadeTime) + { + loopFadeTimer += Time.deltaTime; + audioSource.volume = Mathf.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0f); + yield return null; + } + + Delete(); + } } } diff --git a/Assets/Shaders/Outline/DepthNormalsFeature.cs b/Assets/Shaders/Outline/DepthNormalsFeature.cs deleted file mode 100644 index 15434114..00000000 --- a/Assets/Shaders/Outline/DepthNormalsFeature.cs +++ /dev/null @@ -1,113 +0,0 @@ -using UnityEngine; -using UnityEngine.Rendering; -using UnityEngine.Rendering.Universal; - -public class DepthNormalsFeature : ScriptableRendererFeature -{ - class DepthNormalsPass : ScriptableRenderPass - { - int kDepthBufferBits = 32; - private RenderTargetHandle depthAttachmentHandle { get; set; } - internal RenderTextureDescriptor descriptor { get; private set; } - - private Material depthNormalsMaterial = null; - private FilteringSettings m_FilteringSettings; - string m_ProfilerTag = "DepthNormals Prepass"; - ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly"); - - public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material) - { - m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); - depthNormalsMaterial = material; - } - - public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle) - { - this.depthAttachmentHandle = depthAttachmentHandle; - baseDescriptor.colorFormat = RenderTextureFormat.ARGB32; - baseDescriptor.depthBufferBits = kDepthBufferBits; - descriptor = baseDescriptor; - } - - // This method is called before executing the render pass. - // It can be used to configure render targets and their clear state. Also to create temporary render target textures. - // When empty this render pass will render to the active camera render target. - // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. - // The render pipeline will ensure target setup and clearing happens in an performance manner. - public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) - { - cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point); - ConfigureTarget(depthAttachmentHandle.Identifier()); - ConfigureClear(ClearFlag.All, Color.black); - } - - // Here you can implement the rendering logic. - // Use ScriptableRenderContext to issue drawing commands or execute command buffers - // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html - // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. - public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) - { - CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); - - using (new ProfilingSample(cmd, m_ProfilerTag)) - { - context.ExecuteCommandBuffer(cmd); - cmd.Clear(); - - var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags; - var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags); - drawSettings.perObjectData = PerObjectData.None; - - - ref CameraData cameraData = ref renderingData.cameraData; - Camera camera = cameraData.camera; - if (cameraData.isStereoEnabled) - context.StartMultiEye(camera); - - - drawSettings.overrideMaterial = depthNormalsMaterial; - - - context.DrawRenderers(renderingData.cullResults, ref drawSettings, - ref m_FilteringSettings); - - cmd.SetGlobalTexture("_CameraDepthNormalsTexture", depthAttachmentHandle.id); - } - - context.ExecuteCommandBuffer(cmd); - CommandBufferPool.Release(cmd); - } - - /// Cleanup any allocated resources that were created during the execution of this render pass. - public override void FrameCleanup(CommandBuffer cmd) - { - if (depthAttachmentHandle != RenderTargetHandle.CameraTarget) - { - cmd.ReleaseTemporaryRT(depthAttachmentHandle.id); - depthAttachmentHandle = RenderTargetHandle.CameraTarget; - } - } - } - - DepthNormalsPass depthNormalsPass; - RenderTargetHandle depthNormalsTexture; - Material depthNormalsMaterial; - - public override void Create() - { - depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture"); - depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial); - depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses; - depthNormalsTexture.Init("_CameraDepthNormalsTexture"); - } - - // Here you can inject one or multiple render passes in the renderer. - // This method is called when setting up the renderer once per-camera. - public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) - { - depthNormalsPass.Setup(renderingData.cameraData.cameraTargetDescriptor, depthNormalsTexture); - renderer.EnqueuePass(depthNormalsPass); - } -} - - diff --git a/Assets/Shaders/Outline/Outline.hlsl b/Assets/Shaders/Outline/Outline.hlsl deleted file mode 100644 index 156e983d..00000000 --- a/Assets/Shaders/Outline/Outline.hlsl +++ /dev/null @@ -1,67 +0,0 @@ -TEXTURE2D(_CameraColorTexture); -SAMPLER(sampler_CameraColorTexture); -float4 _CameraColorTexture_TexelSize; - -TEXTURE2D(_CameraDepthTexture); -SAMPLER(sampler_CameraDepthTexture); - -TEXTURE2D(_CameraDepthNormalsTexture); -SAMPLER(sampler_CameraDepthNormalsTexture); - -float3 DecodeNormal(float4 enc) -{ - float kScale = 1.7777; - float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1); - float g = 2.0 / dot(nn.xyz,nn.xyz); - float3 n; - n.xy = g*nn.xy; - n.z = g-1; - return n; -} - -void Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor, out float4 Out) -{ - float halfScaleFloor = floor(OutlineThickness * 0.5); - float halfScaleCeil = ceil(OutlineThickness * 0.5); - float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w); - - float2 uvSamples[4]; - float depthSamples[4]; - float3 normalSamples[4], colorSamples[4]; - - uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor; - uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil; - uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor); - uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil); - - for(int i = 0; i < 4 ; i++) - { - depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r; - normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i])); - colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]); - } - - // Depth - float depthFiniteDifference0 = depthSamples[1] - depthSamples[0]; - float depthFiniteDifference1 = depthSamples[3] - depthSamples[2]; - float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100; - float depthThreshold = (1/DepthSensitivity) * depthSamples[0]; - edgeDepth = edgeDepth > depthThreshold ? 1 : 0; - - // Normals - float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0]; - float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2]; - float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); - edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0; - - // Color - float3 colorFiniteDifference0 = colorSamples[1] - colorSamples[0]; - float3 colorFiniteDifference1 = colorSamples[3] - colorSamples[2]; - float edgeColor = sqrt(dot(colorFiniteDifference0, colorFiniteDifference0) + dot(colorFiniteDifference1, colorFiniteDifference1)); - edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0; - - float edge = max(edgeDepth, max(edgeNormal, edgeColor)); - - float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]); - Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a)); -} \ No newline at end of file diff --git a/Assets/Shaders/Outline/Outline.hlsl.meta b/Assets/Shaders/Outline/Outline.hlsl.meta deleted file mode 100644 index 783472fe..00000000 --- a/Assets/Shaders/Outline/Outline.hlsl.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: e658a006105f1214b96587bba83f0f67 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - preprocessorOverride: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Shaders/Outline/OutlineFeature.cs b/Assets/Shaders/Outline/OutlineFeature.cs deleted file mode 100644 index 3a72d5d0..00000000 --- a/Assets/Shaders/Outline/OutlineFeature.cs +++ /dev/null @@ -1,101 +0,0 @@ -using UnityEngine; -using UnityEngine.Rendering; -using UnityEngine.Rendering.Universal; - -public class OutlineFeature : ScriptableRendererFeature -{ - class OutlinePass : ScriptableRenderPass - { - private RenderTargetIdentifier source { get; set; } - private RenderTargetHandle destination { get; set; } - public Material outlineMaterial = null; - RenderTargetHandle temporaryColorTexture; - - public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination) - { - this.source = source; - this.destination = destination; - } - - public OutlinePass(Material outlineMaterial) - { - this.outlineMaterial = outlineMaterial; - } - - - - // This method is called before executing the render pass. - // It can be used to configure render targets and their clear state. Also to create temporary render target textures. - // When empty this render pass will render to the active camera render target. - // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. - // The render pipeline will ensure target setup and clearing happens in an performance manner. - public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) - { - - } - - // Here you can implement the rendering logic. - // Use ScriptableRenderContext to issue drawing commands or execute command buffers - // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html - // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. - public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) - { - CommandBuffer cmd = CommandBufferPool.Get("_OutlinePass"); - - RenderTextureDescriptor opaqueDescriptor = renderingData.cameraData.cameraTargetDescriptor; - opaqueDescriptor.depthBufferBits = 0; - - if (destination == RenderTargetHandle.CameraTarget) - { - cmd.GetTemporaryRT(temporaryColorTexture.id, opaqueDescriptor, FilterMode.Point); - Blit(cmd, source, temporaryColorTexture.Identifier(), outlineMaterial, 0); - Blit(cmd, temporaryColorTexture.Identifier(), source); - - } - else Blit(cmd, source, destination.Identifier(), outlineMaterial, 0); - - context.ExecuteCommandBuffer(cmd); - CommandBufferPool.Release(cmd); - } - - /// Cleanup any allocated resources that were created during the execution of this render pass. - public override void FrameCleanup(CommandBuffer cmd) - { - - if (destination == RenderTargetHandle.CameraTarget) - cmd.ReleaseTemporaryRT(temporaryColorTexture.id); - } - } - - [System.Serializable] - public class OutlineSettings - { - public Material outlineMaterial = null; - } - - public OutlineSettings settings = new OutlineSettings(); - OutlinePass outlinePass; - RenderTargetHandle outlineTexture; - - public override void Create() - { - outlinePass = new OutlinePass(settings.outlineMaterial); - outlinePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; - outlineTexture.Init("_OutlineTexture"); - } - - // Here you can inject one or multiple render passes in the renderer. - // This method is called when setting up the renderer once per-camera. - public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) - { - if (settings.outlineMaterial == null) - { - Debug.LogWarningFormat("Missing Outline Material"); - return; - } - outlinePass.Setup(renderer.cameraColorTarget, RenderTargetHandle.CameraTarget); - renderer.EnqueuePass(outlinePass); - } -} - - diff --git a/Assets/Shaders/Outline/OutlineGraph.shadergraph b/Assets/Shaders/Outline/OutlineGraph.shadergraph deleted file mode 100644 index a3526309..00000000 --- a/Assets/Shaders/Outline/OutlineGraph.shadergraph +++ /dev/null @@ -1,1079 +0,0 @@ -{ - "m_SGVersion": 2, - "m_Type": "UnityEditor.ShaderGraph.GraphData", - "m_ObjectId": "101c640f8d974e6d8e3d02ecd30dd979", - 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+ + + 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 cubenormal : TEXCOORD1; + UNITY_FOG_COORDS(2) + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + fixed4 col = _Color * tex2D(_MainTex, i.texcoord); + fixed4 cube = texCUBE(_ToonShade, i.cubenormal); + fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a); + 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"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 * _Outline; + #endif + o.color = _OutlineColor; + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + ENDCG + + SubShader { + Tags { "RenderType"="Opaque" } + UsePass "Toon/Basic/BASE" + Pass { + Name "OUTLINE" + Tags { "LightMode" = "Always" } + Cull Front + ZWrite On + ColorMask RGB + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + fixed4 frag(v2f i) : SV_Target + { + UNITY_APPLY_FOG(i.fogCoord, i.color); + return i.color; + } + ENDCG + } + } + + Fallback "Toon/Basic" +} diff --git a/Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl.meta b/Assets/Shaders/ToonShading/ToonBasicOutline.shader.meta similarity index 83% rename from Assets/Plugins/UnityURPToonLitShaderExample-master/NiloInvLerpRemap.hlsl.meta rename to Assets/Shaders/ToonShading/ToonBasicOutline.shader.meta index 3f1b7a05..dbc17ad6 100644 --- 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