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guid: af08f034e95c2d246b0cbaf4305dfbc4, type: 3} + m_Name: AutoExposureVolumeProfile + m_EditorClassIdentifier: + active: 1 + filtering: + m_OverrideState: 0 + m_Value: {x: 50, y: 95} + minLuminance: + m_OverrideState: 1 + m_Value: -5 + maxLuminance: + m_OverrideState: 1 + m_Value: 2 + exposureCompensation: + m_OverrideState: 1 + m_Value: 2 + eyeAdaptation: + m_OverrideState: 1 + m_Value: 0 + speedUp: + m_OverrideState: 1 + m_Value: 1 + speedDown: + m_OverrideState: 1 + m_Value: 0.5 --- !u!114 &5935297997615179469 MonoBehaviour: m_ObjectHideFlags: 3 diff --git a/Assets/Scenes/Oasis/Settings/Oasis_Tent_Volume_Profile.asset b/Assets/Scenes/Oasis/Settings/Oasis_Tent_Volume_Profile.asset index c8d771c..b137e01 100644 --- a/Assets/Scenes/Oasis/Settings/Oasis_Tent_Volume_Profile.asset +++ b/Assets/Scenes/Oasis/Settings/Oasis_Tent_Volume_Profile.asset @@ -1,5 +1,5 @@ %YAML 1.1 -%TAG !u! tag:yousandi.cn,2023: +%TAG !u! tag:unity3d.com,2011: --- !u!114 &-1187785409583909056 MonoBehaviour: 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"a8cacd6a7c464967b96dc39cb1fe1f5f" + }, + { + "m_Id": "88da0599e9d94034811c72283049022d" + }, + { + "m_Id": "d68fe775c2244281aaaf884b54f7550e" } ], - "m_Keywords": [], "m_Dropdowns": [], "m_CategoryData": [ { @@ -54,6 +73,9 @@ }, { "m_Id": "2649d00b2a184ffabf87810bb1a1591b" + }, + { + "m_Id": "1ce48008b522454e964f867f71d37548" } ], "m_Nodes": [ @@ -293,6 +315,21 @@ }, { "m_Id": "99a4c47de52c4e7097646c8c05434e47" + }, + { + "m_Id": "1ea6a740a4ce40d2989ed8b1c271091f" + }, + { + "m_Id": "40d886d2875443b0af11ad24b82f7c9a" + }, + { + "m_Id": "79c976cdf7824a15899c308571d8037b" + }, + { + "m_Id": "955fe20d87c94afead018e1d42d1b2d7" + }, + { + "m_Id": "36ef66303ab74b009e1eb0a3b114bc4a" } ], "m_GroupDatas": [ @@ -564,6 +601,20 @@ "m_SlotId": 0 } }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "1ea6a740a4ce40d2989ed8b1c271091f" + }, + "m_SlotId": 3 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "36ef66303ab74b009e1eb0a3b114bc4a" + }, + "m_SlotId": 1 + } + }, { "m_OutputSlot": { "m_Node": { @@ -718,6 +769,20 @@ "m_SlotId": 0 } }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "36ef66303ab74b009e1eb0a3b114bc4a" + }, + "m_SlotId": 2 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "efb96da78fbb48f4b6f7096d0a6ebf0e" + }, + "m_SlotId": 0 + } + }, { "m_OutputSlot": { "m_Node": { @@ -732,6 +797,20 @@ "m_SlotId": 1 } }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "40d886d2875443b0af11ad24b82f7c9a" + }, + "m_SlotId": 0 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "1ea6a740a4ce40d2989ed8b1c271091f" + }, + "m_SlotId": 2 + } + }, { "m_OutputSlot": { "m_Node": { @@ -942,6 +1021,20 @@ "m_SlotId": 2 } }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "79c976cdf7824a15899c308571d8037b" + }, + "m_SlotId": 0 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "1ea6a740a4ce40d2989ed8b1c271091f" + }, + "m_SlotId": 0 + } + }, { "m_OutputSlot": { "m_Node": { @@ -1049,7 +1142,7 @@ }, "m_InputSlot": { "m_Node": { - "m_Id": "97af776edada4a9db23f653dbb2ee668" + "m_Id": "36ef66303ab74b009e1eb0a3b114bc4a" }, "m_SlotId": 0 } @@ -1063,11 +1156,25 @@ }, "m_InputSlot": { "m_Node": { - "m_Id": "efb96da78fbb48f4b6f7096d0a6ebf0e" + "m_Id": "97af776edada4a9db23f653dbb2ee668" }, "m_SlotId": 0 } }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "955fe20d87c94afead018e1d42d1b2d7" + }, + "m_SlotId": 0 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "1ea6a740a4ce40d2989ed8b1c271091f" + }, + "m_SlotId": 1 + } + }, { "m_OutputSlot": { "m_Node": { @@ -1783,6 +1890,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "ccf95b75e15247ba9b224479bb03401f" @@ -2068,6 +2176,31 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", + "m_ObjectId": "06294a92f18a49f4b175bd722d0c1e4d", + "m_Id": 0, + "m_DisplayName": "FakeShadowsArgs", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "Out", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + }, 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883.0, + "width": 234.0, + "height": 326.0 + } + }, + "m_Slots": [ + { + "m_Id": "7533fb9486f347b8ac5c5d9ef42cf796" + }, + { + "m_Id": "a638044629734c41a87fed5074fb73cd" + }, + { + "m_Id": "e8a4eeba42d7417694282f8895b31135" + }, + { + "m_Id": "cf4b36c4e1cb4ab190680a2e5d2ab58b" + } + ], + "synonyms": [ + "code", + "HLSL" + ], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_SourceType": 0, + "m_FunctionName": "FakeShadows", + "m_FunctionSource": "c287be2b22814f0da401f7bdb1d6a2c1", + "m_FunctionBody": "Enter function body here..." +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.PropertyNode", @@ -3779,7 +4022,7 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 0 @@ -3797,7 +4040,7 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 0 @@ -4017,7 +4260,7 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 0 @@ -4159,6 +4402,49 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.MultiplyNode", + "m_ObjectId": "36ef66303ab74b009e1eb0a3b114bc4a", + "m_Group": { + "m_Id": "" + }, + "m_Name": "Multiply", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": 4222.0, + "y": 739.0, + "width": 208.0, + "height": 302.0 + } + }, + "m_Slots": [ + { + "m_Id": "f62724f4066f4e8d9ba43a3f7ddd075a" + }, + { + "m_Id": "c44603fd0cd34d2e90a067b6bd70367b" + }, + { + "m_Id": "7271897b8dac49a485fe79e6b531c52c" + } + ], + "synonyms": [ + "multiplication", + "times", + "x" + ], + "m_Precision": 0, + 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"hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, @@ -5011,7 +5334,7 @@ "hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, @@ -5303,8 +5626,8 @@ "m_ObjectId": "57babe972b6b4f82913b0f9611d0db56", "m_Title": "Sand Normal Unpack", "m_Position": { - "x": 1478.0, - "y": 521.0 + "x": 1626.0001220703125, + "y": 520.9998779296875 } } @@ -5454,7 +5777,7 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 3 @@ -5511,8 +5834,8 @@ "m_ObjectId": "5d0be58100c74d1580b95814654e3dba", "m_Title": "Sand Color Ramp & pack Color+Smoothness", "m_Position": { - "x": 1477.954833984375, - "y": 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"UnityEditor.ShaderGraph.PropertyNode", + "m_ObjectId": "79c976cdf7824a15899c308571d8037b", + "m_Group": { + "m_Id": "" + }, + "m_Name": "Property", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": 3722.0, + "y": 908.0, + "width": 151.0, + "height": 34.0 + } + }, + "m_Slots": [ + { + "m_Id": "08189ced5fdf4af7a71fe810bc703ec6" + } + ], + "synonyms": [], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_Property": { + "m_Id": "cb5e4d8a5ef841c3be09e62ace1cc9f6" + } +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.RedirectNodeData", @@ -6253,13 +6683,41 @@ } } +{ + "m_SGVersion": 1, + "m_Type": "UnityEditor.ShaderGraph.Internal.Vector4ShaderProperty", + "m_ObjectId": "7a19753f64784d3786837f43ed0fe08b", + "m_Guid": { + "m_GuidSerialized": "0f8411ef-3ce5-46a6-bf39-5fdd3da75cba" + }, + "m_Name": "FakeShadowsArgs", + 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false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 0 @@ -6807,6 +7265,31 @@ "m_Labels": [] } +{ + "m_SGVersion": 1, + "m_Type": "UnityEditor.ShaderGraph.ShaderKeyword", + "m_ObjectId": "88da0599e9d94034811c72283049022d", + "m_Guid": { + "m_GuidSerialized": "0471f2d5-baf3-4ca2-8704-7a689ac42bc3" + }, + "m_Name": "_DEBUG_SYMBOLS", + "m_DefaultRefNameVersion": 1, + "m_RefNameGeneratedByDisplayName": "_DEBUG_SYMBOLS", + "m_DefaultReferenceName": "_DEBUG_SYMBOLS", + "m_OverrideReferenceName": "", + "m_GeneratePropertyBlock": true, + "m_UseCustomSlotLabel": false, + "m_CustomSlotLabel": "", + "m_DismissedVersion": 0, + "m_KeywordType": 0, + "m_KeywordDefinition": 0, + "m_KeywordScope": 0, + "m_KeywordStages": 63, + "m_Entries": [], + "m_Value": 1, + "m_IsEditable": true +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.SplitNode", @@ -7161,6 +7644,42 @@ "m_Labels": [] } +{ + "m_SGVersion": 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"m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -8231,7 +8800,7 @@ "m_ObjectId": "aedc4a1ea6fd47c6b29d08142b8e7496", "m_Title": "Gravels Wetness", "m_Position": { - "x": 2709.999755859375, + "x": 2710.0, "y": -634.0 } } @@ -8358,8 +8927,8 @@ "m_ObjectId": "b06a9bbe8d4e49e1a03155436d22deeb", "m_Title": "Base : Sand Smooth", "m_Position": { - "x": 10.0, - "y": 10.0 + "x": -1100.0, + "y": 451.9999694824219 } } @@ -8577,7 +9146,7 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 0 @@ -8987,12 +9556,60 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 0 } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", + "m_ObjectId": "c44603fd0cd34d2e90a067b6bd70367b", + "m_Id": 1, + "m_DisplayName": "B", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "B", + "m_StageCapability": 3, + "m_Value": { + "e00": 2.0, + "e01": 2.0, + "e02": 2.0, + "e03": 2.0, + "e10": 2.0, + "e11": 2.0, + "e12": 2.0, + "e13": 2.0, + "e20": 2.0, + "e21": 2.0, + "e22": 2.0, + "e23": 2.0, + "e30": 2.0, + "e31": 2.0, + "e32": 2.0, + "e33": 2.0 + }, + "m_DefaultValue": { + "e00": 1.0, + "e01": 0.0, + "e02": 0.0, + "e03": 0.0, + "e10": 0.0, + "e11": 1.0, + "e12": 0.0, + "e13": 0.0, + "e20": 0.0, + "e21": 0.0, + "e22": 1.0, + "e23": 0.0, + "e30": 0.0, + "e31": 0.0, + "e32": 0.0, + "e33": 1.0 + } +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.RedirectNodeData", @@ -9144,7 +9761,20 @@ "m_Type": "UnityEditor.ShaderGraph.CategoryData", "m_ObjectId": "c827394b27e0491c844eee9446f255f5", "m_Name": "", - "m_ChildObjectList": [] + "m_ChildObjectList": [ + { + "m_Id": "e935759cee654edc8df0b7ea03259909" + }, + { + "m_Id": "a8cacd6a7c464967b96dc39cb1fe1f5f" + }, + { + "m_Id": "88da0599e9d94034811c72283049022d" + }, + { + "m_Id": "d68fe775c2244281aaaf884b54f7550e" + } + ] } { @@ -9198,8 +9828,8 @@ "m_ObjectId": "c8c4cd8384354517bd21fdc741a20c9b", "m_Title": "Sand Harsh", "m_Position": { - "x": 10.0, - "y": 10.0 + "x": 242.0, + "y": 451.9999694824219 } } @@ -9316,6 +9946,34 @@ "m_Labels": [] } +{ + "m_SGVersion": 1, + "m_Type": "UnityEditor.ShaderGraph.Internal.Vector3ShaderProperty", + "m_ObjectId": "cb5e4d8a5ef841c3be09e62ace1cc9f6", + "m_Guid": { + "m_GuidSerialized": "2aeb99db-31f8-465c-b3e1-76fab8c713e9" + }, + "m_Name": "PlayerPosition", + "m_DefaultRefNameVersion": 1, + "m_RefNameGeneratedByDisplayName": "PlayerPosition", + "m_DefaultReferenceName": "_PlayerPosition", + "m_OverrideReferenceName": "", + "m_GeneratePropertyBlock": false, + "m_UseCustomSlotLabel": false, + "m_CustomSlotLabel": "", + "m_DismissedVersion": 0, + "m_Precision": 0, + "overrideHLSLDeclaration": false, + "hlslDeclarationOverride": 0, + "m_Hidden": false, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + } +} + { "m_SGVersion": 1, "m_Type": "UnityEditor.Rendering.Universal.ShaderGraph.UniversalTarget", @@ -9366,8 +10024,8 @@ "m_ObjectId": "cecd406a7faa4c75bd0b5a6a4377d8e1", "m_Title": "Vertex Color A : normal intensity", "m_Position": { - "x": 10.0, - "y": 10.0 + "x": -637.0001831054688, + "y": 426.9999694824219 } } @@ -9392,6 +10050,21 @@ "m_Labels": [] } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "cf4b36c4e1cb4ab190680a2e5d2ab58b", + "m_Id": 3, + "m_DisplayName": "shadows", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "shadows", + "m_StageCapability": 3, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.MultiplyNode", @@ -9501,7 +10174,7 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 0 @@ -9552,7 +10225,7 @@ "hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, @@ -9600,6 +10273,31 @@ "m_Labels": [] } +{ + "m_SGVersion": 1, + "m_Type": "UnityEditor.ShaderGraph.ShaderKeyword", + "m_ObjectId": "d68fe775c2244281aaaf884b54f7550e", + "m_Guid": { + "m_GuidSerialized": "30932fa6-64db-4c78-9c9f-56fbb3e86f62" + }, + "m_Name": "PLANAR_SHADOW", + "m_DefaultRefNameVersion": 1, + "m_RefNameGeneratedByDisplayName": "PLANAR_SHADOW", + "m_DefaultReferenceName": "_PLANAR_SHADOW", + "m_OverrideReferenceName": "PLANAR_SHADOW", + "m_GeneratePropertyBlock": true, + "m_UseCustomSlotLabel": false, + "m_CustomSlotLabel": "", + "m_DismissedVersion": 0, + "m_KeywordType": 0, + "m_KeywordDefinition": 1, + "m_KeywordScope": 1, + "m_KeywordStages": 2, + "m_Entries": [], + "m_Value": 0, + "m_IsEditable": true +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -9672,7 +10370,7 @@ "hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, @@ -10045,6 +10743,29 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot", + "m_ObjectId": "e8a4eeba42d7417694282f8895b31135", + "m_Id": 2, + "m_DisplayName": "positionWS", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "positionWS", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -10157,6 +10878,31 @@ } } +{ + "m_SGVersion": 1, + "m_Type": "UnityEditor.ShaderGraph.ShaderKeyword", + "m_ObjectId": "e935759cee654edc8df0b7ea03259909", + "m_Guid": { + "m_GuidSerialized": "82a4a4de-ca97-4c34-a960-281081e2a86d" + }, + "m_Name": "_SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF", + "m_DefaultRefNameVersion": 1, + "m_RefNameGeneratedByDisplayName": "_SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF", + "m_DefaultReferenceName": "_SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF", + "m_OverrideReferenceName": "", + "m_GeneratePropertyBlock": true, + "m_UseCustomSlotLabel": false, + "m_CustomSlotLabel": "", + "m_DismissedVersion": 0, + "m_KeywordType": 0, + "m_KeywordDefinition": 1, + "m_KeywordScope": 1, + "m_KeywordStages": 2, + "m_Entries": [], + "m_Value": 0, + "m_IsEditable": true +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", @@ -10203,7 +10949,7 @@ "hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, @@ -10663,6 +11409,54 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", + "m_ObjectId": "f62724f4066f4e8d9ba43a3f7ddd075a", + "m_Id": 0, + "m_DisplayName": "A", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "A", + "m_StageCapability": 3, + "m_Value": { + "e00": 0.0, + "e01": 0.0, + "e02": 0.0, + "e03": 0.0, + "e10": 0.0, + "e11": 0.0, + "e12": 0.0, + "e13": 0.0, + "e20": 0.0, + "e21": 0.0, + "e22": 0.0, + "e23": 0.0, + "e30": 0.0, + "e31": 0.0, + "e32": 0.0, + "e33": 0.0 + }, + "m_DefaultValue": { + "e00": 1.0, + "e01": 0.0, + "e02": 0.0, + "e03": 0.0, + "e10": 0.0, + "e11": 1.0, + "e12": 0.0, + "e13": 0.0, + "e20": 0.0, + "e21": 0.0, + "e22": 1.0, + "e23": 0.0, + "e30": 0.0, + "e31": 0.0, + "e32": 0.0, + "e33": 1.0 + } +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -10759,7 +11553,7 @@ "hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, @@ -10893,7 +11687,7 @@ "hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, diff --git a/Assets/Scenes/Oasis/Shaders/OasisVegetationGraph.shadergraph b/Assets/Scenes/Oasis/Shaders/OasisVegetationGraph.shadergraph index 89c0bb9..0a38744 100644 --- a/Assets/Scenes/Oasis/Shaders/OasisVegetationGraph.shadergraph +++ b/Assets/Scenes/Oasis/Shaders/OasisVegetationGraph.shadergraph @@ -37,7 +37,11 @@ "m_Id": "ab31261b4c3e430ca7be18ed2d26f74d" } ], - "m_Keywords": [], + "m_Keywords": [ + { + "m_Id": "e84195a03dff4e618b9d6901a9414ac0" + } + ], "m_Dropdowns": [], "m_CategoryData": [ { @@ -1512,6 +1516,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "6d303c2b2a1b46d285d41239519d43f9" @@ -2494,7 +2499,7 @@ "hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, @@ -2509,8 +2514,8 @@ "m_ObjectId": "1c501942e8b04c91a1cfa6cf218623e7", "m_Title": "Normal Flipping", "m_Position": { - "x": -3076.089599609375, - "y": 562.9403076171875 + "x": -3076.0, + "y": 563.0 } } @@ -2658,7 +2663,7 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 3 @@ -2670,8 +2675,8 @@ "m_ObjectId": "2063e56058f54925b1e14f21754e1ec1", "m_Title": "Wind", "m_Position": { - "x": -898.5499877929688, - "y": -1313.3001708984375 + "x": -899.0, + "y": -1313.0 } } @@ -3564,10 +3569,10 @@ "m_Type": "UnityEditor.ShaderGraph.PositionMaterialSlot", "m_ObjectId": "33455f32e633410890ff4c1ed361c982", "m_Id": 2, - "m_DisplayName": "Position", + "m_DisplayName": "PositionWS", "m_SlotType": 0, "m_Hidden": false, - "m_ShaderOutputName": "Position", + "m_ShaderOutputName": "PositionWS", "m_StageCapability": 3, "m_Value": { "x": 0.0, @@ -3730,7 +3735,7 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "m_DefaultType": 0 @@ -3866,7 +3871,7 @@ "hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, @@ -4863,7 +4868,7 @@ "m_Type": "UnityEditor.ShaderGraph.UVMaterialSlot", "m_ObjectId": "5673171d39f742c6bc6ccd1afb4f385c", "m_Id": 4, - "m_DisplayName": "Dynamic UV", + "m_DisplayName": "DynamicUV", "m_SlotType": 0, "m_Hidden": false, "m_ShaderOutputName": "DynamicUV", @@ -5221,7 +5226,7 @@ "m_StageCapability": 3, "m_BareResource": false, "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": 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assetBundleVariant: diff --git a/Assets/SharedAssets/Editor/StarterAssetsDeployMenu.cs b/Assets/SharedAssets/Editor/StarterAssetsDeployMenu.cs new file mode 100644 index 0000000..0dd3cdf --- /dev/null +++ b/Assets/SharedAssets/Editor/StarterAssetsDeployMenu.cs @@ -0,0 +1,169 @@ +using System; +using System.Linq; +using StarterAssetsPackageChecker; +using UnityEditor; +using UnityEngine; +using Object = UnityEngine.Object; +#if STARTER_ASSETS_PACKAGES_CHECKED +using Cinemachine; +#endif + +namespace StarterAssets.Third +{ + // This class needs to be a scriptable object to support dynamic determination of StarterAssets install path + public partial class StarterAssetsDeployMenu : ScriptableObject + { + public const string MenuRoot = "Tools/Starter Assets"; + + // prefab names + private const string MainCameraPrefabName = "MainCamera"; + private const string PlayerCapsulePrefabName = "PlayerCapsule"; + + // names in hierarchy + private const string CinemachineVirtualCameraName = "PlayerFollowCamera"; + + // tags + private const string PlayerTag = "Player"; + private const string MainCameraTag = "MainCamera"; + private const string CinemachineTargetTag = "CinemachineTarget"; + + private static GameObject _cinemachineVirtualCamera; + + /// + /// Deletes the scripting define set by the Package Checker. + /// See Assets/Editor/PackageChecker/PackageChecker.cs for more information + /// + [MenuItem(MenuRoot + "/Reinstall Dependencies", false)] + static void ResetPackageChecker() + { + PackageChecker.RemovePackageCheckerScriptingDefine(); + } + +#if STARTER_ASSETS_PACKAGES_CHECKED + private static void CheckCameras(Transform targetParent, string prefabFolder) + { + CheckMainCamera(prefabFolder); + + GameObject vcam = GameObject.Find(CinemachineVirtualCameraName); + + if (!vcam) + { + if (TryLocatePrefab(CinemachineVirtualCameraName, new string[]{prefabFolder}, new[] { typeof(CinemachineVirtualCamera) }, out GameObject vcamPrefab, out string _)) + { + HandleInstantiatingPrefab(vcamPrefab, out vcam); + _cinemachineVirtualCamera = vcam; + } + else + { + Debug.LogError("Couldn't find Cinemachine Virtual Camera prefab"); + } + } + else + { + _cinemachineVirtualCamera = vcam; + } + + GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag); + GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent)); + if (target == null) + { + target = new GameObject("PlayerCameraRoot"); + target.transform.SetParent(targetParent); + target.transform.localPosition = new Vector3(0f, 1.375f, 0f); + target.tag = CinemachineTargetTag; + Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target"); + } + + CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera); + } + + private static void CheckMainCamera(string inFolder) + { + GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag); + + if (mainCameras.Length < 1) + { + // if there are no MainCameras, add one + if (TryLocatePrefab(MainCameraPrefabName, new string[]{inFolder}, new[] { typeof(CinemachineBrain), typeof(Camera) }, out GameObject camera, out string _)) + { + HandleInstantiatingPrefab(camera, out _); + } + else + { + Debug.LogError("Couldn't find Starter Assets Main Camera prefab"); + } + } + else + { + // make sure the found camera has a cinemachine brain (we only need 1) + if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain)) + mainCameras[0].AddComponent(); + } + } + + private static void CheckVirtualCameraFollowReference(GameObject target, + GameObject cinemachineVirtualCamera) + { + var serializedObject = + new SerializedObject(cinemachineVirtualCamera.GetComponent()); + var serializedProperty = serializedObject.FindProperty("m_Follow"); + serializedProperty.objectReferenceValue = target.transform; + serializedObject.ApplyModifiedProperties(); + } + + private static bool TryLocatePrefab(string name, string[] inFolders, System.Type[] requiredComponentTypes, out GameObject prefab, out string path) + { + // Locate the player armature + string[] allPrefabs = AssetDatabase.FindAssets("t:Prefab", inFolders); + for (int i = 0; i < allPrefabs.Length; ++i) + { + string assetPath = AssetDatabase.GUIDToAssetPath(allPrefabs[i]); + + if (assetPath.Contains("/StarterAssets/")) + { + Object loadedObj = AssetDatabase.LoadMainAssetAtPath(assetPath); + + if (PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.NotAPrefab && + PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.MissingAsset) + { + GameObject loadedGo = loadedObj as GameObject; + bool hasRequiredComponents = true; + foreach (var componentType in requiredComponentTypes) + { + if (!loadedGo.TryGetComponent(componentType, out _)) + { + hasRequiredComponents = false; + break; + } + } + + if (hasRequiredComponents) + { + if (loadedGo.name == name) + { + prefab = loadedGo; + path = assetPath; + return true; + } + } + } + } + } + + prefab = null; + path = null; + return false; + } + + private static void HandleInstantiatingPrefab(GameObject prefab, out GameObject prefabInstance) + { + prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefab); + Undo.RegisterCreatedObjectUndo(prefabInstance, "Instantiate Starter Asset Prefab"); + + prefabInstance.transform.localPosition = Vector3.zero; + prefabInstance.transform.localEulerAngles = Vector3.zero; + prefabInstance.transform.localScale = Vector3.one; + } +#endif + } +} \ No newline at end of file diff --git a/Assets/SharedAssets/Editor/StarterAssetsDeployMenu.cs.meta b/Assets/SharedAssets/Editor/StarterAssetsDeployMenu.cs.meta new file mode 100644 index 0000000..8b5049f --- /dev/null +++ b/Assets/SharedAssets/Editor/StarterAssetsDeployMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e75357183ea302c4d998136de2cc9669 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SharedAssets/Editor/ThirdPersonStarterAssetsDeployMenu.cs b/Assets/SharedAssets/Editor/ThirdPersonStarterAssetsDeployMenu.cs new file mode 100644 index 0000000..8c70a63 --- /dev/null +++ b/Assets/SharedAssets/Editor/ThirdPersonStarterAssetsDeployMenu.cs @@ -0,0 +1,104 @@ +using System.IO; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace StarterAssets.Third +{ + public partial class StarterAssetsDeployMenu : ScriptableObject + { + // prefab paths + private const string PlayerArmaturePrefabName = "PlayerArmature"; + +#if STARTER_ASSETS_PACKAGES_CHECKED + /// + /// Check the Armature, main camera, cinemachine virtual camera, camera target and references + /// + [MenuItem(MenuRoot + "/Reset Third Person Controller Armature", false)] + static void ResetThirdPersonControllerArmature() + { + var thirdPersonControllers = FindObjectsOfType(); + var player = thirdPersonControllers.FirstOrDefault(controller => + controller.GetComponent() && controller.CompareTag(PlayerTag)); + + GameObject playerGameObject = null; + + // player + if (player == null) + { + if (TryLocatePrefab(PlayerArmaturePrefabName, null, new[] { typeof(ThirdPersonController), typeof(StarterAssetsInputs) }, out GameObject prefab, out string _)) + { + HandleInstantiatingPrefab(prefab, out playerGameObject); + } + else + { + Debug.LogError("Couldn't find player armature prefab"); + } + } + else + { + playerGameObject = player.gameObject; + } + + if (playerGameObject != null) + { + // cameras + CheckCameras(playerGameObject.transform, GetThirdPersonPrefabPath()); + } + } + + [MenuItem(MenuRoot + "/Reset Third Person Controller Capsule", false)] + static void ResetThirdPersonControllerCapsule() + { + var thirdPersonControllers = FindObjectsOfType(); + var player = thirdPersonControllers.FirstOrDefault(controller => + !controller.GetComponent() && controller.CompareTag(PlayerTag)); + + GameObject playerGameObject = null; + + // player + if (player == null) + { + if (TryLocatePrefab(PlayerCapsulePrefabName, null, new[] { typeof(ThirdPersonController), typeof(StarterAssetsInputs) }, out GameObject prefab, out string _)) + { + HandleInstantiatingPrefab(prefab, out playerGameObject); + } + else + { + Debug.LogError("Couldn't find player capsule prefab"); + } + } + else + { + playerGameObject = player.gameObject; + } + + if (playerGameObject != null) + { + // cameras + CheckCameras(playerGameObject.transform, GetThirdPersonPrefabPath()); + } + } + + static string GetThirdPersonPrefabPath() + { + if (TryLocatePrefab(PlayerArmaturePrefabName, null, new[] { typeof(ThirdPersonController), typeof(StarterAssetsInputs) }, out GameObject _, out string prefabPath)) + { + var pathString = new StringBuilder(); + var currentDirectory = new FileInfo(prefabPath).Directory; + while (currentDirectory.Name != "Assets") + { + pathString.Insert(0, $"/{currentDirectory.Name}"); + currentDirectory = currentDirectory.Parent; + } + + 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_Layer2Metallic("Layer2 Metallic", Range(0,1)) = 0.0 + + } + SubShader + { + Tags { "RenderType" = "Opaque" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf Standard fullforwardshadows + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + sampler2D _BaseTex; + sampler2D _BumpMap; + sampler2D _MaterialMask; + + struct Input + { + float2 uv_BaseTex; + }; + + half _BaseMetallic; + half _BaseGlossiness; + + half _Layer1Glossiness; + half _Layer1Metallic; + + half _Layer2Glossiness; + half _Layer2Metallic; + + fixed4 _BaseColor; + fixed4 _Layer1Color; + fixed4 _Layer2Color; + + // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + + void surf(Input IN, inout SurfaceOutputStandard o) + { + // Albedo map + fixed4 mainCall = tex2D(_BaseTex, IN.uv_BaseTex); + fixed4 materialMask = tex2D(_MaterialMask, IN.uv_BaseTex); + + //setup colors for each layer + fixed4 baseColor = mainCall * _BaseColor; + fixed4 layer1Color = mainCall * _Layer1Color; + fixed4 layer2Color = mainCall * _Layer2Color; + + fixed4 color = lerp(lerp( baseColor, layer1Color, materialMask.g), layer2Color ,materialMask.b); + o.Albedo = color.rgb; + + // Normal Map + fixed3 normalMap = UnpackNormal (tex2D(_BumpMap, IN.uv_BaseTex)); + o.Normal = normalMap; + + // Metallic + fixed4 baseMetallic = _BaseMetallic; + fixed4 layer1Metallic = _Layer1Metallic; + fixed4 layer2Metallic = _Layer2Metallic; + + fixed4 metallic = lerp(lerp(baseMetallic, layer1Metallic, materialMask.g), layer2Metallic, materialMask.b); + o.Metallic = metallic.r; + + // Smoothness + fixed4 g = mainCall.a; + fixed4 baseGlossiness = g * _BaseGlossiness; + fixed4 layer1Glossiness = g * _Layer1Glossiness; + fixed4 layer2Glossiness = g * _Layer2Glossiness; + + fixed4 glossiness = lerp(lerp(baseGlossiness, layer1Glossiness, materialMask.g), layer2Glossiness, materialMask.b); + o.Smoothness = glossiness.r; + + o.Alpha = color.a; + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Assets/SharedAssets/Environment/Shaders/Built-in_RP/ArmatureShader.shader.meta b/Assets/SharedAssets/Environment/Shaders/Built-in_RP/ArmatureShader.shader.meta new file mode 100644 index 0000000..864c786 --- /dev/null +++ b/Assets/SharedAssets/Environment/Shaders/Built-in_RP/ArmatureShader.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 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enable shadows on all light types + #pragma surface surf Standard fullforwardshadows + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + #include "UnityStandardUtils.cginc" + + // flip UVs horizontally to correct for back side projection + #define TRIPLANAR_CORRECT_PROJECTED_U + + // offset UVs to prevent obvious mirroring + // #define TRIPLANAR_UV_OFFSET + + // Reoriented Normal Mapping + // Altered to take normals (-1 to 1 ranges) rather than unsigned normal maps (0 to 1 ranges) + half3 blend_rnm(half3 n1, half3 n2) + { + n1.z += 1; + n2.xy = -n2.xy; + + return n1 * dot(n1, n2) / n1.z - n2; + } + + sampler2D _MainTex; + float4 _MainTex_ST; + + sampler2D _BumpMap; + sampler2D _OcclusionMap; + + half _Glossiness; + half _Metallic; + + half _OcclusionStrength; + + struct Input { + float3 worldPos; + float3 worldNormal; + INTERNAL_DATA + }; + + float3 WorldToTangentNormalVector(Input IN, float3 normal) { + float3 t2w0 = WorldNormalVector(IN, float3(1,0,0)); + float3 t2w1 = WorldNormalVector(IN, float3(0,1,0)); + float3 t2w2 = WorldNormalVector(IN, float3(0,0,1)); + float3x3 t2w = float3x3(t2w0, t2w1, t2w2); + return normalize(mul(t2w, normal)); + } + + void surf(Input IN, inout SurfaceOutputStandard o) { + // work around bug where IN.worldNormal is always (0,0,0)! + IN.worldNormal = WorldNormalVector(IN, float3(0,0,1)); + + // calculate triplanar blend + half3 triblend = saturate(pow(IN.worldNormal, 4)); + triblend /= max(dot(triblend, half3(1,1,1)), 0.0001); + + // calculate triplanar uvs + // applying texture scale and offset values ala TRANSFORM_TEX macro + float2 uvX = IN.worldPos.zy * _MainTex_ST.xy + _MainTex_ST.zy; + float2 uvY = IN.worldPos.xz * _MainTex_ST.xy + _MainTex_ST.zy; + float2 uvZ = IN.worldPos.xy * _MainTex_ST.xy + _MainTex_ST.zy; + + // offset UVs to prevent obvious mirroring + #if defined(TRIPLANAR_UV_OFFSET) + uvY += 0.33; + uvZ += 0.67; + #endif + + // minor optimization of sign(). prevents return value of 0 + half3 axisSign = IN.worldNormal < 0 ? -1 : 1; + + // flip UVs horizontally to correct for back side projection + #if defined(TRIPLANAR_CORRECT_PROJECTED_U) + uvX.x *= axisSign.x; + uvY.x *= axisSign.y; + uvZ.x *= -axisSign.z; + #endif + + // albedo textures + fixed4 colX = tex2D(_MainTex, uvX); + fixed4 colY = tex2D(_MainTex, uvY); + fixed4 colZ = tex2D(_MainTex, uvZ); + fixed4 col = colX * triblend.x + colY * triblend.y + colZ * triblend.z; + + // occlusion textures + half occX = tex2D(_OcclusionMap, uvX).g; + half occY = tex2D(_OcclusionMap, uvY).g; + half occZ = tex2D(_OcclusionMap, uvZ).g; + half occ = LerpOneTo(occX * triblend.x + occY * triblend.y + occZ * triblend.z, _OcclusionStrength); + + // tangent space normal maps + half3 tnormalX = UnpackNormal(tex2D(_BumpMap, uvX)); + half3 tnormalY = UnpackNormal(tex2D(_BumpMap, uvY)); + half3 tnormalZ = UnpackNormal(tex2D(_BumpMap, uvZ)); + + // flip normal maps' x axis to account for flipped UVs + #if 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100644 index 0000000..92f16db --- /dev/null +++ b/Assets/SharedAssets/Environment/Shaders/URP_HDRP_ShaderGraph/UrpTriplanar.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: b8d7679189d4a5940af46004f3870920 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/SharedAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs b/Assets/SharedAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs index 7f1b3b1..d816460 100644 --- a/Assets/SharedAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs +++ b/Assets/SharedAssets/FirstPersonController/Scripts/BasicRigidBodyPush.cs @@ -1,5 +1,9 @@ using UnityEngine; +namespace StarterAssets.First +{ + + public class BasicRigidBodyPush : MonoBehaviour { public LayerMask pushLayers; @@ -32,4 +36,5 @@ public class BasicRigidBodyPush : MonoBehaviour // Apply the push and take strength into account body.AddForce(pushDir * strength, ForceMode.Impulse); } +} } \ No newline at end of file diff --git a/Assets/SharedAssets/InputSystem.meta b/Assets/SharedAssets/InputSystem.meta new file mode 100644 index 0000000..991c50f --- /dev/null +++ b/Assets/SharedAssets/InputSystem.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 57c8ac5f35b8ae341b270f9259ab8e4a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SharedAssets/InputSystem/StarterAssets.inputactions b/Assets/SharedAssets/InputSystem/StarterAssets.inputactions new file mode 100644 index 0000000..13307f4 --- /dev/null +++ b/Assets/SharedAssets/InputSystem/StarterAssets.inputactions @@ -0,0 +1,270 @@ +{ + "name": "StarterAssets", + "maps": [ + { + "name": "Player", + "id": "f62a4b92-ef5e-4175-8f4c-c9075429d32c", + "actions": [ + { + "name": "Move", + "type": "Value", + "id": 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m_TapRadius: 5 + m_MultiTapDelayTime: 0.75 diff --git a/Assets/SharedAssets/InputSystem/StarterAssets.inputsettings.asset.meta b/Assets/SharedAssets/InputSystem/StarterAssets.inputsettings.asset.meta new file mode 100644 index 0000000..b4b0f0a --- /dev/null +++ b/Assets/SharedAssets/InputSystem/StarterAssets.inputsettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0893342662311844d94a83e29d59f661 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SharedAssets/InputSystem/StarterAssetsInputs.cs b/Assets/SharedAssets/InputSystem/StarterAssetsInputs.cs new file mode 100644 index 0000000..35dc5b1 --- /dev/null +++ b/Assets/SharedAssets/InputSystem/StarterAssetsInputs.cs @@ -0,0 +1,80 @@ +using UnityEngine; +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED +using UnityEngine.InputSystem; +#endif + +namespace StarterAssets.Third +{ + public class StarterAssetsInputs : MonoBehaviour + { + [Header("Character Input Values")] + public Vector2 move; + public Vector2 look; + public bool jump; + public bool sprint; + + [Header("Movement Settings")] + public bool analogMovement; + + [Header("Mouse Cursor Settings")] + public bool cursorLocked = true; + public bool cursorInputForLook = true; + +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED + public void OnMove(InputValue value) + { + MoveInput(value.Get()); + } + + public void OnLook(InputValue value) + { + if(cursorInputForLook) + { + LookInput(value.Get()); + } + } + + public void OnJump(InputValue value) + { + JumpInput(value.isPressed); + } + + public void OnSprint(InputValue value) + { + SprintInput(value.isPressed); + } +#endif + + + public void MoveInput(Vector2 newMoveDirection) + { + move = newMoveDirection; + } + + public void LookInput(Vector2 newLookDirection) + { + look = newLookDirection; + } + + public void JumpInput(bool newJumpState) + { + jump = newJumpState; + } + + public void SprintInput(bool newSprintState) + { + sprint = newSprintState; + } + + private void OnApplicationFocus(bool hasFocus) + { + SetCursorState(cursorLocked); + } + + private void SetCursorState(bool newState) + { + Cursor.lockState = newState ? 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Bone length in + copied configuration does not match position in animation file:\n\t'Left_UpperLeg' + : position error = 3.626586 mm\n\t'Left_Foot' : position error = 12.542060 + mm\n\t'Left_Toes' : position error = 30.265436 mm\n\t'Right_UpperLeg' : position + error = 3.626659 mm\n\t'Right_Foot' : position error = 12.543159 mm\n\t'Right_Toes' + : position error = 30.260939 mm\n" + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + importAnimatedCustomProperties: 0 + importConstraints: 0 + animationCompression: 1 + animationRotationError: 0.25 + animationPositionError: 0.05 + animationScaleError: 0.05 + animationWrapMode: 0 + extraExposedTransformPaths: [] + extraUserProperties: [] + clipAnimations: + - serializedVersion: 16 + name: InAir + takeName: InAir + internalID: 0 + firstFrame: 0 + lastFrame: 80 + wrapMode: 0 + orientationOffsetY: 0 + level: 0 + cycleOffset: 0 + loop: 0 + hasAdditiveReferencePose: 0 + loopTime: 1 + loopBlend: 1 + loopBlendOrientation: 1 + loopBlendPositionY: 1 + loopBlendPositionXZ: 1 + keepOriginalOrientation: 1 + keepOriginalPositionY: 1 + keepOriginalPositionXZ: 1 + heightFromFeet: 0 + mirror: 0 + bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 + curves: [] + events: [] + transformMask: [] + maskType: 3 + maskSource: {instanceID: 0} + additiveReferencePoseFrame: 0 + isReadable: 0 + meshes: + lODScreenPercentages: [] + globalScale: 1 + meshCompression: 0 + addColliders: 0 + useSRGBMaterialColor: 1 + sortHierarchyByName: 1 + importVisibility: 1 + importBlendShapes: 1 + importCameras: 1 + importLights: 1 + fileIdsGeneration: 2 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + keepQuads: 0 + weldVertices: 1 + bakeAxisConversion: 0 + preserveHierarchy: 0 + skinWeightsMode: 0 + maxBonesPerVertex: 4 + minBoneWeight: 0.001 + meshOptimizationFlags: -1 + indexFormat: 0 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVMarginMethod: 1 + secondaryUVMinLightmapResolution: 40 + secondaryUVMinObjectScale: 1 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 3 + normalCalculationMode: 4 + legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0 + blendShapeNormalImportMode: 1 + normalSmoothingSource: 0 + referencedClips: [] + importAnimation: 1 + humanDescription: + serializedVersion: 3 + human: + - 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boneName: UpperChest + humanName: UpperChest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_Shoulder + humanName: RightShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_UpperArm + humanName: RightUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_LowerArm + humanName: RightLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_Hand + humanName: RightHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Neck + humanName: Neck + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Head + humanName: Head + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Jaw + humanName: Jaw + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_Shoulder + humanName: LeftShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_UpperArm + humanName: LeftUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_LowerArm + humanName: LeftLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_Hand + humanName: LeftHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_UpperLeg + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_LowerLeg + humanName: LeftLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_Foot + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_Toes + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbProximal + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbIntermediate + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbDistal + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexProximal + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexIntermediate + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexDistal + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleProximal + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleIntermediate + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleDistal + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingProximal + humanName: Left Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingIntermediate + humanName: Left Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingDistal + humanName: Left Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyProximal + humanName: Left Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyIntermediate + humanName: Left Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyDistal + humanName: Left Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbProximal + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbIntermediate + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbDistal + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexProximal + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexIntermediate + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexDistal + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleProximal + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleIntermediate + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleDistal + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingProximal + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingIntermediate + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingDistal + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyProximal + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyIntermediate + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyDistal + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Mannequin(Clone) + parentName: + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Geometry + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Mannequin_Mesh + parentName: Geometry + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Skeleton + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Hips + parentName: Skeleton + position: {x: -0, y: 0.9810986, z: -0.01590455} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_UpperLeg + parentName: Hips + position: {x: -0.08610317, y: -0.053458035, z: -0.011470641} + rotation: {x: 0.999839, y: -0.01775374, z: 0.000046300094, w: -0.0026074864} + scale: {x: 1, y: 1, z: 1} + - name: Left_LowerLeg + parentName: Left_UpperLeg + position: {x: -2.9864513e-16, y: 0.4133444, z: -5.4956034e-17} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Left_Foot + parentName: Left_LowerLeg + position: {x: 0.0000000017320426, y: 0.41403946, z: 7.141509e-16} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Left_Toes + parentName: Left_Foot + position: {x: 7.105427e-17, y: 0.07224803, z: -0.118065506} + rotation: {x: -0.7071068, y: 8.7157646e-33, z: -8.7157646e-33, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Left_ToesEnd + parentName: Left_Toes + position: {x: -0.0010026174, y: 0.06423476, z: 0.016843978} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - name: Right_UpperLeg + parentName: Hips + position: {x: 0.086103186, y: -0.053458147, z: -0.0114706475} + rotation: {x: 0.0026075041, y: 0.000046300407, z: 0.01775374, w: 0.999839} + scale: {x: 1, y: 1, z: 1} + - name: Right_LowerLeg + parentName: Right_UpperLeg + position: {x: 0.0000004514609, y: -0.41334414, z: 0.000000025994435} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Right_Foot + parentName: Right_LowerLeg + position: {x: -0.0000007472542, y: -0.41403967, z: -0.000000032847502} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Right_Toes + parentName: Right_Foot + position: {x: -0.00000015643121, y: -0.07224799, z: 0.11807} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Right_ToesEnd + parentName: Right_Toes + position: {x: 0.0010031584, y: -0.06423059, z: -0.016843898} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - name: Spine + parentName: Hips + position: {x: -0, y: 0.058229383, z: 0.0012229546} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Chest + parentName: Spine + position: {x: -0, y: 0.1034043, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: UpperChest + parentName: Chest + position: {x: -0, y: 0.1034043, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_Shoulder + parentName: UpperChest + position: {x: -0.0009571358, y: 0.19149224, z: -0.0087277945} + rotation: {x: -0.0049494267, y: -0.113521874, z: 0.043275386, w: 0.99258024} + scale: {x: 1, y: 1, z: 1} + - name: Left_UpperArm + parentName: Left_Shoulder + position: {x: -0.16743502, y: -5.684341e-16, z: -2.664535e-17} + rotation: {x: 0.12673509, y: 0.03332071, z: 0.6809724, w: 0.72048914} + scale: {x: 1, y: 1, z: 1} + - name: Left_LowerArm + parentName: Left_UpperArm + position: {x: -2.8421706e-16, y: 0.28508067, z: 0} + rotation: {x: 0.020536564, y: 0.00832135, z: -0.020624585, w: 0.9995417} + scale: {x: 1, y: 1, z: 1} + - 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boneName: Left_Foot + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_Toes + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbProximal + humanName: Left Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbIntermediate + humanName: Left Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_ThumbDistal + humanName: Left Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexProximal + humanName: Left Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexIntermediate + humanName: Left Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_IndexDistal + humanName: Left Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleProximal + humanName: Left Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleIntermediate + humanName: Left Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_MiddleDistal + humanName: Left Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingProximal + humanName: Left Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingIntermediate + humanName: Left Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_RingDistal + humanName: Left Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyProximal + humanName: Left Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyIntermediate + humanName: Left Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Left_PinkyDistal + humanName: Left Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbProximal + humanName: Right Thumb Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbIntermediate + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbDistal + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexProximal + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexIntermediate + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexDistal + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleProximal + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleIntermediate + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleDistal + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingProximal + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingIntermediate + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingDistal + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyProximal + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyIntermediate + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyDistal + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Mannequin(Clone) + parentName: + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Geometry + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Mannequin_Mesh + parentName: Geometry + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Skeleton + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Hips + parentName: Skeleton + position: {x: -0, y: 0.9810986, z: -0.01590455} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - 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boneName: Right_ThumbIntermediate + humanName: Right Thumb Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_ThumbDistal + humanName: Right Thumb Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexProximal + humanName: Right Index Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexIntermediate + humanName: Right Index Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_IndexDistal + humanName: Right Index Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleProximal + humanName: Right Middle Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleIntermediate + humanName: Right Middle Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_MiddleDistal + humanName: Right Middle Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingProximal + humanName: Right Ring Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingIntermediate + humanName: Right Ring Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_RingDistal + humanName: Right Ring Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyProximal + humanName: Right Little Proximal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyIntermediate + humanName: Right Little Intermediate + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: Right_PinkyDistal + humanName: Right Little Distal + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: Mannequin(Clone) + parentName: + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Geometry + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Mannequin_Mesh + parentName: Geometry + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Skeleton + parentName: Mannequin(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Hips + parentName: Skeleton + position: {x: -0, y: 0.9810986, z: -0.01590455} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_UpperLeg + parentName: Hips + position: {x: -0.08610317, y: -0.053458035, z: -0.011470641} + rotation: {x: 0.999839, y: -0.01775374, z: 0.000046300094, w: -0.0026074864} + scale: {x: 1, y: 1, z: 1} + - name: Left_LowerLeg + parentName: Left_UpperLeg + position: {x: -2.9864513e-16, y: 0.4133444, z: -5.4956034e-17} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Left_Foot + parentName: Left_LowerLeg + position: {x: 0.0000000017320426, y: 0.41403946, z: 7.141509e-16} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Left_Toes + parentName: Left_Foot + position: {x: 7.105427e-17, y: 0.07224803, z: -0.118065506} + rotation: {x: -0.7071068, y: 8.7157646e-33, z: -8.7157646e-33, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Left_ToesEnd + parentName: Left_Toes + position: {x: -0.0010026174, y: 0.06423476, z: 0.016843978} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - name: Right_UpperLeg + parentName: Hips + position: {x: 0.086103186, y: -0.053458147, z: -0.0114706475} + rotation: {x: 0.0026075041, y: 0.000046300407, z: 0.01775374, w: 0.999839} + scale: {x: 1, y: 1, z: 1} + - name: Right_LowerLeg + parentName: Right_UpperLeg + position: {x: 0.0000004514609, y: -0.41334414, z: 0.000000025994435} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Right_Foot + parentName: Right_LowerLeg + position: {x: -0.0000007472542, y: -0.41403967, z: -0.000000032847502} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Right_Toes + parentName: Right_Foot + position: {x: -0.00000015643121, y: -0.07224799, z: 0.11807} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Right_ToesEnd + parentName: Right_Toes + position: {x: 0.0010031584, y: -0.06423059, z: -0.016843898} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - 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name: Left_Hand + parentName: Left_LowerArm + position: {x: -2.4123817e-10, y: 0.24036221, z: -1.4210853e-16} + rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexProximal + parentName: Left_Hand + position: {x: 0.007815497, y: 0.0918443, z: 0.02657316} + rotation: {x: -0.0000789147, y: -0.7104809, z: -0.006305193, w: 0.70368826} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexIntermediate + parentName: Left_IndexProximal + position: {x: 9.079803e-16, y: 0.04209777, z: 3.2607592e-16} + rotation: {x: 0.030199163, y: 0.00000005960465, z: -0.00000038841978, w: 0.9995439} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexDistal + parentName: Left_IndexIntermediate + position: {x: -8.20111e-16, y: 0.02513925, z: -4.317065e-16} + rotation: {x: 0.03945603, y: 0.000000016383924, z: 0.0000000332638, w: 0.9992213} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexDistalEnd + parentName: Left_IndexDistal + position: {x: -1.1581012e-16, y: 0.024609203, z: -6.661337e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleProximal + parentName: Left_Hand + position: {x: 0.012847862, y: 0.08609763, z: 0.003435423} + rotation: {x: -0.004090429, y: -0.6610811, z: -0.004001968, w: 0.7502927} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleIntermediate + parentName: Left_MiddleProximal + position: {x: 2.7261607e-16, y: 0.051279362, z: 5.988264e-17} + rotation: {x: 0.026233751, y: -0.000000029802322, z: -0.0000007133931, w: 0.99965584} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleDistal + parentName: Left_MiddleIntermediate + position: {x: -7.199101e-17, y: 0.028284006, z: -4.93648e-17} + rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleDistalEnd + parentName: Left_MiddleDistal + position: {x: -1.7763565e-16, y: 0.023346113, z: -7.105426e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyProximal + parentName: Left_Hand + position: {x: 0.004436847, y: 0.07288173, z: -0.029359013} + rotation: {x: -0.02007038, y: -0.5504896, z: -0.008246153, w: 0.83456} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyIntermediate + parentName: Left_PinkyProximal + position: {x: 1.9539922e-16, y: 0.032272622, z: -1.4210853e-16} + rotation: {x: 0.028115956, y: -0.00000008940699, z: -0.0000005941839, w: 0.9996047} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyDistal + parentName: Left_PinkyIntermediate + position: {x: -3.5527133e-17, y: 0.020224448, z: -7.1054265e-17} + rotation: {x: 0.03643686, y: 0.00000014611446, z: 0.00000018696, w: 0.999336} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyDistalEnd + parentName: Left_PinkyDistal + position: {x: -1.2434495e-16, y: 0.018519057, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingProximal + parentName: Left_Hand + position: {x: 0.009525569, y: 0.08161553, z: -0.012242405} + rotation: {x: -0.017654313, y: -0.6026994, z: -0.0040520057, w: 0.79776275} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingIntermediate + parentName: Left_RingProximal + position: {x: 3.3750777e-16, y: 0.043630484, z: -1.4210853e-16} + rotation: {x: 0.023556013, y: 0.00000026822087, z: 0.0000007636844, w: 0.99972254} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistal + parentName: Left_RingIntermediate + position: {x: 1.7763566e-17, y: 0.027115494, z: -1.065814e-16} + rotation: {x: 0.03908592, y: -0.000000019744585, z: 0.00000042049942, w: 0.9992359} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistalEnd + parentName: Left_RingDistal + position: {x: -7.105426e-17, y: 0.02095726, z: -7.105426e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbProximal + parentName: Left_Hand + position: {x: -0.00080496486, y: 0.028816883, z: 0.023514476} + rotation: {x: 0.1796032, y: 0.8841741, z: 0.4239896, w: -0.07881452} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbIntermediate + parentName: Left_ThumbProximal + position: {x: 2.4357445e-15, y: 0.027578257, z: 0.0038183592} + rotation: {x: 0.1278054, y: -0, z: -0, w: 0.9917993} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbDistal + parentName: Left_ThumbIntermediate + position: {x: -2.2737365e-15, y: 0.044597257, z: -0.006869915} + rotation: {x: -0.045421924, y: -0.00000036741366, z: -0.0000008691409, w: 0.9989679} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbDistalEnd + parentName: Left_ThumbDistal + position: {x: -4.2632555e-16, y: 0.029458016, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Neck + parentName: UpperChest + position: {x: -0, y: 0.25104657, z: -0.015329581} + rotation: {x: 0.060688436, y: -0, z: -0, w: 0.9981568} + scale: {x: 1, y: 1, z: 1} + - name: Head + parentName: Neck + position: {x: -0, y: 0.12747401, z: 0} + rotation: {x: -0.060688436, y: 0, z: -0, w: 0.9981568} + scale: {x: 1, y: 1, z: 1} + - name: Jaw + parentName: Head + position: {x: -0, y: -0.00763539, z: 0.012895278} + rotation: {x: 0.15949209, y: 0.68888485, z: 0.15949209, w: 0.68888485} + scale: {x: 1, y: 1, z: 1} + - name: Left_Eye + parentName: Head + position: {x: -0.03330326, y: 0.034598116, z: 0.0867403} + rotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Right_Eye + parentName: Head + position: {x: 0.033303294, y: 0.03459628, z: 0.0867403} + rotation: {x: 0.7071068, y: 4.3297806e-17, z: 0.7071068, w: -4.3297806e-17} + scale: {x: 1, y: 1, z: 1} + - name: Neck_Twist_A + parentName: Neck + position: {x: -0, y: 0.063737005, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Right_Shoulder + parentName: UpperChest + position: {x: 0.0009571358, y: 0.19149381, z: -0.008727803} + rotation: {x: 0.99258024, y: -0.04327539, z: -0.113521874, w: 0.004949396} + scale: {x: 1, y: 1, z: 1} + - name: Right_UpperArm + parentName: Right_Shoulder + position: {x: 0.16743432, y: -0.0000022099182, z: 0.00000012213746} + rotation: {x: 0.1267345, y: 0.033320885, z: 0.68096745, w: 0.720494} + scale: {x: 1, y: 1, z: 1} + - name: Right_LowerArm + parentName: Right_UpperArm + position: {x: 0.0000037273983, y: -0.285085, z: -0.00000035927226} + rotation: {x: 0.020541133, y: 0.008317431, z: -0.020620903, w: 0.99954176} + scale: {x: 1, y: 1, z: 1} + - name: Right_Hand + parentName: Right_LowerArm + position: {x: 0.0000014923929, y: -0.24036367, z: 0.0000017856368} + rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} + scale: {x: 1, y: 1, z: 1} + - 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name: Left_UpperLeg + parentName: Hips + position: {x: -0.08610317, y: -0.053458035, z: -0.011470641} + rotation: {x: 0.999839, y: -0.01775374, z: 0.000046300094, w: -0.0026074864} + scale: {x: 1, y: 1, z: 1} + - name: Left_LowerLeg + parentName: Left_UpperLeg + position: {x: -2.9864513e-16, y: 0.4133444, z: -5.4956034e-17} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Left_Foot + parentName: Left_LowerLeg + position: {x: 0.0000000017320426, y: 0.41403946, z: 7.141509e-16} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Left_Toes + parentName: Left_Foot + position: {x: 7.105427e-17, y: 0.07224803, z: -0.118065506} + rotation: {x: -0.7071068, y: 8.7157646e-33, z: -8.7157646e-33, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Left_ToesEnd + parentName: Left_Toes + position: {x: -0.0010026174, y: 0.06423476, z: 0.016843978} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - name: Right_UpperLeg + parentName: Hips + position: {x: 0.086103186, y: -0.053458147, z: -0.0114706475} + rotation: {x: 0.0026075041, y: 0.000046300407, z: 0.01775374, w: 0.999839} + scale: {x: 1, y: 1, z: 1} + - name: Right_LowerLeg + parentName: Right_UpperLeg + position: {x: 0.0000004514609, y: -0.41334414, z: 0.000000025994435} + rotation: {x: 0.034046065, y: 2.2687323e-19, z: 7.728622e-21, w: 0.9994203} + scale: {x: 1, y: 1, z: 1} + - name: Right_Foot + parentName: Right_LowerLeg + position: {x: -0.0000007472542, y: -0.41403967, z: -0.000000032847502} + rotation: {x: -0.035700925, y: 0.049957544, z: -0.019575229, w: 0.9979211} + scale: {x: 1, y: 1, z: 1} + - name: Right_Toes + parentName: Right_Foot + position: {x: -0.00000015643121, y: -0.07224799, z: 0.11807} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Right_ToesEnd + parentName: Right_Toes + position: {x: 0.0010031584, y: -0.06423059, z: -0.016843898} + rotation: {x: 0.7070656, y: -0.0076321815, z: -0.0076321815, w: 0.7070656} + scale: {x: 1, y: 1, z: 1} + - name: Spine + parentName: Hips + position: {x: -0, y: 0.058229383, z: 0.0012229546} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Chest + parentName: Spine + position: {x: -0, y: 0.1034043, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: UpperChest + parentName: Chest + position: {x: -0, y: 0.1034043, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_Shoulder + parentName: UpperChest + position: {x: -0.0009571358, y: 0.19149224, z: -0.0087277945} + rotation: {x: -0.0049494267, y: -0.113521874, z: 0.043275386, w: 0.99258024} + scale: {x: 1, y: 1, z: 1} + - name: Left_UpperArm + parentName: Left_Shoulder + position: {x: -0.16743502, y: -5.684341e-16, z: -2.664535e-17} + rotation: {x: 0.12673509, y: 0.03332071, z: 0.6809724, w: 0.72048914} + scale: {x: 1, y: 1, z: 1} + - name: Left_LowerArm + parentName: Left_UpperArm + position: {x: -2.8421706e-16, y: 0.28508067, z: 0} + rotation: {x: 0.020536564, y: 0.00832135, z: -0.020624585, w: 0.9995417} + scale: {x: 1, y: 1, z: 1} + - name: Left_Hand + parentName: Left_LowerArm + position: {x: -2.4123817e-10, y: 0.24036221, z: -1.4210853e-16} + rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexProximal + parentName: Left_Hand + position: {x: 0.007815497, y: 0.0918443, z: 0.02657316} + rotation: {x: -0.0000789147, y: -0.7104809, z: -0.006305193, w: 0.70368826} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexIntermediate + parentName: Left_IndexProximal + position: {x: 9.079803e-16, y: 0.04209777, z: 3.2607592e-16} + rotation: {x: 0.030199163, y: 0.00000005960465, z: -0.00000038841978, w: 0.9995439} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexDistal + parentName: Left_IndexIntermediate + position: {x: -8.20111e-16, y: 0.02513925, z: -4.317065e-16} + rotation: {x: 0.03945603, y: 0.000000016383924, z: 0.0000000332638, w: 0.9992213} + scale: {x: 1, y: 1, z: 1} + - name: Left_IndexDistalEnd + parentName: Left_IndexDistal + position: {x: -1.1581012e-16, y: 0.024609203, z: -6.661337e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleProximal + parentName: Left_Hand + position: {x: 0.012847862, y: 0.08609763, z: 0.003435423} + rotation: {x: -0.004090429, y: -0.6610811, z: -0.004001968, w: 0.7502927} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleIntermediate + parentName: Left_MiddleProximal + position: {x: 2.7261607e-16, y: 0.051279362, z: 5.988264e-17} + rotation: {x: 0.026233751, y: -0.000000029802322, z: -0.0000007133931, w: 0.99965584} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleDistal + parentName: Left_MiddleIntermediate + position: {x: -7.199101e-17, y: 0.028284006, z: -4.93648e-17} + rotation: {x: 0.03347514, y: -0, z: -0, w: 0.9994396} + scale: {x: 1, y: 1, z: 1} + - name: Left_MiddleDistalEnd + parentName: Left_MiddleDistal + position: {x: -1.7763565e-16, y: 0.023346113, z: -7.105426e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyProximal + parentName: Left_Hand + position: {x: 0.004436847, y: 0.07288173, z: -0.029359013} + rotation: {x: -0.02007038, y: -0.5504896, z: -0.008246153, w: 0.83456} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyIntermediate + parentName: Left_PinkyProximal + position: {x: 1.9539922e-16, y: 0.032272622, z: -1.4210853e-16} + rotation: {x: 0.028115956, y: -0.00000008940699, z: -0.0000005941839, w: 0.9996047} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyDistal + parentName: Left_PinkyIntermediate + position: {x: -3.5527133e-17, y: 0.020224448, z: -7.1054265e-17} + rotation: {x: 0.03643686, y: 0.00000014611446, z: 0.00000018696, w: 0.999336} + scale: {x: 1, y: 1, z: 1} + - name: Left_PinkyDistalEnd + parentName: Left_PinkyDistal + position: {x: -1.2434495e-16, y: 0.018519057, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingProximal + parentName: Left_Hand + position: {x: 0.009525569, y: 0.08161553, z: -0.012242405} + rotation: {x: -0.017654313, y: -0.6026994, z: -0.0040520057, w: 0.79776275} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingIntermediate + parentName: Left_RingProximal + position: {x: 3.3750777e-16, y: 0.043630484, z: -1.4210853e-16} + rotation: {x: 0.023556013, y: 0.00000026822087, z: 0.0000007636844, w: 0.99972254} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistal + parentName: Left_RingIntermediate + position: {x: 1.7763566e-17, y: 0.027115494, z: -1.065814e-16} + rotation: {x: 0.03908592, y: -0.000000019744585, z: 0.00000042049942, w: 0.9992359} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistalEnd + parentName: Left_RingDistal + position: {x: -7.105426e-17, y: 0.02095726, z: -7.105426e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbProximal + parentName: Left_Hand + position: {x: -0.00080496486, y: 0.028816883, z: 0.023514476} + rotation: {x: 0.1796032, y: 0.8841741, z: 0.4239896, w: -0.07881452} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbIntermediate + parentName: Left_ThumbProximal + position: {x: 2.4357445e-15, y: 0.027578257, z: 0.0038183592} + rotation: {x: 0.1278054, y: -0, z: -0, w: 0.9917993} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbDistal + parentName: Left_ThumbIntermediate + position: {x: -2.2737365e-15, y: 0.044597257, z: -0.006869915} + rotation: {x: -0.045421924, y: -0.00000036741366, z: -0.0000008691409, w: 0.9989679} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbDistalEnd + parentName: Left_ThumbDistal + position: {x: -4.2632555e-16, y: 0.029458016, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Neck + parentName: UpperChest + position: {x: -0, y: 0.25104657, z: -0.015329581} + rotation: {x: 0.060688436, y: -0, z: -0, w: 0.9981568} + scale: {x: 1, y: 1, z: 1} + - name: Head + parentName: Neck + position: {x: -0, y: 0.12747401, z: 0} + rotation: {x: -0.060688436, y: 0, z: -0, w: 0.9981568} + scale: {x: 1, y: 1, z: 1} + - name: Jaw + parentName: Head + position: {x: -0, y: -0.00763539, z: 0.012895278} + rotation: {x: 0.15949209, y: 0.68888485, z: 0.15949209, w: 0.68888485} + scale: {x: 1, y: 1, z: 1} + - name: Left_Eye + parentName: Head + position: {x: -0.03330326, y: 0.034598116, z: 0.0867403} + rotation: {x: 0, y: 0.7071068, z: 0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: Right_Eye + parentName: Head + position: {x: 0.033303294, y: 0.03459628, z: 0.0867403} + rotation: {x: 0.7071068, y: 4.3297806e-17, z: 0.7071068, w: -4.3297806e-17} + scale: {x: 1, y: 1, z: 1} + - name: Neck_Twist_A + parentName: Neck + position: {x: -0, y: 0.063737005, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Right_Shoulder + parentName: UpperChest + position: {x: 0.0009571358, y: 0.19149381, z: -0.008727803} + rotation: {x: 0.99258024, y: -0.04327539, z: -0.113521874, w: 0.004949396} + scale: {x: 1, y: 1, z: 1} + - name: Right_UpperArm + parentName: Right_Shoulder + position: {x: 0.16743432, y: -0.0000022099182, z: 0.00000012213746} + rotation: {x: 0.1267345, y: 0.033320885, z: 0.68096745, w: 0.720494} + scale: {x: 1, y: 1, z: 1} + - name: Right_LowerArm + parentName: Right_UpperArm + position: {x: 0.0000037273983, y: -0.285085, z: -0.00000035927226} + rotation: {x: 0.020541133, y: 0.008317431, z: -0.020620903, w: 0.99954176} + scale: {x: 1, y: 1, z: 1} + - name: Right_Hand + parentName: Right_LowerArm + position: {x: 0.0000014923929, y: -0.24036367, z: 0.0000017856368} + rotation: {x: -0.047397237, y: -0.24003562, z: 0.013464749, w: 0.9695128} + scale: {x: 1, y: 1, z: 1} + - name: Right_IndexProximal + parentName: Right_Hand + position: {x: -0.0078223245, y: -0.0918393, z: -0.026574574} + rotation: {x: -0.00008773989, y: -0.7104814, z: -0.0063276542, w: 0.7036876} + scale: {x: 1, y: 1, z: 1} + - name: Right_IndexIntermediate + parentName: Right_IndexProximal + position: {x: 0.0000006924457, y: -0.04210151, z: -0.0000013631077} + rotation: {x: 0.03020306, y: -0.0000005662439, z: 0.000012195228, w: 0.99954385} + scale: {x: 1, y: 1, z: 1} + - name: Right_IndexDistal + parentName: Right_IndexIntermediate + position: {x: -0.00000032847043, y: -0.025139209, z: -0.0000005960629} + rotation: {x: 0.03948371, y: -0.000000052504312, z: -0.000005515076, w: 0.99922025} + scale: {x: 1, y: 1, z: 1} + - name: Right_IndexDistalEnd + parentName: Right_IndexDistal + position: {x: 0.00000023984484, y: -0.024609355, z: 0.0000006271131} + rotation: {x: -5.5511138e-17, y: 0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Right_MiddleProximal + parentName: Right_Hand + position: {x: -0.012848663, y: -0.08609768, z: -0.0034359337} + rotation: {x: -0.0040856875, y: -0.6610817, z: -0.0040004994, w: 0.7502922} + scale: {x: 1, y: 1, z: 1} + - 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3.3750777e-16, y: 0.043630484, z: -1.4210853e-16} + rotation: {x: 0.023556013, y: 0.00000026822087, z: 0.0000007636844, w: 0.99972254} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistal + parentName: Left_RingIntermediate + position: {x: 1.7763566e-17, y: 0.027115494, z: -1.065814e-16} + rotation: {x: 0.03908592, y: -0.000000019744585, z: 0.00000042049942, w: 0.9992359} + scale: {x: 1, y: 1, z: 1} + - name: Left_RingDistalEnd + parentName: Left_RingDistal + position: {x: -7.105426e-17, y: 0.02095726, z: -7.105426e-17} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbProximal + parentName: Left_Hand + position: {x: -0.00080496486, y: 0.028816883, z: 0.023514476} + rotation: {x: 0.1796032, y: 0.8841741, z: 0.4239896, w: -0.07881452} + scale: {x: 1, y: 1, z: 1} + - name: Left_ThumbIntermediate + parentName: Left_ThumbProximal + position: {x: 2.4357445e-15, y: 0.027578257, z: 0.0038183592} + rotation: {x: 0.1278054, y: -0, z: -0, w: 0.9917993} + 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b/Assets/SharedAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs @@ -0,0 +1,38 @@ +using UnityEngine; + +namespace StarterAssets.Third +{ +public class BasicRigidBodyPush : MonoBehaviour +{ + public LayerMask pushLayers; + public bool canPush; + [Range(0.5f, 5f)] public float strength = 1.1f; + + private void OnControllerColliderHit(ControllerColliderHit hit) + { + if (canPush) PushRigidBodies(hit); + } + + private void PushRigidBodies(ControllerColliderHit hit) + { + // https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html + + // make sure we hit a non kinematic rigidbody + Rigidbody body = hit.collider.attachedRigidbody; + if (body == null || body.isKinematic) return; + + // make sure we only push desired layer(s) + var bodyLayerMask = 1 << body.gameObject.layer; + if ((bodyLayerMask & pushLayers.value) == 0) return; + + // We dont want to push objects below us + if (hit.moveDirection.y < -0.3f) return; + + // Calculate push direction from move direction, horizontal motion only + Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z); + + // Apply the push and take strength into account + body.AddForce(pushDir * strength, ForceMode.Impulse); + } +} +} \ No newline at end of file diff --git a/Assets/SharedAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs.meta b/Assets/SharedAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs.meta new file mode 100644 index 0000000..ae0de76 --- /dev/null +++ b/Assets/SharedAssets/ThirdPersonController/Scripts/BasicRigidBodyPush.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c9bc9d0c64ae023458b7535c7ba8f4cb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SharedAssets/ThirdPersonController/Scripts/ThirdPersonController.cs b/Assets/SharedAssets/ThirdPersonController/Scripts/ThirdPersonController.cs new file mode 100644 index 0000000..2e3f194 --- /dev/null +++ b/Assets/SharedAssets/ThirdPersonController/Scripts/ThirdPersonController.cs @@ -0,0 +1,392 @@ +using UnityEngine; +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED +using UnityEngine.InputSystem; +#endif + +/* Note: animations are called via the controller for both the character and capsule using animator null checks + */ + +namespace StarterAssets.Third +{ + [RequireComponent(typeof(CharacterController))] +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED + [RequireComponent(typeof(PlayerInput))] +#endif + public class ThirdPersonController : MonoBehaviour + { + [Header("Player")] + [Tooltip("Move speed of the character in m/s")] + public float MoveSpeed = 2.0f; + + [Tooltip("Sprint speed of the character in m/s")] + public float SprintSpeed = 5.335f; + + [Tooltip("How fast the character turns to face movement direction")] + [Range(0.0f, 0.3f)] + public float RotationSmoothTime = 0.12f; + + [Tooltip("Acceleration and deceleration")] + public float SpeedChangeRate = 10.0f; + + public AudioClip LandingAudioClip; + public AudioClip[] FootstepAudioClips; + [Range(0, 1)] public float FootstepAudioVolume = 0.5f; + + [Space(10)] + [Tooltip("The height the player can jump")] + public float JumpHeight = 1.2f; + + [Tooltip("The character uses its own gravity value. The engine default is -9.81f")] + public float Gravity = -15.0f; + + [Space(10)] + [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")] + public float JumpTimeout = 0.50f; + + [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")] + public float FallTimeout = 0.15f; + + [Header("Player Grounded")] + [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")] + public bool Grounded = true; + + [Tooltip("Useful for rough ground")] + public float GroundedOffset = -0.14f; + + [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")] + public float GroundedRadius = 0.28f; + + [Tooltip("What layers the character uses as ground")] + public LayerMask GroundLayers; + + [Header("Cinemachine")] + [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")] + public GameObject CinemachineCameraTarget; + + [Tooltip("How far in degrees can you move the camera up")] + public float TopClamp = 70.0f; + + [Tooltip("How far in degrees can you move the camera down")] + public float BottomClamp = -30.0f; + + [Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")] + public float CameraAngleOverride = 0.0f; + + [Tooltip("For locking the camera position on all axis")] + public bool LockCameraPosition = false; + + // cinemachine + private float _cinemachineTargetYaw; + private float _cinemachineTargetPitch; + + // player + private float _speed; + private float _animationBlend; + private float _targetRotation = 0.0f; + private float _rotationVelocity; + private float _verticalVelocity; + private float _terminalVelocity = 53.0f; + + // timeout deltatime + private float _jumpTimeoutDelta; + private float _fallTimeoutDelta; + + // animation IDs + private int _animIDSpeed; + private int _animIDGrounded; + private int _animIDJump; + private int _animIDFreeFall; + private int _animIDMotionSpeed; + +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED + private PlayerInput _playerInput; +#endif + private Animator _animator; + private CharacterController _controller; + public StarterAssetsInputs _input; + private GameObject _mainCamera; + + private const float _threshold = 0.01f; + + private bool _hasAnimator; + + private bool IsCurrentDeviceMouse + { + get + { +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED + return _playerInput.currentControlScheme == "KeyboardMouse"; +#else + return false; +#endif + } + } + + + private void Awake() + { + // get a reference to our main camera + if (_mainCamera == null) + { + _mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); + } + } + + private void Start() + { + _cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y; + + _hasAnimator = TryGetComponent(out _animator); + _controller = GetComponent(); + _input = GetComponent(); +#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED + _playerInput = GetComponent(); +#else + Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"); +#endif + + AssignAnimationIDs(); + + // reset our timeouts on start + _jumpTimeoutDelta = JumpTimeout; + _fallTimeoutDelta = FallTimeout; + } + + private void Update() + { + _hasAnimator = TryGetComponent(out _animator); + + JumpAndGravity(); + GroundedCheck(); + Move(); + } + + private void LateUpdate() + { + CameraRotation(); + } + + private void AssignAnimationIDs() + { + _animIDSpeed = Animator.StringToHash("Speed"); + _animIDGrounded = Animator.StringToHash("Grounded"); + _animIDJump = Animator.StringToHash("Jump"); + _animIDFreeFall = Animator.StringToHash("FreeFall"); + _animIDMotionSpeed = Animator.StringToHash("MotionSpeed"); + } + + private void GroundedCheck() + { + // set sphere position, with offset + Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, + transform.position.z); + Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, + QueryTriggerInteraction.Ignore); + + // update animator if using character + if (_hasAnimator) + { + _animator.SetBool(_animIDGrounded, Grounded); + } + } + + private void CameraRotation() + { + // if there is an input and camera position is not fixed + if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition) + { + //Don't multiply mouse input by Time.deltaTime; + float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; + + _cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier; + _cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier; + } + + // clamp our rotations so our values are limited 360 degrees + _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue); + _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); + + // Cinemachine will follow this target + CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, + _cinemachineTargetYaw, 0.0f); + } + + private void Move() + { + // set target speed based on move speed, sprint speed and if sprint is pressed + float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; + + // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon + + // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is no input, set the target speed to 0 + if (_input.move == Vector2.zero) targetSpeed = 0.0f; + + // a reference to the players current horizontal velocity + float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude; + + float speedOffset = 0.1f; + float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f; + + // accelerate or decelerate to target speed + if (currentHorizontalSpeed < targetSpeed - speedOffset || + currentHorizontalSpeed > targetSpeed + speedOffset) + { + // creates curved result rather than a linear one giving a more organic speed change + // note T in Lerp is clamped, so we don't need to clamp our speed + _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, + Time.deltaTime * SpeedChangeRate); + + // round speed to 3 decimal places + _speed = Mathf.Round(_speed * 1000f) / 1000f; + } + else + { + _speed = targetSpeed; + } + + _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate); + if (_animationBlend < 0.01f) _animationBlend = 0f; + + // normalise input direction + Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; + + // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude + // if there is a move input rotate player when the player is moving + if (_input.move != Vector2.zero) + { + _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + + _mainCamera.transform.eulerAngles.y; + float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, + RotationSmoothTime); + + // rotate to face input direction relative to camera position + transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f); + } + + + Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward; + + // move the player + _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) + + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime); + + // update animator if using character + if (_hasAnimator) + { + _animator.SetFloat(_animIDSpeed, _animationBlend); + _animator.SetFloat(_animIDMotionSpeed, inputMagnitude); + } + } + + private void JumpAndGravity() + { + if (Grounded) + { + // reset the fall timeout timer + _fallTimeoutDelta = FallTimeout; + + // update animator if using character + if (_hasAnimator) + { + _animator.SetBool(_animIDJump, false); + _animator.SetBool(_animIDFreeFall, false); + } + + // stop our velocity dropping infinitely when grounded + if (_verticalVelocity < 0.0f) + { + _verticalVelocity = -2f; + } + + // Jump + if (_input.jump && _jumpTimeoutDelta <= 0.0f) + { + // the square root of H * -2 * G = how much velocity needed to reach desired height + _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); + + // update animator if using character + if (_hasAnimator) + { + _animator.SetBool(_animIDJump, true); + } + } + + // jump timeout + if (_jumpTimeoutDelta >= 0.0f) + { + _jumpTimeoutDelta -= Time.deltaTime; + } + } + else + { + // reset the jump timeout timer + _jumpTimeoutDelta = JumpTimeout; + + // fall timeout + if (_fallTimeoutDelta >= 0.0f) + { + _fallTimeoutDelta -= Time.deltaTime; + } + else + { + // update animator if using character + if (_hasAnimator) + { + _animator.SetBool(_animIDFreeFall, true); + } + } + + // if we are not grounded, do not jump + _input.jump = false; + } + + // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time) + if (_verticalVelocity < _terminalVelocity) + { + _verticalVelocity += Gravity * Time.deltaTime; + } + } + + private static float ClampAngle(float lfAngle, float lfMin, float lfMax) + { + if (lfAngle < -360f) lfAngle += 360f; + if (lfAngle > 360f) lfAngle -= 360f; + return Mathf.Clamp(lfAngle, lfMin, lfMax); + } + + private void OnDrawGizmosSelected() + { + Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f); + Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f); + + if (Grounded) Gizmos.color = transparentGreen; + else Gizmos.color = transparentRed; + + // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider + Gizmos.DrawSphere( + new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), + GroundedRadius); + } + + private void OnFootstep(AnimationEvent animationEvent) + { + if (animationEvent.animatorClipInfo.weight > 0.5f) + { + if (FootstepAudioClips.Length > 0) + { + var index = Random.Range(0, FootstepAudioClips.Length); + AudioSource.PlayClipAtPoint(FootstepAudioClips[index], transform.TransformPoint(_controller.center), FootstepAudioVolume); + } + } + } + + private void OnLand(AnimationEvent animationEvent) + { + if (animationEvent.animatorClipInfo.weight > 0.5f) + { + AudioSource.PlayClipAtPoint(LandingAudioClip, transform.TransformPoint(_controller.center), FootstepAudioVolume); + } + } + } +} \ No newline at end of file diff --git a/Assets/SharedAssets/ThirdPersonController/Scripts/ThirdPersonController.cs.meta b/Assets/SharedAssets/ThirdPersonController/Scripts/ThirdPersonController.cs.meta new file mode 100644 index 0000000..8c670a3 --- /dev/null +++ b/Assets/SharedAssets/ThirdPersonController/Scripts/ThirdPersonController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 26e54e5a728a9234ab24fcf1460ed8a2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SharedAssets/TutorialInfo.meta b/Assets/SharedAssets/TutorialInfo.meta new file mode 100644 index 0000000..35ef05d --- /dev/null +++ b/Assets/SharedAssets/TutorialInfo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 345a5334ca60c3842812657623e11507 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SharedAssets/TutorialInfo/Icons.meta b/Assets/SharedAssets/TutorialInfo/Icons.meta new file mode 100644 index 0000000..1cf0f7d --- /dev/null +++ b/Assets/SharedAssets/TutorialInfo/Icons.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bf2b09552ecf8f04294975e07f8da67e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SharedAssets/TutorialInfo/Icons/ReadMeImg.PNG b/Assets/SharedAssets/TutorialInfo/Icons/ReadMeImg.PNG new file mode 100644 index 0000000..3e36294 Binary files /dev/null and b/Assets/SharedAssets/TutorialInfo/Icons/ReadMeImg.PNG differ diff --git a/Assets/SharedAssets/TutorialInfo/Icons/ReadMeImg.PNG.meta b/Assets/SharedAssets/TutorialInfo/Icons/ReadMeImg.PNG.meta new file mode 100644 index 0000000..bdf1d42 --- /dev/null +++ b/Assets/SharedAssets/TutorialInfo/Icons/ReadMeImg.PNG.meta @@ -0,0 +1,96 @@ +fileFormatVersion: 2 +guid: 44a17a5b205fcd349a24700e6f5615bd +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: -1 + wrapV: -1 + wrapW: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - 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20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + GUILayout.Label(readme.title, TitleStyle); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + GUILayout.Space(kSpace); + } + } + + + bool m_Initialized; + + GUIStyle LinkStyle { get { return m_LinkStyle; } } + [SerializeField] GUIStyle m_LinkStyle; + + GUIStyle TitleStyle { get { return m_TitleStyle; } } + [SerializeField] GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle { get { return m_HeadingStyle; } } + [SerializeField] GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle { get { return m_BodyStyle; } } + [SerializeField] GUIStyle m_BodyStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontSize = 18 ; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_Initialized = true; + } + + bool LinkLabel (GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI (); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); + Handles.color = Color.white; + Handles.EndGUI (); + + EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); + + return GUI.Button (position, label, LinkStyle); + } +} + diff --git a/Assets/SharedAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/Assets/SharedAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta new file mode 100644 index 0000000..f038618 --- /dev/null +++ b/Assets/SharedAssets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 476cc7d7cd9874016adc216baab94a0a +timeCreated: 1484146680 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SharedAssets/TutorialInfo/Scripts/Readme.cs b/Assets/SharedAssets/TutorialInfo/Scripts/Readme.cs new file mode 100644 index 0000000..48843db --- /dev/null +++ b/Assets/SharedAssets/TutorialInfo/Scripts/Readme.cs @@ -0,0 +1,14 @@ +using System; +using UnityEngine; + +public class Readme : ScriptableObject { + public Texture2D icon; + public string title; + public Section[] sections; + public bool loadedLayout; + + [Serializable] + public class Section { + public string heading, text, linkText, url; + } +} diff --git a/Assets/SharedAssets/TutorialInfo/Scripts/Readme.cs.meta b/Assets/SharedAssets/TutorialInfo/Scripts/Readme.cs.meta new file mode 100644 index 0000000..0dd2604 --- /dev/null +++ b/Assets/SharedAssets/TutorialInfo/Scripts/Readme.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fcf7219bab7fe46a1ad266029b2fee19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - icon: {fileID: 2800000, guid: d4743ba2e2a59f946b2125c074582ce7, type: 3} + executionOrder: 0 + icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Data/UniversalRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Data/UniversalRenderPipelineAsset.cs index d87579e..8a7086c 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -493,6 +493,9 @@ namespace UnityEngine.Rendering.Universal [SerializeField] float m_Cascade2Split = 0.25f; [SerializeField] Vector2 m_Cascade3Split = new Vector2(0.1f, 0.3f); [SerializeField] Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f); + [SerializeField] Vector3 m_CascadeShadowOffset = Vector3.zero; + [SerializeField] bool enableShadowOffset; + [SerializeField] float m_CascadeBorder = 0.2f; [SerializeField] float m_ShadowDepthBias = 1.0f; [SerializeField] float m_ShadowNormalBias = 1.0f; @@ -1328,6 +1331,12 @@ namespace UnityEngine.Rendering.Universal set { m_CascadeBorder = value; } } + public Vector3 cascadeShadowOffset + { + get=> m_CascadeShadowOffset; + set { m_CascadeShadowOffset = value; } + } + /// /// The Shadow Depth Bias, controls the offset of the lit pixels. /// @@ -1738,6 +1747,8 @@ namespace UnityEngine.Rendering.Universal } } + public bool EnableShadowOffset { get => enableShadowOffset; set => enableShadowOffset = value; } + /// /// Unity raises a callback to this method before it serializes the asset. /// diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Debug/DebugCascadeShadow.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Debug/DebugCascadeShadow.cs new file mode 100644 index 0000000..b0b7a13 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Debug/DebugCascadeShadow.cs @@ -0,0 +1,234 @@ + +namespace UnityEngine.Rendering.Universal +{ + public class DebugCascadeShadow : MonoBehaviour + { + public Camera targetCamera; + public bool showCullingSpheres = true; + public bool showCameraFrustums = true; + public bool showCascadeFrustums = true; + [Range(0f, 4f)] + public int showMaxCascade = 4; + public Color[] cascadeColors = new Color[] + { + new Color(1, 0, 0, 0.5f), // 红 + new Color(0, 1, 0, 0.5f), // 绿 + new Color(0, 0.5f, 1, 0.5f), // 蓝 + new Color(1, 1, 0, 0.5f) // 黄 + }; + + public static Vector3 cascadeSplits; + public static Vector4[] cullingSpheres = new Vector4[4]; + public static Matrix4x4[] cascadeVps = new Matrix4x4[4]; + Plane[][] planes = new Plane[][] + { + new Plane[] { new(),new(),new(),new(),new(),new() }, + new Plane[] { new(),new(),new(),new(),new(),new() }, + new Plane[] { new(),new(),new(),new(),new(),new() }, + new Plane[] { new(),new(),new(),new(),new(),new() }, + }; + + void ExtractFrustumPlanes(in Matrix4x4 VP, in Plane[] planes) + { + // Left clipping plane + planes[0] = new Plane( + new Vector3(VP.m30 + VP.m00, VP.m31 + VP.m01, VP.m32 + VP.m02), + VP.m33 + VP.m03); + // Right clipping plane + planes[1] = new Plane( + new Vector3(VP.m30 - VP.m00, VP.m31 - VP.m01, VP.m32 - VP.m02), + VP.m33 - VP.m03); + // Top clipping plane + planes[2] = new Plane( + new Vector3(VP.m30 - VP.m10, VP.m31 - VP.m11, VP.m32 - VP.m12), + VP.m33 - VP.m13); + // Bottom clipping plane + planes[3] = new Plane( + new Vector3(VP.m30 + VP.m10, VP.m31 + VP.m11, VP.m32 + VP.m12), + VP.m33 + VP.m13); + // Near clipping plane + planes[4] = new Plane( + new Vector3(VP.m20, VP.m21, VP.m22), + VP.m23); + // Far clipping plane + planes[5] = new Plane( + new Vector3(VP.m30 - VP.m20, VP.m31 - VP.m21, VP.m32 - VP.m22), + VP.m33 - VP.m23); + } + + protected static void ExtractFrustumPlanesStereo(in Matrix4x4 leftVP, in Matrix4x4 rightVP, in Plane[] planes) + { + // Left clipping plane + planes[0] = new Plane( + new Vector3(leftVP.m30 + leftVP.m00, leftVP.m31 + leftVP.m01, leftVP.m32 + leftVP.m02), + leftVP.m33 + leftVP.m03); + // Right clipping plane + planes[1] = new Plane( + new Vector3(rightVP.m30 - rightVP.m00, rightVP.m31 - rightVP.m01, rightVP.m32 - rightVP.m02), + rightVP.m33 - rightVP.m03); + // Top clipping plane + planes[2] = new Plane( + new Vector3(leftVP.m30 - leftVP.m10, leftVP.m31 - leftVP.m11, leftVP.m32 - leftVP.m12), + leftVP.m33 - leftVP.m13); + // Bottom clipping plane + planes[3] = new Plane( + new Vector3(leftVP.m30 + leftVP.m10, leftVP.m31 + leftVP.m11, leftVP.m32 + leftVP.m12), + leftVP.m33 + leftVP.m13); + // Near clipping plane + planes[4] = new Plane( + new Vector3(leftVP.m20, leftVP.m21, leftVP.m22), + leftVP.m23); + // Far clipping plane + planes[5] = new Plane( + new Vector3(leftVP.m30 - leftVP.m20, leftVP.m31 - leftVP.m21, leftVP.m32 - leftVP.m22), + leftVP.m33 - leftVP.m23); + } + + protected void DrawFrustum(in Matrix4x4 vp) + { + Matrix4x4 clip2world = vp.inverse; + + Vector4[] corners = + { + new(-1, -1, -1, 1), + new(1, -1, -1, 1), + new(1, 1, -1, 1), + new(-1, 1, -1, 1), + + new(-1, -1, 1, 1), + new(1, -1, 1, 1), + new(1, 1, 1, 1), + new(-1, 1, 1, 1), + }; + + for (int i = 0; i < corners.Length; i++) + { + corners[i] = clip2world * corners[i]; + corners[i] /= corners[i].w; + } + + Gizmos.DrawLine(corners[0], corners[1]); + Gizmos.DrawLine(corners[1], corners[2]); + Gizmos.DrawLine(corners[2], corners[3]); + Gizmos.DrawLine(corners[3], corners[0]); + + Gizmos.DrawLine(corners[4], corners[5]); + Gizmos.DrawLine(corners[5], corners[6]); + Gizmos.DrawLine(corners[6], corners[7]); + Gizmos.DrawLine(corners[7], corners[4]); + + Gizmos.DrawLine(corners[0], corners[4]); + Gizmos.DrawLine(corners[1], corners[5]); + Gizmos.DrawLine(corners[2], corners[6]); + Gizmos.DrawLine(corners[3], corners[7]); + } + + void OnDrawGizmos() + { + if (targetCamera == null) return; + + if (showCullingSpheres) + { + for (int i = 0; i < cullingSpheres.Length; i++) + { + if (i > showMaxCascade - 1) + { + break; + } + if (cullingSpheres[i].w <= 0) continue; + + Gizmos.color = cascadeColors[i % cascadeColors.Length]; + Vector3 sphereCenter = cullingSpheres[i]; + float sphereRadius = cullingSpheres[i].w; + Gizmos.DrawWireSphere(sphereCenter, sphereRadius); + } + } + + if (showCascadeFrustums) + { + for (int i = 0; i < cascadeVps.Length; i++) + { + if (i > showMaxCascade - 1) + { + break; + } + + var vp = cascadeVps[i]; + Gizmos.color = cascadeColors[i % cascadeVps.Length]; + DrawFrustum(vp); + ExtractFrustumPlanes(vp, planes[i]); + } + } + + if (showCameraFrustums) + { + float lastSplit = targetCamera.nearClipPlane; + + for (int i = 0; i < 3; i++) + { + if (i > showMaxCascade - 1) + { + break; + } + + if (cascadeSplits[i] <= 0) break; + + Gizmos.color = cascadeColors[i % cascadeColors.Length]; + DrawCascadeFrustum(targetCamera, lastSplit, cascadeSplits[i]); + lastSplit = cascadeSplits[i]; + } + } + } + + private void DrawCascadeFrustum(Camera cam, float startDist, float endDist) + { + // 计算视锥体角点 + Vector3[] nearCorners = GetFrustumCorners(cam, startDist); + Vector3[] farCorners = GetFrustumCorners(cam, endDist); + + // 绘制视锥体线框 + Gizmos.DrawLine(nearCorners[0], farCorners[0]); + Gizmos.DrawLine(nearCorners[1], farCorners[1]); + Gizmos.DrawLine(nearCorners[2], farCorners[2]); + Gizmos.DrawLine(nearCorners[3], farCorners[3]); + + // 绘制近/远平面 + DrawFrustumPlane(nearCorners); + DrawFrustumPlane(farCorners); + } + + private Vector3[] GetFrustumCorners(Camera cam, float distance) + { + Vector3[] corners = new Vector3[4]; + Transform camTransform = cam.transform; + + float halfFOV = cam.fieldOfView * 0.5f * Mathf.Deg2Rad; + float aspect = cam.aspect; + + float height = distance * Mathf.Tan(halfFOV); + float width = height * aspect; + + // 计算相对于相机的角点 + corners[0] = camTransform.forward * distance + camTransform.up * height - camTransform.right * width; // 左下 + corners[1] = camTransform.forward * distance + camTransform.up * height + camTransform.right * width; // 右下 + corners[2] = camTransform.forward * distance - camTransform.up * height + camTransform.right * width; // 右上 + corners[3] = camTransform.forward * distance - camTransform.up * height - camTransform.right * width; // 左上 + + // 转换到世界坐标 + for (int i = 0; i < 4; i++) + { + corners[i] = camTransform.position + corners[i]; + } + + return corners; + } + + private void DrawFrustumPlane(Vector3[] corners) + { + Gizmos.DrawLine(corners[0], corners[1]); + Gizmos.DrawLine(corners[1], corners[2]); + Gizmos.DrawLine(corners[2], corners[3]); + Gizmos.DrawLine(corners[3], corners[0]); + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Debug/DebugCascadeShadow.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Debug/DebugCascadeShadow.cs.meta new file mode 100644 index 0000000..cc70e59 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Debug/DebugCascadeShadow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 39ad9a5a5739cf04fb739e1c99307fa5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/HizCull.compute b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/HizCull.compute deleted file mode 100644 index ad8fcb5..0000000 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/HizCull.compute +++ /dev/null @@ -1,14 +0,0 @@ -// Each #kernel tells which function to compile; you can have many kernels -#pragma kernel CSMain - -// Create a RenderTexture with enableRandomWrite flag and set it -// with cs.SetTexture -RWTexture2D Result; - -[numthreads(8,8,1)] -void CSMain (uint3 id : SV_DispatchThreadID) -{ - // TODO: insert actual code here! - - Result[id.xy] = float4(id.x & id.y, (id.x & 15)/15.0, (id.y & 15)/15.0, 0.0); -} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Passes/MainLightShadowCasterPass.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Passes/MainLightShadowCasterPass.cs index 20541f6..a96bab3 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Passes/MainLightShadowCasterPass.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/Passes/MainLightShadowCasterPass.cs @@ -42,6 +42,8 @@ namespace UnityEngine.Rendering.Universal.Internal ShadowSliceData[] m_CascadeSlices; Vector4[] m_CascadeSplitDistances; + CullingResults shadowCullingResults; + bool m_CreateEmptyShadowmap; int renderTargetWidth; @@ -92,7 +94,7 @@ namespace UnityEngine.Rendering.Universal.Internal /// /// True if the pass should be enqueued, otherwise false. /// - public bool Setup(ref RenderingData renderingData) + public bool Setup(ref ScriptableRenderContext context, ref RenderingData renderingData) { if (!renderingData.shadowData.mainLightShadowsEnabled) return false; @@ -117,6 +119,8 @@ namespace UnityEngine.Rendering.Universal.Internal Debug.LogWarning("Only directional lights are supported as main light."); } + + //shadowCullingResults = context.Cull(ref cullParam); Bounds bounds; if (!renderingData.cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds)) return SetupForEmptyRendering(ref renderingData); @@ -132,14 +136,34 @@ namespace UnityEngine.Rendering.Universal.Internal for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex) { - bool success = ShadowUtils.ExtractDirectionalLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData, + bool success = false; + if (renderingData.shadowData.enableShadowOffset) + { + success = ShadowUtils.ExtractDirectionalLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData, renderingData.cameraData.camera.transform.TransformDirection(renderingData.shadowData.cascadeShadowOffset), shadowLightIndex, cascadeIndex, renderTargetWidth, renderTargetHeight, shadowResolution, light.shadowNearPlane, out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex]); + } + else + { + success = ShadowUtils.ExtractDirectionalLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData, + shadowLightIndex, cascadeIndex, renderTargetWidth, renderTargetHeight, shadowResolution, light.shadowNearPlane, + out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex]); + } if (!success) return SetupForEmptyRendering(ref renderingData); } - +#if DEBUG + if(renderingData.cameraData.cameraType == CameraType.Game) + { + DebugCascadeShadow.cascadeSplits = renderingData.shadowData.mainLightShadowCascadesSplit * renderingData.cameraData.maxShadowDistance; + Array.Copy(m_CascadeSplitDistances, DebugCascadeShadow.cullingSpheres, 4); + for (int i = 0; i < 4; i++) + { + DebugCascadeShadow.cascadeVps[i] = m_CascadeSlices[i].projectionMatrix * m_CascadeSlices[i].viewMatrix; + } + } +#endif m_MaxShadowDistanceSq = renderingData.cameraData.maxShadowDistance * renderingData.cameraData.maxShadowDistance; m_CascadeBorder = renderingData.shadowData.mainLightShadowCascadeBorder; m_CreateEmptyShadowmap = false; @@ -248,7 +272,7 @@ namespace UnityEngine.Rendering.Universal.Internal ShadowUtils.RenderShadowSlice(cmd, ref context, ref m_CascadeSlices[cascadeIndex], ref settings, m_CascadeSlices[cascadeIndex].projectionMatrix, m_CascadeSlices[cascadeIndex].viewMatrix); } - + renderingData.shadowData.isKeywordSoftShadowsEnabled = shadowLight.light.shadows == LightShadows.Soft && renderingData.shadowData.supportsSoftShadows; CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, renderingData.shadowData.mainLightShadowCascadesCount == 1); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, renderingData.shadowData.mainLightShadowCascadesCount > 1); diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/RendererFeatures/ScreenSpaceShadows.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/RendererFeatures/ScreenSpaceShadows.cs index b07d62a..cb5dc97 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/RendererFeatures/ScreenSpaceShadows.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/RendererFeatures/ScreenSpaceShadows.cs @@ -6,6 +6,8 @@ namespace UnityEngine.Rendering.Universal [Serializable] internal class ScreenSpaceShadowsSettings { + public bool UseLowResolution; + public bool UseLowResolutionPCF; } [DisallowMultipleRendererFeature("Screen Space Shadows")] @@ -142,6 +144,14 @@ namespace UnityEngine.Rendering.Universal desc.graphicsFormat = RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8_UNorm, FormatUsage.Linear | FormatUsage.Render) ? GraphicsFormat.R8_UNorm : GraphicsFormat.B8G8R8A8_UNorm; + if (m_CurrentSettings.UseLowResolution) + { + desc.width /= 2; + desc.height /= 2; + desc.useMipMap = true; + desc.autoGenerateMips = true; + desc.mipCount = 3; + } RenderingUtils.ReAllocateIfNeeded(ref m_RenderTarget, desc, FilterMode.Point, TextureWrapMode.Clamp, name: "_ScreenSpaceShadowmapTexture"); cmd.SetGlobalTexture(m_RenderTarget.name, m_RenderTarget.nameID); @@ -164,9 +174,21 @@ namespace UnityEngine.Rendering.Universal var cmd = renderingData.commandBuffer; using (new ProfilingScope(cmd, m_ProfilingSampler)) { + if (m_CurrentSettings.UseLowResolution) + { + CoreUtils.SetKeyword(cmd, "_SCREEN_SPACE_SHADOW_LOW_RESOLUTION", true); + } + if (m_CurrentSettings.UseLowResolutionPCF) + { + CoreUtils.SetKeyword(cmd, "_SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF", true); + } + Blitter.BlitCameraTexture(cmd, m_RenderTarget, m_RenderTarget, m_Material, 0); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, false); - CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, false); + if (!m_CurrentSettings.UseLowResolutionPCF) + { + CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, false); + } CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowScreen, true); } } @@ -197,7 +219,9 @@ namespace UnityEngine.Rendering.Universal // Before transparent object pass, force to disable screen space shadow of main light CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowScreen, false); - + CoreUtils.SetKeyword(cmd, "_SCREEN_SPACE_SHADOW_LOW_RESOLUTION", false); + CoreUtils.SetKeyword(cmd, "_SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF", false); + // then enable main light shadows with or without cascades CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, receiveShadowsNoCascade); CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, receiveShadowsCascades); diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/RenderingUtils.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/RenderingUtils.cs index 19678f1..9d68819 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/RenderingUtils.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/RenderingUtils.cs @@ -613,7 +613,7 @@ namespace UnityEngine.Rendering.Universal AddStaleResourceToPoolOrRelease(currentRTDesc, handle); } - if (UniversalRenderPipeline.s_RTHandlePool.TryGetResource(requestRTDesc, out handle)) + if (UniversalRenderPipeline.s_RTHandlePool != null && UniversalRenderPipeline.s_RTHandlePool.TryGetResource(requestRTDesc, out handle)) { return true; } diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/ShadowUtils.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/ShadowUtils.cs index fc88a83..d931b5c 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/ShadowUtils.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/ShadowUtils.cs @@ -131,6 +131,38 @@ namespace UnityEngine.Rendering.Universal return success; } + public static bool ExtractDirectionalLightMatrix(ref CullingResults cullResults, ref ShadowData shadowData, in Vector3 offset, int shadowLightIndex, int cascadeIndex, int shadowmapWidth, int shadowmapHeight, int shadowResolution, float shadowNearPlane, out Vector4 cascadeSplitDistance, out ShadowSliceData shadowSliceData) + { + bool success = cullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(shadowLightIndex, + cascadeIndex, shadowData.mainLightShadowCascadesCount, shadowData.mainLightShadowCascadesSplit, shadowResolution, shadowNearPlane, out shadowSliceData.viewMatrix, out shadowSliceData.projectionMatrix, + out shadowSliceData.splitData); + + shadowSliceData.splitData.cullingSphere = shadowSliceData.splitData.cullingSphere + new Vector4(offset.x, offset.y, offset.z, 0); + cascadeSplitDistance = shadowSliceData.splitData.cullingSphere; + shadowSliceData.offsetX = (cascadeIndex % 2) * shadowResolution; + shadowSliceData.offsetY = (cascadeIndex / 2) * shadowResolution; + shadowSliceData.resolution = shadowResolution; + // view matrix 逆矩阵 位移为相机位置 + var mat = shadowSliceData.viewMatrix.inverse; + mat.m03 += offset.x; + mat.m13 += offset.y; + mat.m23 += offset.z; + shadowSliceData.viewMatrix = mat.inverse; + + shadowSliceData.shadowTransform = GetShadowTransform(shadowSliceData.projectionMatrix, shadowSliceData.viewMatrix); + + // It is the culling sphere radius multiplier for shadow cascade blending + // If this is less than 1.0, then it will begin to cull castors across cascades + shadowSliceData.splitData.shadowCascadeBlendCullingFactor = 1.0f; + + // If we have shadow cascades baked into the atlas we bake cascade transform + // in each shadow matrix to save shader ALU and L/S + if (shadowData.mainLightShadowCascadesCount > 1) + ApplySliceTransform(ref shadowSliceData, shadowmapWidth, shadowmapHeight); + + return success; + } + /// /// Extracts the spot light matrix. /// @@ -580,12 +612,12 @@ namespace UnityEngine.Rendering.Universal internal static bool SupportsPerLightSoftShadowQuality() { - #if ENABLE_VR && ENABLE_VR_MODULE - #if PLATFORM_WINRT || PLATFORM_ANDROID +#if ENABLE_VR && ENABLE_VR_MODULE +#if PLATFORM_WINRT || PLATFORM_ANDROID // We are using static branches on Quest2 + HL for performance reasons return !PlatformAutoDetect.isXRMobile; - #endif - #endif +#endif +#endif return true; } diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipeline.cs index 628bbb9..ed59267 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipeline.cs @@ -1479,6 +1479,9 @@ namespace UnityEngine.Rendering.Universal shadowData.additionalLightsShadowmapWidth = shadowData.additionalLightsShadowmapHeight = settings.additionalLightsShadowmapResolution; shadowData.supportsSoftShadows = settings.supportsSoftShadows && (shadowData.supportsMainLightShadows || shadowData.supportsAdditionalLightShadows); shadowData.shadowmapDepthBufferBits = 16; + + shadowData.enableShadowOffset = settings.EnableShadowOffset; + shadowData.cascadeShadowOffset = settings.cascadeShadowOffset; // This will be setup in AdditionalLightsShadowCasterPass. shadowData.isKeywordAdditionalLightShadowsEnabled = false; diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipelineCore.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipelineCore.cs index 5dc1ac9..ea71106 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipelineCore.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipelineCore.cs @@ -825,6 +825,10 @@ namespace UnityEngine.Rendering.Universal /// public bool supportsSoftShadows; + public bool enableShadowOffset; + + public Vector3 cascadeShadowOffset; + /// /// The number of bits used. /// diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderer.cs index b37842a..2218479 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderer.cs @@ -657,7 +657,7 @@ namespace UnityEngine.Rendering.Universal bool isGizmosEnabled = false; #endif - bool mainLightShadows = m_MainLightShadowCasterPass.Setup(ref renderingData); + bool mainLightShadows = m_MainLightShadowCasterPass.Setup(ref context, ref renderingData); bool additionalLightShadows = m_AdditionalLightsShadowCasterPass.Setup(ref renderingData); bool transparentsNeedSettingsPass = m_TransparentSettingsPass.Setup(); diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRendererRenderGraph.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRendererRenderGraph.cs index 894c0f9..ad7c138 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRendererRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRendererRenderGraph.cs @@ -259,7 +259,7 @@ namespace UnityEngine.Rendering.Universal bool renderShadows = false; - if (m_MainLightShadowCasterPass.Setup(ref renderingData)) + if (m_MainLightShadowCasterPass.Setup(ref context, ref renderingData)) { renderShadows = true; frameResources.mainShadowsTexture = m_MainLightShadowCasterPass.Render(renderGraph, ref renderingData); diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures.meta new file mode 100644 index 0000000..4b20b8e --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 913cc152ad5580044a896b67a4ede544 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion.meta new file mode 100644 index 0000000..145dfde --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9903d27781b459a4084b253699fff228 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/CapsuleAO.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/CapsuleAO.cs new file mode 100644 index 0000000..57ef4c7 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/CapsuleAO.cs @@ -0,0 +1,129 @@ +using System; +using System.Runtime.InteropServices; +using Unity.Collections.LowLevel.Unsafe; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace X.Rendering.Feature +{ + [StructLayout(LayoutKind.Sequential)] + public struct Capsule + { + public Vector3 a, b; + public float radius; + } + + [StructLayout(LayoutKind.Sequential)] + public struct Character + { + public Vector3 position; + public float radius; + public Vector4 lightDir; //xyz:lightDir, w:根据lightColor 算个系数 + public int startID, endID; + } + + public class CapsuleAO : ScriptableRendererFeature + { + [Serializable] + public class Settings + { + public RenderPassEvent RenderPassEvent = RenderPassEvent.BeforeRenderingTransparents; + public float AmbientIntensity = 0.2f; + public float ShadowIntensity = 0.4f; + public float ShadowSharpness = 20; + public Material CapsuleAOMat; + } + + [SerializeField] + Settings settings; + CapsuleAOPass capsuleAOPass; + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + if (renderingData.cameraData.cameraType == CameraType.Game) + { + renderer.EnqueuePass(capsuleAOPass); + } + } + + public override void Create() + { + capsuleAOPass = new(settings); + } + + class CapsuleAOPass : ScriptableRenderPass, IDisposable + { + private Settings settings; + private GraphicsBuffer capsuleDataBuffer; + private GraphicsBuffer characterDataBuffer; + private ProfilingSampler profiler; + + + + public CapsuleAOPass(Settings settings) + { + this.settings = settings; + profiler = new (nameof(CapsuleAOPass)); + renderPassEvent = settings.RenderPassEvent; + } + + + public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) + { + base.Configure(cmd, cameraTextureDescriptor); + ConfigureInput(ScriptableRenderPassInput.Depth | ScriptableRenderPassInput.Normal); + } + + public void Dispose() + { + capsuleDataBuffer?.Dispose(); + capsuleDataBuffer = null; + characterDataBuffer?.Dispose(); + characterDataBuffer = null; + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + if (!XRenderFeatureManager.Instance) + { + return; + } + ref var characterArray = ref XRenderFeatureManager.Instance.CharacterArray; + ref var capsuleArray = ref XRenderFeatureManager.Instance.CapsuleArray; + if (!capsuleArray.IsCreated) + { + return; + } + + if(capsuleDataBuffer == null || capsuleDataBuffer.count != capsuleArray.Length) + { + capsuleDataBuffer?.Release(); + capsuleDataBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, capsuleArray.Length, UnsafeUtility.SizeOf()); + } + + if (characterDataBuffer == null || characterDataBuffer.count != characterArray.Length) + { + characterDataBuffer?.Release(); + characterDataBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, characterArray.Length, UnsafeUtility.SizeOf()); + } + + capsuleDataBuffer.SetData(capsuleArray); + characterDataBuffer.SetData(characterArray); + + var cmd = renderingData.commandBuffer; + using var scp = new ProfilingScope(cmd, profiler); + cmd.SetGlobalBuffer("_CapsuleData", capsuleDataBuffer); + cmd.SetGlobalBuffer("_CharacterData", characterDataBuffer); + cmd.SetGlobalInt("_CapsulesCount", capsuleArray.Length); + cmd.SetGlobalInt("_CharactersCount", characterArray.Length); + cmd.SetGlobalFloat("_AmbientIntensity", settings.AmbientIntensity); + cmd.SetGlobalFloat("_ShadowIntensity", settings.ShadowIntensity); + cmd.SetGlobalFloat("_ShadowSharpness", settings.ShadowSharpness); + var renderer = renderingData.cameraData.renderer; + + cmd.SetRenderTarget(renderer.cameraColorTargetHandle, loadAction: RenderBufferLoadAction.Load, storeAction: RenderBufferStoreAction.Store); + cmd.DrawProcedural(Matrix4x4.identity, settings.CapsuleAOMat, 0, MeshTopology.Triangles, 3); + } + } + } +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/CapsuleAO.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/CapsuleAO.cs.meta new file mode 100644 index 0000000..bde7602 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/CapsuleAO.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1eadf15e5222b6546b5c84a97197f414 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader.meta new file mode 100644 index 0000000..f432d94 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 77bc625bade3844478f784ee7024ab69 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/CapsuleAO.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/CapsuleAO.shader new file mode 100644 index 0000000..2155d39 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/CapsuleAO.shader @@ -0,0 +1,176 @@ +Shader "XRP/CapsuleAO" +{ + SubShader + { + Pass + { + Cull Off + ZWrite Off + ZTest Always + Blend Zero SrcAlpha + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma enable_d3d11_debug_symbols + + #pragma multi_compile _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" + + struct Capsule + { + float3 a; + float3 b; + float radius; + }; + + struct Character + { + float3 position; + float radius; + float4 lightDir; + int startID; + int endID; + }; + + + StructuredBuffer _CapsuleData; + uint _CapsulesCount; + StructuredBuffer _CharacterData; + uint _CharactersCount; + float _AmbientIntensity; + float _ShadowIntensity; + float _ShadowSharpness; + + + Varyings vert(uint vertexID: SV_VertexID) + { + Varyings o; + o.positionCS = GetFullScreenTriangleVertexPosition(vertexID); + o.texcoord = GetFullScreenTriangleTexCoord(vertexID); + return o; + } + + float CalcCapsuleShadowByIndex(float3 ro, float3 rd, uint s, uint e, in float k, float intensity) + { + float shadow = 1.0; + for (uint i = s; i < e; ++i) + { + Capsule c = _CapsuleData[i]; + float3 a = c.a; + float3 b = c.b; + float r = c.radius; + float3 ba = b - a; + float3 oa = ro - a; + + float oad = dot(oa, rd); + float dba = dot(rd, ba); + float baba = dot(ba, ba); + float oaba = dot(oa, ba); + float2 th = float2(-oad * baba + dba * oaba, oaba - oad * dba) / (baba - dba * dba); + + th.x = max(th.x, 0.0001); + th.y = saturate(th.y); + + float3 p = a + ba * th.y; + float3 q = ro + rd * th.x; + float d = length(p - q) - r; + + float s = saturate(k * d / th.x + 0.3); + s = s * s * (3.0 - 2.0 * s); + shadow *= s; + } + + shadow = saturate(lerp(shadow, 1, intensity)); + return saturate(lerp(shadow, 1, _ShadowIntensity)); + } + + float CalcCapsuleOcclusionByIndex(float3 p, float3 n, uint s, uint e, float intensity) + { + float ao = 1.0; + for (uint i = s; i < e; ++i) + { + Capsule capsule = _CapsuleData[i]; + float3 a = capsule.a; + float3 b = capsule.b; + float r = capsule.radius; + float3 ba = b - a; + float3 pa = p - a; + float h = saturate(dot(pa, ba) / dot(ba, ba)); + float3 d = pa - h * ba; + float l = length(d); + float o = 1.0 - max(0.0, dot(-d, n)) * r * r / (l * l * l); + o = sqrt(o * o * o); + ao *= o; + } + + ao = saturate(lerp(ao, 1, intensity)); + return saturate(lerp(ao, 1, _AmbientIntensity)); + } + + bool IsInBounds(float3 p, float3 c, float b, out float intensity) + { + float3 diff = abs(p - c); + if (diff.x < b && diff.y < b && diff.z < b) + { + intensity = saturate(dot(diff, diff) / dot(b, b)); + return true; + } + intensity = 0; + return false; + } + + float CalcAmbientOcclusion(float3 worldPos, float3 worldNormal) + { + float shadow = 1.0; + float occlusion = 1.0; + for (uint i = 0; i < _CharactersCount; ++i) + { + float intensity; + Character c = _CharacterData[i]; + if (IsInBounds(worldPos, c.position, c.radius, intensity)) + { + float tempIntensity = intensity / saturate(1 * smoothstep(0.001, 1, c.lightDir.w)); + float tempShadow = CalcCapsuleShadowByIndex(worldPos, _MainLightPosition.xyz, c.startID, c.endID, _ShadowSharpness, tempIntensity); + shadow = min(shadow, tempShadow); + occlusion *= CalcCapsuleOcclusionByIndex(worldPos, worldNormal, c.startID, c.endID, intensity); + } + } + return shadow * occlusion; + } + + float4 frag(Varyings input) : SV_Target + { + const float2 uv = input.texcoord; + float depth = SampleSceneDepth(uv); + #if !UNITY_REVERSED_Z + depth = depth * 2.0 - 1.0; + #endif + + float2 sceneUV = uv; + sceneUV.y = 1 - sceneUV.y; + sceneUV = sceneUV * 2 - 1; + + float4 worldPos = mul(UNITY_MATRIX_I_VP, float4(sceneUV, depth, 1)); + worldPos /= worldPos.w; + float3 worldNormal = SampleSceneNormals(uv); + float ao = CalcAmbientOcclusion(worldPos.xyz, worldNormal); + + // float4 shadowCoord = TransformWorldToShadowCoord(worldPos.xyz); + // Light mainLight = GetMainLight(shadowCoord, worldPos.xyz, half4(1, 1, 1, 1)); + // //只在阴影处产生AO + // ao = lerp(ao, 1, step(0.5, mainLight.shadowAttenuation)); + + return half4(1, 0, 0, ao); + } + + ENDHLSL + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/CapsuleAO.shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/CapsuleAO.shader.meta new file mode 100644 index 0000000..26ba28e --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/CapsuleAO.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1a25077d410e0844dbf6a3067a4967aa +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/XRP_CapsuleAO.mat b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/XRP_CapsuleAO.mat new file mode 100644 index 0000000..e4efe88 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/XRP_CapsuleAO.mat @@ -0,0 +1,29 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: XRP_CapsuleAO + m_Shader: {fileID: 4800000, guid: 1a25077d410e0844dbf6a3067a4967aa, type: 3} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_LockedProperties: + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: [] + m_Ints: [] + m_Floats: [] + m_Colors: [] + m_BuildTextureStacks: [] diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/XRP_CapsuleAO.mat.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/XRP_CapsuleAO.mat.meta new file mode 100644 index 0000000..c0cec94 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AmbientOcclusion/Shader/XRP_CapsuleAO.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c90d40f0d9828744b916dbed0eed9db6 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure.meta new file mode 100644 index 0000000..2dde90b --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 22bff87638890aa4c9ea2a933d910433 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposure.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposure.cs new file mode 100644 index 0000000..1cffdcc --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposure.cs @@ -0,0 +1,236 @@ +using System; +using System.Drawing.Drawing2D; +using UnityEngine; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace X.Rendering.Feature +{ + public class AutoExposure : ScriptableRendererFeature + { + [Serializable] + public class Settings + { + public RenderPassEvent HistogramRenderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; + public RenderPassEvent AutoExposureRenderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; + public Material BlitMat; + public ComputeShader ComputeHistogramComputeShader; + public ComputeShader AutoExposureComputeShader; + } + + [SerializeField] + Settings settings; + AutoExposurePass autoExposurePass; + ComputeLuminanceHistogramPass computeLuminanceHistogramPass; + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { +#if UNITY_EDITOR + if(renderingData.cameraData.isSceneViewCamera || renderingData.cameraData.isPreviewCamera) + { + return; + } +#endif + renderer.EnqueuePass(computeLuminanceHistogramPass); + renderer.EnqueuePass(autoExposurePass); + } + + public override void Create() + { + computeLuminanceHistogramPass = new(settings); + autoExposurePass = new(settings); + } + + protected override void Dispose(bool disposing) + { + base.Dispose(disposing); + autoExposurePass?.Dispose(); + computeLuminanceHistogramPass?.Dispose(); + } + + class ComputeLuminanceHistogramPass : ScriptableRenderPass, IDisposable + { + private ProfilingSampler profiler; + private Settings settings; + private GraphicsBuffer histogramBuffer; + + public const int k_Bins = 128; + public static GraphicsBufferHandle HistogramBufferHandle; + + public ComputeLuminanceHistogramPass(Settings settings) + { + this.settings = settings; + profiler = new(nameof(ComputeLuminanceHistogramPass)); + renderPassEvent = settings.HistogramRenderPassEvent; + histogramBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, k_Bins, sizeof(uint)); + } + + public void Dispose() + { + histogramBuffer?.Release(); + histogramBuffer = null; + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + var stack = VolumeManager.instance.stack; + var autoExposureVolume = stack.GetComponent(); + if (!autoExposureVolume || !autoExposureVolume.IsActive()) + { + return; + } + var cmd = renderingData.commandBuffer; + using var scp = new ProfilingScope(cmd, profiler); + var scaleOffsetRes = AutoExposureVolumeProfile.GetHistogramScaleOffsetRes(); + var computeShader = settings.ComputeHistogramComputeShader; + int kernel = computeShader.FindKernel("KEyeHistogramClear"); + cmd.SetComputeBufferParam(computeShader, kernel, "_HistogramBuffer", histogramBuffer); + computeShader.GetKernelThreadGroupSizes(kernel, out var threadX, out var threadY, out var threadZ); + cmd.DispatchCompute(computeShader, kernel, Mathf.CeilToInt(k_Bins / (float)threadX), 1, 1); + + // Get a log histogram + kernel = 1; + HistogramBufferHandle = histogramBuffer.bufferHandle; + cmd.SetComputeBufferParam(computeShader, kernel, "_HistogramBuffer", histogramBuffer); + cmd.SetComputeTextureParam(computeShader, kernel, "_Source", renderingData.cameraData.renderer.cameraColorTargetHandle); + cmd.SetComputeVectorParam(computeShader, "_ScaleOffsetRes", scaleOffsetRes); + + computeShader.GetKernelThreadGroupSizes(kernel, out threadX, out threadY, out threadZ); + + cmd.DispatchCompute(computeShader, kernel, + Mathf.CeilToInt(scaleOffsetRes.z / 2f / threadX), + Mathf.CeilToInt(scaleOffsetRes.w / 2f / threadY), + 1); + } + } + + class AutoExposurePass : ScriptableRenderPass, IDisposable + { + private Settings settings; + private int computeCounter; + private ProfilingSampler profiler; + + const int k_NumAutoExposureTextures = 2; + private RTHandle[] autoExposureHandles; + private int autoExposurePingPong; + + private static AutoExposureVolumeProfile autoExposureVolume = null; + private bool reset = false; + + public AutoExposurePass(Settings settings) + { + this.settings = settings; + renderPassEvent = settings.AutoExposureRenderPassEvent; + profiler = new(nameof(AutoExposurePass)); + + var desc = new RenderTextureDescriptor(1,1,GraphicsFormat.R32_SFloat,0,1) + { + enableRandomWrite = true, + msaaSamples = 1, + useMipMap = false + }; + + autoExposureHandles = new RTHandle[k_NumAutoExposureTextures]; + + for (var i = 0; i < autoExposureHandles.Length; i++) + { + RenderingUtils.ReAllocateIfNeeded(ref autoExposureHandles[i], desc, name: $"AutoExposure_{i}"); + } + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + var stack = VolumeManager.instance.stack; + autoExposureVolume = stack.GetComponent(); + if (!autoExposureVolume || !autoExposureVolume.IsActive()) + { + reset = true; + return; + } + + var cmd = renderingData.commandBuffer; + using var scp = new ProfilingScope(cmd, profiler); + var filteringMinMax = autoExposureVolume.filtering.value; + float lowPercent = filteringMinMax.x; + float highPercent = filteringMinMax.y; + const float kMinDelta = 1e-2f; + highPercent = Mathf.Clamp(highPercent, 1f + kMinDelta, 99f); + lowPercent = Mathf.Clamp(lowPercent, 1f, highPercent - kMinDelta); + + // Clamp min/max adaptation values as well + float minLum = autoExposureVolume.minLuminance.value; + float maxLum = autoExposureVolume.maxLuminance.value; + minLum = Mathf.Min(minLum, maxLum); + maxLum = Mathf.Max(minLum, maxLum); + var speedDown = Mathf.Max(0, autoExposureVolume.speedDown.value); + var speedUp = Mathf.Max(0, autoExposureVolume.speedUp.value); + var exposureCompensation = autoExposureVolume.exposureCompensation.value; + string adaptation = null; + + if (autoExposureVolume.eyeAdaptation.value == AutoExposureVolumeProfile.EyeAdaptation.Fixed) + adaptation = "KAutoExposureAvgLuminance_fixed"; + else + adaptation = "KAutoExposureAvgLuminance_progressive"; + + var compute = settings.AutoExposureComputeShader; + int kernel = compute.FindKernel(adaptation); + int pp = autoExposurePingPong; + var src = autoExposureHandles[++pp % 2]; + var dst = autoExposureHandles[++pp % 2]; + + if (reset) + { + cmd.SetRenderTarget(src, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store); + cmd.ClearRenderTarget(false, true, Color.clear); + } + + cmd.SetComputeBufferParam(compute, kernel, "_HistogramBuffer", ComputeLuminanceHistogramPass.HistogramBufferHandle); + cmd.SetComputeVectorParam(compute, "_Params1", new Vector4(lowPercent * 0.01f, highPercent * 0.01f, Mathf.Pow(2, minLum), Mathf.Pow(2, maxLum))); + cmd.SetComputeVectorParam(compute, "_Params2", new Vector4(speedDown, speedUp, exposureCompensation, Time.smoothDeltaTime)); + cmd.SetComputeVectorParam(compute, "_ScaleOffsetRes", AutoExposureVolumeProfile.GetHistogramScaleOffsetRes()); + + cmd.SetComputeTextureParam(compute, kernel, "_Source", src); + cmd.SetComputeTextureParam(compute, kernel, "_Destination", dst); + cmd.DispatchCompute(compute, kernel, 1, 1, 1); + autoExposurePingPong = ++pp % 2; + + + var renderer = renderingData.cameraData.renderer; + settings.BlitMat.SetTexture("_SourceTexture", renderer.cameraColorTargetHandle); + settings.BlitMat.SetTexture("_AutoExposureTexture", dst); + var destination = renderer.GetCameraColorFrontBuffer(cmd); + + cmd.SetRenderTarget(destination, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store); + cmd.DrawProcedural(Matrix4x4.identity, settings.BlitMat, 0, MeshTopology.Triangles, 3); + renderer.SwapColorBuffer(cmd); + reset = false; + //cmd.RequestAsyncReadback(dst, (a) => + //{ + // if (!a.hasError) + // { + // var data = a.GetData(); + // for (var i = 0; i < data.Length; i++) + // { + // Debug.Log(data[i]); + // } + // } + //}); + } + + + public void Dispose() + { + if (autoExposureHandles != null) + { + foreach (var autoExposureHandle in autoExposureHandles) + { + autoExposureHandle?.Release(); + } + + autoExposureHandles = null; + } + } + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposure.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposure.cs.meta new file mode 100644 index 0000000..749e51f --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposure.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d34dacd53c1ace84a8c6ac5ff4afb555 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposureVolumeProfile.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposureVolumeProfile.cs new file mode 100644 index 0000000..c5aece1 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposureVolumeProfile.cs @@ -0,0 +1,86 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace X.Rendering.Feature +{ + + + public class AutoExposureVolumeProfile : VolumeComponent, IPostProcessComponent + { + public const int rangeMin = -9; // ev + public const int rangeMax = 9; // ev + + public static Vector4 GetHistogramScaleOffsetRes() + { + float diff = rangeMax - rangeMin; + float scale = 1f / diff; + float offset = -rangeMin * scale; + return new Vector4(scale, offset, Screen.width, Screen.height); + } + + public enum EyeAdaptation + { + /// + /// Progressive (smooth) eye adaptation. + /// + Progressive, + + /// + /// Fixed (instant) eye adaptation. + /// + Fixed + } + + [Serializable] + public sealed class EyeAdaptationParameter : VolumeParameter { } + + [Range(1f, 99f)] + public Vector2Parameter filtering = new Vector2Parameter(new Vector2(50f, 95f)); + + /// + /// Minimum average luminance to consider for auto exposure (in EV). + /// + [Range(rangeMin, rangeMax), InspectorName("Minimum (EV)")] + public FloatParameter minLuminance = new FloatParameter (0f); + + /// + /// Maximum average luminance to consider for auto exposure (in EV). + /// + [Range(rangeMin, rangeMax), InspectorName("Maximum (EV)")] + public FloatParameter maxLuminance = new FloatParameter (0f); + + /// + /// Middle-grey value. Use this to compensate the global exposure of the scene. + /// + [Min(0f), InspectorName("Exposure Compensation"), Tooltip("Use this to scale the global exposure of the scene.")] + public FloatParameter exposureCompensation = new FloatParameter (1f); + + /// + /// The type of eye adaptation to use. + /// + [InspectorName("Type"), Tooltip("Use \"Progressive\" if you want auto exposure to be animated. Use \"Fixed\" otherwise.")] + public EyeAdaptationParameter eyeAdaptation = new EyeAdaptationParameter() { value = EyeAdaptation.Progressive }; + + /// + /// The adaptation speed from a dark to a light environment. + /// + [Min(0f), Tooltip("Adaptation speed from a dark to a light environment.")] + public FloatParameter speedUp = new FloatParameter (2f); + + /// + /// The adaptation speed from a light to a dark environment. + /// + [Min(0f), Tooltip("Adaptation speed from a light to a dark environment.")] + public FloatParameter speedDown = new FloatParameter (1f); + + + public bool IsActive() => filtering.overrideState; + + public bool IsTileCompatible() + { + return true; + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposureVolumeProfile.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposureVolumeProfile.cs.meta new file mode 100644 index 0000000..6b4e8ab --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/AutoExposureVolumeProfile.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af08f034e95c2d246b0cbaf4305dfbc4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader.meta new file mode 100644 index 0000000..0c7a824 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e293ab2d371d5a04c941cba0a04a7ecc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.compute b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.compute new file mode 100644 index 0000000..226753e --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.compute @@ -0,0 +1,184 @@ +#pragma warning(disable : 3568) + +#pragma kernel KAutoExposureAvgLuminance_fixed MAIN=KAutoExposureAvgLuminance_fixed +#pragma kernel KAutoExposureAvgLuminance_progressive MAIN=KAutoExposureAvgLuminance_progressive PROGRESSIVE + +#pragma enable_d3d11_debug_symbols +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#define EPSILON 1.0e-4 + +#define HISTOGRAM_BINS 128 +#define HISTOGRAM_TEXELS HISTOGRAM_BINS / 4 + +#if SHADER_API_GLES3 || SHADER_API_METAL +#define HISTOGRAM_THREAD_X 8 +#define HISTOGRAM_THREAD_Y 8 +#define HISTOGRAM_REDUCTION_THREAD_X 8 +#define HISTOGRAM_REDUCTION_THREAD_Y 8 +#define HISTOGRAM_REDUCTION_ALT_PATH 1 +#else +#define HISTOGRAM_THREAD_X 16 +#define HISTOGRAM_THREAD_Y 16 +#define HISTOGRAM_REDUCTION_THREAD_X HISTOGRAM_THREAD_X +#define HISTOGRAM_REDUCTION_THREAD_Y HISTOGRAM_BINS / HISTOGRAM_THREAD_Y +#define HISTOGRAM_REDUCTION_ALT_PATH 0 +#endif + +#define HISTOGRAM_REDUCTION_BINS HISTOGRAM_REDUCTION_THREAD_X * HISTOGRAM_REDUCTION_THREAD_Y + +half Luminance(half3 linearRgb) +{ + return dot(linearRgb, float3(0.2126729, 0.7151522, 0.0721750)); +} + +half Luminance(half4 linearRgba) +{ + return Luminance(linearRgba.rgb); +} + +float GetHistogramBinFromLuminance(float value, float2 scaleOffset) +{ + return saturate(log2(value) * scaleOffset.x + scaleOffset.y); +} + +float GetLuminanceFromHistogramBin(float bin, float2 scaleOffset) +{ + return exp2((bin - scaleOffset.y) / scaleOffset.x); +} + +float GetBinValue(StructuredBuffer buffer, uint index, float maxHistogramValue) +{ + return float(buffer[index]) * maxHistogramValue; +} + +float FindMaxHistogramValue(StructuredBuffer buffer) +{ + uint maxValue = 0u; + + for (uint i = 0; i < HISTOGRAM_BINS; i++) + { + uint h = buffer[i]; + maxValue = max(maxValue, h); + } + + return float(maxValue); +} + +void FilterLuminance(StructuredBuffer buffer, uint i, float maxHistogramValue, float2 scaleOffset, inout float4 filter) +{ + float binValue = GetBinValue(buffer, i, maxHistogramValue); + + // Filter dark areas + float offset = min(filter.z, binValue); + binValue -= offset; + filter.zw -= offset.xx; + + // Filter highlights + binValue = min(filter.w, binValue); + filter.w -= binValue; + + // Luminance at the bin + float luminance = GetLuminanceFromHistogramBin(float(i) / float(HISTOGRAM_BINS), scaleOffset); + + filter.xy += float2(luminance * binValue, binValue); +} + +float GetAverageLuminance(StructuredBuffer buffer, float4 params, float maxHistogramValue, float2 scaleOffset) +{ + // Sum of all bins + uint i; + float totalSum = 0.0; + + UNITY_UNROLL + + for (i = 0; i < HISTOGRAM_BINS; i++) + totalSum += GetBinValue(buffer, i, maxHistogramValue); + + // Skip darker and lighter parts of the histogram to stabilize the auto exposure + // x: filtered sum + // y: accumulator + // zw: fractions + float4 filter = float4(0.0, 0.0, totalSum * params.xy); + + UNITY_UNROLL + + for (i = 0; i < HISTOGRAM_BINS; i++) + FilterLuminance(buffer, i, maxHistogramValue, scaleOffset, filter); + + // Clamp to user brightness range + return clamp(filter.x / max(filter.y, EPSILON), params.z, params.w); +} + + +StructuredBuffer _HistogramBuffer; +Texture2D _Source; +RWTexture2D _Destination; + +float4 _Params1; // x: lowPercent, y: highPercent, z: minBrightness, w: maxBrightness +float4 _Params2; // x: speed down, y: speed up, z: exposure compensation, w: delta time +float4 _ScaleOffsetRes; // x: scale, y: offset, w: histogram pass width, h: histogram pass height + +groupshared uint gs_pyramid[HISTOGRAM_REDUCTION_BINS]; + +float GetExposureMultiplier(float avgLuminance) +{ + avgLuminance = max(EPSILON, avgLuminance); + //float keyValue = 1.03 - (2.0 / (2.0 + log2(avgLuminance + 1.0))); + float keyValue = _Params2.z; + float exposure = keyValue / avgLuminance; + return exposure; +} + +float InterpolateExposure(float newExposure, float oldExposure) +{ + float delta = newExposure - oldExposure; + float speed = delta > 0.0 ? _Params2.x : _Params2.y; + float exposure = oldExposure + delta * (1.0 - exp2(-_Params2.w * speed)); + return exposure; +} + + + +[numthreads(HISTOGRAM_REDUCTION_THREAD_X, HISTOGRAM_REDUCTION_THREAD_Y, 1)] +void MAIN(uint2 groupThreadId : SV_GroupThreadID) +{ +#if HISTOGRAM_REDUCTION_ALT_PATH + const uint thread_id = groupThreadId.y * HISTOGRAM_REDUCTION_THREAD_X + groupThreadId.x; + gs_pyramid[thread_id] = max(_HistogramBuffer[thread_id], _HistogramBuffer[thread_id + HISTOGRAM_REDUCTION_BINS]); +#else + const uint thread_id = groupThreadId.y * HISTOGRAM_REDUCTION_THREAD_X + groupThreadId.x; + gs_pyramid[thread_id] = _HistogramBuffer[thread_id]; +#endif + + GroupMemoryBarrierWithGroupSync(); + + // Parallel reduction to find the max value + UNITY_UNROLL + + for (uint i = HISTOGRAM_REDUCTION_BINS >> 1u; i > 0u; i >>= 1u) + { + if (thread_id < i) + gs_pyramid[thread_id] = max(gs_pyramid[thread_id], gs_pyramid[thread_id + i]); + + GroupMemoryBarrierWithGroupSync(); + } + + GroupMemoryBarrierWithGroupSync(); + + if (thread_id == 0u) + { + float maxValue = 1.0 / float(gs_pyramid[0]); + +#if PROGRESSIVE + float avgLuminance = GetAverageLuminance(_HistogramBuffer, _Params1, maxValue, _ScaleOffsetRes.xy); + float exposure = GetExposureMultiplier(avgLuminance); + float prevExposure = _Source[uint2(0u, 0u)].x; + exposure = InterpolateExposure(exposure, prevExposure); + _Destination[uint2(0u, 0u)].x = exposure.x; +#else + float avgLuminance = GetAverageLuminance(_HistogramBuffer, _Params1, maxValue, _ScaleOffsetRes.xy); + float exposure = GetExposureMultiplier(avgLuminance); + _Destination[uint2(0u, 0u)].x = exposure.x; +#endif + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.compute.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.compute.meta new file mode 100644 index 0000000..502b43c --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.compute.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6febb5a945f3510429c58ed4a45c1846 +ComputeShaderImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.shader new file mode 100644 index 0000000..b6b2a98 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.shader @@ -0,0 +1,52 @@ +Shader "XRP/AutoExposure" +{ + SubShader + { + Tags + { + "RenderType"="Opaque" + } + ZWrite Off Cull Off + + Pass + { + Name "Auto Exposure Pass" + + HLSLPROGRAM + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" + + // #pragma enable_d3d11_debug_symbols + + #pragma vertex vert + #pragma fragment frag + + TEXTURE2D_X(_SourceTexture); + TEXTURE2D_X(_AutoExposureTexture); + + half GammaCorrect_half(half linearColor) + { + return pow(linearColor,1/2.2); + } + + Varyings vert(uint vertexID: SV_VertexID) + { + Varyings o; + o.positionCS = GetFullScreenTriangleVertexPosition(vertexID); + o.texcoord = GetFullScreenTriangleTexCoord(vertexID); + return o; + } + + float4 frag(Varyings input) : SV_Target + { + float2 uv = input.texcoord.xy; + half4 color = SAMPLE_TEXTURE2D_X_LOD(_SourceTexture, sampler_LinearClamp, uv, _BlitMipLevel); + float luminance = GammaCorrect_half(SAMPLE_TEXTURE2D_X_LOD(_AutoExposureTexture, sampler_LinearRepeat, float2(0,0), _BlitMipLevel).x) ; + + return color * luminance; + } + + ENDHLSL + } + } +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.shader.meta new file mode 100644 index 0000000..68b2204 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/AutoExposure.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 86423a03f0e6a0441b2b00ff89b6c753 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/ExposureHistogram.compute b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/ExposureHistogram.compute new file mode 100644 index 0000000..ed0ee28 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/ExposureHistogram.compute @@ -0,0 +1,134 @@ +#pragma warning(disable : 3568) + +#pragma kernel KEyeHistogram +#pragma kernel KEyeHistogram USE_VIGNETTE_WEIGHTING +#pragma kernel KEyeHistogramClear +#pragma enable_d3d11_debug_symbols +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#define EPSILON 1.0e-4 + +#define HISTOGRAM_BINS 128 +#define HISTOGRAM_TEXELS HISTOGRAM_BINS / 4 + +#if SHADER_API_GLES3 || SHADER_API_METAL +#define HISTOGRAM_THREAD_X 8 +#define HISTOGRAM_THREAD_Y 8 +#define HISTOGRAM_REDUCTION_THREAD_X 8 +#define HISTOGRAM_REDUCTION_THREAD_Y 8 +#define HISTOGRAM_REDUCTION_ALT_PATH 1 +#else +#define HISTOGRAM_THREAD_X 16 +#define HISTOGRAM_THREAD_Y 16 +#define HISTOGRAM_REDUCTION_THREAD_X HISTOGRAM_THREAD_X +#define HISTOGRAM_REDUCTION_THREAD_Y HISTOGRAM_BINS / HISTOGRAM_THREAD_Y +#define HISTOGRAM_REDUCTION_ALT_PATH 0 +#endif + +#define HISTOGRAM_REDUCTION_BINS HISTOGRAM_REDUCTION_THREAD_X * HISTOGRAM_REDUCTION_THREAD_Y + +half Luminance(half3 linearRgb) +{ + return dot(linearRgb, float3(0.2126729, 0.7151522, 0.0721750)); +} + +half Luminance(half4 linearRgba) +{ + return Luminance(linearRgba.rgb); +} +float GetHistogramBinFromLuminance(float value, float2 scaleOffset) +{ + return saturate(log2(value) * scaleOffset.x + scaleOffset.y); +} + +float GetLuminanceFromHistogramBin(float bin, float2 scaleOffset) +{ + return exp2((bin - scaleOffset.y) / scaleOffset.x); +} + +float GetBinValue(StructuredBuffer buffer, uint index, float maxHistogramValue) +{ + return float(buffer[index]) * maxHistogramValue; +} + +RWStructuredBuffer _HistogramBuffer; +Texture2D _Source; +SamplerState sampler_LinearClamp; + +cbuffer Params +{ + float4 _ScaleOffsetRes; // x: scale, y: offset, z: width, w: height +}; + +groupshared uint gs_histogram[HISTOGRAM_BINS]; + + +[numthreads(HISTOGRAM_THREAD_X, HISTOGRAM_THREAD_Y, 1)] +void KEyeHistogram(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID) +{ + const uint localThreadId = groupThreadId.y * HISTOGRAM_THREAD_X + groupThreadId.x; + + // Clears the shared memory +#if HISTOGRAM_REDUCTION_ALT_PATH + uint localThreadIdOff = localThreadId << 1u; + if (localThreadIdOff < HISTOGRAM_BINS) + { + gs_histogram[localThreadIdOff ] = 0u; + gs_histogram[localThreadIdOff + 1] = 0u; + } +#else + if (localThreadId < HISTOGRAM_BINS) + { + gs_histogram[localThreadId] = 0u; + } +#endif + + float2 ipos = float2(dispatchThreadId) * 2.0; + + GroupMemoryBarrierWithGroupSync(); + + // Gather local group histogram + if (ipos.x < _ScaleOffsetRes.z && ipos.y < _ScaleOffsetRes.w) + { + uint weight = 1u; + float2 sspos = ipos / _ScaleOffsetRes.zw; + + // Vignette weighting to put more focus on what's in the center of the screen +#if USE_VIGNETTE_WEIGHTING + { + float2 d = abs(sspos - (0.5).xx); + float vfactor = saturate(1.0 - dot(d, d)); + vfactor *= vfactor; + weight = (uint)(64.0 * vfactor); + } +#endif + + float3 color = _Source.SampleLevel(sampler_LinearClamp, sspos, 0.0).xyz; // Bilinear downsample 2x + float luminance = Luminance(color); + float logLuminance = GetHistogramBinFromLuminance(luminance, _ScaleOffsetRes.xy); + uint idx = (uint) (logLuminance * (HISTOGRAM_BINS - 1u)); + InterlockedAdd(gs_histogram[idx], weight); + } + + GroupMemoryBarrierWithGroupSync(); + + // Merge everything +#if HISTOGRAM_REDUCTION_ALT_PATH + if (localThreadIdOff < HISTOGRAM_BINS) + { + InterlockedAdd(_HistogramBuffer[localThreadIdOff ], gs_histogram[localThreadIdOff ]); + InterlockedAdd(_HistogramBuffer[localThreadIdOff + 1], gs_histogram[localThreadIdOff + 1]); + } +#else + if (localThreadId < HISTOGRAM_BINS) + { + InterlockedAdd(_HistogramBuffer[localThreadId], gs_histogram[localThreadId]); + } +#endif +} + +[numthreads(HISTOGRAM_THREAD_X, 1, 1)] +void KEyeHistogramClear(uint dispatchThreadId : SV_DispatchThreadID) +{ + if (dispatchThreadId < HISTOGRAM_BINS) + _HistogramBuffer[dispatchThreadId] = 0u; +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/ExposureHistogram.compute.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/ExposureHistogram.compute.meta new file mode 100644 index 0000000..ab725bb --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/AutoExposure/Shader/ExposureHistogram.compute.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b140e27dc74a1fb4d9ae30f8566b8919 +ComputeShaderImporter: + externalObjects: {} + userData: + 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b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/CheckerboardRendering.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/CheckerboardRendering.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/CheckerboardRendering.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/CheckerboardRendering/CheckerboardRenderFeature.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/CheckerboardRendering/CheckerboardRenderFeature.cs similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/CheckerboardRendering/CheckerboardRenderFeature.cs rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/CheckerboardRendering/CheckerboardRenderFeature.cs diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/CheckerboardRendering/CheckerboardRenderFeature.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/CheckerboardRendering/CheckerboardRenderFeature.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/CheckerboardRendering/CheckerboardRenderFeature.cs.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/CheckerboardRendering/CheckerboardRenderFeature.cs.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow.meta new file mode 100644 index 0000000..469b761 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: addfc30e481f4aea910a4cdae75531ab +timeCreated: 1753166582 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadow.hlsl b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadow.hlsl new file mode 100644 index 0000000..aead347 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadow.hlsl @@ -0,0 +1,37 @@ +#ifndef FAKE_SHADOWS_INCLUDED +#define FAKE_SHADOWS_INCLUDED + +half4 _FakeShadowsLights[4]; +const half epsilon = 0.0001; + +// half4 player(pos.xyz, radius) +half CalcFakeShadowPerLight(half4 light, half3 playerPos, half playerRad, half3 posToPlayer, half3 posWS) +{ + // Calc dot + half3 playerToLight = normalize(light.xyz - playerPos); + half d = dot(posToPlayer, playerToLight); + float r = 1 - playerRad; + d = saturate((d - r) / (1 - r)); // remap range: r~1 -> 0~1 + + // Attenuation + half distLightToPos = distance(posWS, light.xyz); + half atten = 1 - saturate(distLightToPos / (light.w + epsilon)); // Apply light radius + atten = atten * atten; // Inverse Square Law + + // Adjust attenuation and reverse + return 1 - saturate(d * atten); +} + +// shadowArgs: (x)radius, (y)strength +void FakeShadows_float(in half3 playerPosition, in half4 shadowArgs, in half3 positionWS, out half shadows) +{ + half3 posToPlayer = normalize(playerPosition - positionWS); + shadows = CalcFakeShadowPerLight(_FakeShadowsLights[0], playerPosition, shadowArgs[0], posToPlayer, positionWS); + shadows *= CalcFakeShadowPerLight(_FakeShadowsLights[1], playerPosition, shadowArgs[0], posToPlayer, positionWS); + shadows *= CalcFakeShadowPerLight(_FakeShadowsLights[2], playerPosition, shadowArgs[0], posToPlayer, positionWS); + shadows *= CalcFakeShadowPerLight(_FakeShadowsLights[3], playerPosition, shadowArgs[0], posToPlayer, positionWS); + shadows = shadows * shadows * shadows; // enhance shadows + shadows = saturate(shadows + (1 - shadowArgs[1])); +} + +#endif \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadow.hlsl.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadow.hlsl.meta new file mode 100644 index 0000000..e7aae56 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadow.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c287be2b22814f0da401f7bdb1d6a2c1 +timeCreated: 1753165855 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowLightConfig.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowLightConfig.cs new file mode 100644 index 0000000..2d3d3fb --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowLightConfig.cs @@ -0,0 +1,41 @@ +using System; +using UnityEngine; + +namespace X.Rendering.Feature +{ + [RequireComponent(typeof(Collider)), ExecuteAlways] + public class FakeShadowLightConfig : MonoBehaviour + { + [Serializable] + class LightConfig + { + public float lightRange = 1; + public Transform position; + } + + [HideInInspector] + public Vector4[] lightData = new Vector4[4]; + [SerializeField, Tooltip("Max Size 4")] + private LightConfig[] lightCfg = new LightConfig[4]; + + void Start() + { + for (int i = 0; i < lightCfg.Length && i < 4; i++) + { + var cfg = lightCfg[i]; + lightData[i] = new(cfg.position.position.x, cfg.position.position.y, cfg.position.position.z, cfg.lightRange); + } + } + +#if UNITY_EDITOR + private void Update() + { + for (int i = 0; i < lightCfg.Length && i < 4; i++) + { + var cfg = lightCfg[i]; + lightData[i] = new(cfg.position.position.x, cfg.position.position.y, cfg.position.position.z, cfg.lightRange); + } + } +#endif + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowLightConfig.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowLightConfig.cs.meta new file mode 100644 index 0000000..38fd0ab --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowLightConfig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f80696f542aa2a64eb1d2f6b1f016045 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowPlayer.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowPlayer.cs new file mode 100644 index 0000000..6aa89c3 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowPlayer.cs @@ -0,0 +1,61 @@ +using System; +using UnityEngine; + +namespace X.Rendering.Feature +{ + public class FakeShadowPlayer : MonoBehaviour + { + private static readonly int PROP_LIGHTS_ARRAY = Shader.PropertyToID("_FakeShadowsLights"); + private static readonly int PROP_PLAYER_SHADOW_POSITION = Shader.PropertyToID("_PlayerPosition"); + private static readonly int PROP_FAKE_SHADOWS_ARGS = Shader.PropertyToID("_FakeShadowsArgs"); + + + private static readonly Vector4 DEFAULT_LIGHT_VALUE = new Vector4(0f, 0f, 0f, 1f); + + private Vector4[] lightsData = new Vector4[4] + { + DEFAULT_LIGHT_VALUE, + DEFAULT_LIGHT_VALUE, + DEFAULT_LIGHT_VALUE, + DEFAULT_LIGHT_VALUE + }; + + [SerializeField] private Vector3 playerPositionOffset = new Vector3(0f, 0.1f, 0f); + [SerializeField] private float playerRadius = 0.1f; + [SerializeField, Range(0f, 1f)] private float shadowStrength = 0.7f; + + + private void OnTriggerEnter(Collider other) + { + if (other.GetComponent() is FakeShadowLightConfig fsc && fsc) + { + lightsData = fsc.lightData; + } + } + +#if UNITY_EDITOR + private void OnTriggerStay(Collider other) + { + if (other.GetComponent() is FakeShadowLightConfig fsc && fsc) + { + lightsData = fsc.lightData; + } + } +#endif + + private void OnTriggerExit(Collider other) + { + lightsData[0] = DEFAULT_LIGHT_VALUE; + lightsData[1] = DEFAULT_LIGHT_VALUE; + lightsData[2] = DEFAULT_LIGHT_VALUE; + lightsData[3] = DEFAULT_LIGHT_VALUE; + } + + private void Update() + { + Shader.SetGlobalVectorArray(PROP_LIGHTS_ARRAY, lightsData); + Shader.SetGlobalVector(PROP_PLAYER_SHADOW_POSITION, this.transform.position + playerPositionOffset); + Shader.SetGlobalVector(PROP_FAKE_SHADOWS_ARGS, new Vector4(playerRadius, shadowStrength, 0, 0)); + } + } +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowPlayer.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowPlayer.cs.meta new file mode 100644 index 0000000..10105dd --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/FakeShadow/FakeShadowPlayer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7ec473926b2645b08b255fe825fb8921 +timeCreated: 1753165714 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/CullDebug.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/CullDebug.cs similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/CullDebug.cs rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/CullDebug.cs diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/CullDebug.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/CullDebug.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/CullDebug.cs.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/CullDebug.cs.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs similarity index 95% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs index 11191f9..0f351ba 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs @@ -476,7 +476,18 @@ namespace X.Rendering.Feature renderingData.cameraData.GetViewMatrix(); if (settings.UseCompute) { + int kernelId = 0; + cmd.SetComputeMatrixParam(settings.CullShader, HizShaderIds.GPUCullingVPId, world2Project); + + cmd.SetComputeTextureParam(settings.CullShader, kernelId, "_ObjectAABBTexture0", Shader.GetGlobalTexture(HizShaderIds.ObjectAABBCenterId)); + cmd.SetComputeTextureParam(settings.CullShader, kernelId, "_ObjectAABBTexture1", Shader.GetGlobalTexture(HizShaderIds.ObjectAABBSizeId)); + cmd.SetComputeTextureParam(settings.CullShader, kernelId, "_DepthPyramidTexture", Shader.GetGlobalTexture(HizShaderIds.DepthPyramidTexId)); + cmd.SetComputeTextureParam(settings.CullShader, kernelId, "_CullResult", cullResult.ResultTex); + + cmd.DispatchCompute(settings.CullShader, kernelId, 8, 8, 1); + cmd.RequestAsyncReadback(cullResult.ResultTex, 0, cullResult.ReadBackAction); + cullResult.DataReady = false; } else { diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HierarchicalZOcclusionCullFeature.cs.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizObject.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizObject.cs similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizObject.cs rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizObject.cs diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizObject.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizObject.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizObject.cs.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizObject.cs.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizObjectsManager.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizObjectsManager.cs similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizObjectsManager.cs rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizObjectsManager.cs diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizObjectsManager.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizObjectsManager.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizObjectsManager.cs.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizObjectsManager.cs.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizShaderIds.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizShaderIds.cs similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizShaderIds.cs rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizShaderIds.cs diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizShaderIds.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizShaderIds.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/HizShaderIds.cs.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/HizShaderIds.cs.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/CopyDepth.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/CopyDepth.shader similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/CopyDepth.shader rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/CopyDepth.shader diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/CopyDepth.shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/CopyDepth.shader.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/CopyDepth.shader.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/CopyDepth.shader.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/DepthPyramid.compute b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/DepthPyramid.compute similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/DepthPyramid.compute rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/DepthPyramid.compute diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/DepthPyramid.compute.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/DepthPyramid.compute.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/DepthPyramid.compute.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/DepthPyramid.compute.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/Hidden_CopyDepth.mat b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/Hidden_CopyDepth.mat similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/Hidden_CopyDepth.mat rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/Hidden_CopyDepth.mat diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/Hidden_CopyDepth.mat.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/Hidden_CopyDepth.mat.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/Hidden_CopyDepth.mat.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/Hidden_CopyDepth.mat.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/Hidden_HizCull.mat b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/Hidden_HizCull.mat similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/Hidden_HizCull.mat rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/Hidden_HizCull.mat diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/Hidden_HizCull.mat.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/Hidden_HizCull.mat.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/Hidden_HizCull.mat.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/Hidden_HizCull.mat.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/HizCull.compute b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/HizCull.compute new file mode 100644 index 0000000..b5b6a8f --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/HizCull.compute @@ -0,0 +1,112 @@ +// Each #kernel tells which function to compile; you can have many kernels +#pragma kernel CSMain +#pragma enable_d3d11_debug_symbols +#pragma target 5.0 + +Texture2D _ObjectAABBTexture0; +Texture2D _ObjectAABBTexture1; + +Texture2D _DepthPyramidTexture; + +RWTexture2D _CullResult; + +float4x4 _GPUCullingVP; +float2 _MipmapLevelMinMaxIndex; +float2 _Mip0Size; +float4 _MipOffsetAndSize[16]; + +static const float3 aggressiveExtentArray[8] = +{ + float3(1, 1, 1), + float3(1, 1, -1), + float3(1, -1, 1), + float3(1, -1, -1), + float3(-1, 1, 1), + float3(-1, 1, -1), + float3(-1, -1, 1), + float3(-1, -1, -1) +}; + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +[numthreads(8,8,1)] +void CSMain(uint3 id : SV_DispatchThreadID) +{ + uint2 uv = id.xy; + float4 aabbCenter = LOAD_TEXTURE2D_LOD(_ObjectAABBTexture0, uv, 0); + float4 aabbSize = LOAD_TEXTURE2D_LOD(_ObjectAABBTexture1, uv, 0.0); + float3 aabbExtent = aabbSize.xyz; + UNITY_BRANCH + if (aabbCenter.a == 0.0) + { + _CullResult[uv] = 1; + } + + #ifdef UNITY_REVERSED_Z + float minZ = 0; + #else + float minZ = 1; + #endif + + float2 maxXY = 0; + float2 minXY = 1; + for (uint i = 0; i < 8; ++i) + { + float3 boxCorner = aabbCenter + aabbExtent * aggressiveExtentArray[i]; + float4 clipPos = mul(_GPUCullingVP, float4(boxCorner, 1)); + clipPos /= clipPos.w; + clipPos.xy = clipPos.xy * 0.5f + 0.5f; + #if UNITY_UV_STARTS_AT_TOP + clipPos.y = 1 - clipPos.y; + #endif + + minXY = min(clipPos.xy, minXY); + maxXY = max(clipPos.xy, maxXY); + #ifdef UNITY_REVERSED_Z + minZ = max(minZ, clipPos.z); + #else + minZ = min(minZ, clipPos.z); + #endif + } + + if (maxXY.x < 0 || maxXY.y < 0 || minXY.x > 1 || minXY.y > 1) + { + _CullResult[uv] = 1; + } + + float4 boxUVs = float4(minXY, maxXY); + + float2 size = (boxUVs.zw - boxUVs.xy) * _Mip0Size.xy; + float mip = (log2(max(size.x, size.y))); + + mip = ceil(mip); + mip = clamp(mip, _MipmapLevelMinMaxIndex.x, _MipmapLevelMinMaxIndex.y); + + // float level_lower = max(mip - 1, 0); + // float2 scale = exp2(-level_lower) / _Mip0Size.xy; + // float2 a = floor(boxUVs.xy*scale); + // float2 b = ceil(boxUVs.zw*scale); + // float2 dims = b - a; + // + // // Use the lower level if we only touch <= 2 texels in both dimensions + // if (dims.x <= 2 && dims.y <= 2) + // mip = level_lower; + + float4 offsetAndSize = _MipOffsetAndSize[mip]; + int4 pxMinMax = boxUVs * offsetAndSize.zwzw + offsetAndSize.xyxy; + float4 depth = float4(LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.xy, 0).r, + LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.zy, 0).r, + LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.xw, 0).r, + LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.zw, 0).r + ); + + #ifdef UNITY_REVERSED_Z + depth.xy = min(depth.xy, depth.zw); + depth.x = min(depth.x, depth.y); + _CullResult[uv] = minZ > depth.x ? 0 : 1; + #else + depth.xy = max(depth.xy, depth.zw); + depth.x = max(depth.x, depth.y); + _CullResult[uv] = minZ < depth.x ? 1 : 0; + #endif +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/HizCull.compute.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/HizCull.compute.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/HizCull.compute.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/HizCull.compute.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/HizCull.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/HizCull.shader similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/HizCull.shader rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/HizCull.shader diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/HizCull.shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/HizCull.shader.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/HizCull.shader.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/HizCull.shader.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/SPD.compute b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/SPD.compute similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/SPD.compute rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/SPD.compute diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/SPD.compute.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/SPD.compute.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/SPD.compute.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/SPD.compute.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx.meta similarity index 100% rename from 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b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_common_types.h.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_common_types.h.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_common_types.h.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core.h b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core.h similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core.h rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core.h diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core.h.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core.h.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core.h.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core.h.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core_gpu_common.h b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core_gpu_common.h similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core_gpu_common.h rename to 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b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core_hlsl.h similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core_hlsl.h rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core_hlsl.h diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core_hlsl.h.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core_hlsl.h.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core_hlsl.h.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core_hlsl.h.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core_portability.h b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core_portability.h similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core_portability.h rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core_portability.h diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core_portability.h.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_core_portability.h.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_core_portability.h.meta rename to 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b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_spd_callbacks_hlsl.h.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/OcclusionCulling/Shaders/ffx/ffx_spd_callbacks_hlsl.h.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/OcclusionCulling/Shaders/ffx/ffx_spd_callbacks_hlsl.h.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/PlanarScreenShadow.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/PlanarScreenShadow.cs new file mode 100644 index 0000000..06b4d81 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/PlanarScreenShadow.cs @@ -0,0 +1,330 @@ +using System; +using UnityEngine; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Profiling; +using UnityEngine.Rendering; +using UnityEngine.Rendering.RendererUtils; +using UnityEngine.Rendering.Universal; + +namespace X.Rendering.Feature +{ + [DisallowMultipleRendererFeature("PlanarScreenShadow")] + public class PlanarScreenShadow : ScriptableRendererFeature + { + public enum SoftQuality + { + None = 0, + Low = 10, + Medium = 16, + High = 32, + } + + public enum ShadowResolution + { + _256 = 256, + _512 = 512, + _768 = 768, + _1024 = 1024, + } + + [Serializable] + private class Settings + { + public Material PlanarShadowMat; + public Color planarShadowColor = Color.grey; + public float castPlaneOffset = 0; + public Vector3 castPlaneNormal = Vector3.up; + public ShadowResolution shadowResolution = ShadowResolution._512; + public SoftQuality softQuality = SoftQuality.Medium; + public float softScaleByDistance = 1.0f; + public float softGradientDistance = 15f; + [Range(0.0f, 1.0f)] + public float minSoft = 0.1f; + } + + [SerializeField] + private Settings settings = new(); + PlanarShadowRenderPass pnanarShaowPass; + + /// + public override void Create() + { + pnanarShaowPass = new PlanarShadowRenderPass(settings); + pnanarShaowPass.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques; + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + renderer.EnqueuePass(pnanarShaowPass); + } + + class PlanarShadowRenderPass : ScriptableRenderPass + { + private RTHandle planarShadowRT; + private RTHandle shadowDistanceTempTarget; + private RTHandle shadowDistanceTarget; + private RTHandle softShadowRenderTarget; + private Settings settings; + private ShaderTagId[] planarShadowShaderIds = new ShaderTagId[] { new ShaderTagId("PlanarShadow") , new ShaderTagId("UniversalForward") }; + private ProfilingSampler profiler; + + static GlobalKeyword planarShadowKeyword; + static GlobalKeyword lowSoftQuality; + static GlobalKeyword mediumSoftQuality; + static GlobalKeyword highSoftQuality; + + static Vector4[] lowSoftOperator; + static Vector4[] mediumSoftOperator; + static Vector4[] highSoftOperator; + + static readonly int playerLayer = LayerMask.NameToLayer("Player"); + + public PlanarShadowRenderPass(Settings settings) + { + this.settings = settings; + InitOperators(); + planarShadowKeyword = GlobalKeyword.Create("PLANAR_SHADOW"); + lowSoftQuality = GlobalKeyword.Create("LOW_SOFT_QUALITY"); + mediumSoftQuality = GlobalKeyword.Create("MEDIUM_SOFT_QUALITY"); + highSoftQuality = GlobalKeyword.Create("HIGH_SOFT_QUALITY"); + profiler = new(nameof(PlanarShadowRenderPass)); + } + + private static void InitOperators() + { + lowSoftOperator = new Vector4[32] + { + new Vector4(-0.7449182f, -0.3948351f, 0.05994137f, 0f), + new Vector4(0.04522014f, -0.7452399f, 0.08145966f, 0f), + new Vector4(0.5859449f, -0.3042229f, 0.1038759f, 0f), + new Vector4(0.2801918f, 0.1988664f, 0.1961446f, 0f), + new Vector4(0.8921295f, 0.231646f, 0.04541548f, 0f), + new Vector4(-0.2148036f, -0.2805325f, 0.1935014f, 0f), + new Vector4(-0.3599106f, 0.2223929f, 0.1736383f, 0f), + new Vector4(-0.8255251f, 0.4714117f, 0.04075267f, 0f), + new Vector4(0.1672432f, 0.8953505f, 0.0472625f, 0f), + new Vector4(-0.3843737f, 0.7612128f, 0.05800831f, 0f), + Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero, + Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero, + Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero, + Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero, + Vector4.zero,Vector4.zero,}; + mediumSoftOperator = new Vector4[32] + { + new Vector4(-0.573014f, -0.3037193f, 0.07195906f, 0f), + new Vector4(0.03478467f, -0.5732615f, 0.08628026f, 0f), + new Vector4(-0.4175899f, -0.7260013f, 0.04103231f, 0f), + new Vector4(-0.2290866f, -0.06732111f, 0.1488967f, 0f), + new Vector4(0.2787023f, -0.9224322f, 0.02605386f, 0f), + new Vector4(0.4750609f, 0.0006364584f, 0.1062624f, 0f), + new Vector4(-0.8097122f, 0.1471269f, 0.04306531f, 0f), + new Vector4(-0.6714117f, 0.6465726f, 0.0293584f, 0f), + new Vector4(-0.0459074f, 0.6448682f, 0.07233827f, 0f), + new Vector4(-0.413441f, 0.2941564f, 0.0997189f, 0f), + new Vector4(0.596337f, -0.5908241f, 0.04076795f, 0f), + new Vector4(0.8953905f, 0.02900922f, 0.03352015f, 0f), + new Vector4(0.6646501f, 0.5270658f, 0.03957359f, 0f), + new Vector4(0.2487512f, 0.3517451f, 0.1151315f, 0f), + new Vector4(-0.9710876f, -0.2296215f, 0.0227782f, 0f), + new Vector4(0.1961836f, 0.9729925f, 0.02326321f, 0f), + Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero, + Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero, + Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero,Vector4.zero, + Vector4.zero}; + highSoftOperator = new Vector4[32] + {new Vector4(0.4153066f, -0.0570948f, 0.06091154f, 0f), + new Vector4(0.1744031f, 0.1689546f, 0.07693625f, 0f), + new Vector4(0.1248782f, -0.3793401f, 0.06292317f, 0f), + new Vector4(0.377597f, -0.5691307f, 0.03405317f, 0f), + new Vector4(-0.2083057f, -0.1873559f, 0.07398886f, 0f), + new Vector4(0.5849795f, -0.7913114f, 0.0124803f, 0f), + new Vector4(-0.5503789f, -0.6051685f, 0.02270556f, 0f), + new Vector4(0.5012408f, 0.3336388f, 0.04192101f, 0f), + new Vector4(0.02808845f, -0.6995828f, 0.03247567f, 0f), + new Vector4(-0.263142f, -0.4866776f, 0.04693219f, 0f), + new Vector4(0.2714973f, 0.5782288f, 0.03827445f, 0f), + new Vector4(0.6123171f, 0.6595281f, 0.0171343f, 0f), + new Vector4(-0.6475288f, -0.1612791f, 0.03552699f, 0f), + new Vector4(0.4024244f, 0.8707167f, 0.01374556f, 0f), + new Vector4(-0.1119028f, 0.6489825f, 0.03636114f, 0f), + new Vector4(-0.02142411f, 0.9497761f, 0.01423686f, 0f), + new Vector4(-0.2120009f, 0.3269744f, 0.06389162f, 0f), + new Vector4(-0.5039293f, 0.1003278f, 0.05105383f, 0f), + new Vector4(0.8276886f, 0.4618528f, 0.01435572f, 0f), + new Vector4(0.8411248f, -0.5285234f, 0.0120281f, 0f), + new Vector4(-0.3644551f, 0.790384f, 0.0190265f, 0f), + new Vector4(0.306049f, -0.8608109f, 0.01630674f, 0f), + new Vector4(-0.7063691f, 0.6909254f, 0.01228318f, 0f), + new Vector4(0.9388323f, -0.01849926f, 0.01484117f, 0f), + new Vector4(0.6864765f, 0.1109735f, 0.03290983f, 0f), + new Vector4(0.638592f, -0.3184139f, 0.03126587f, 0f), + new Vector4(-0.07949254f, -0.9821419f, 0.01241689f, 0f), + new Vector4(-0.4160894f, -0.9045444f, 0.01192026f, 0f), + new Vector4(-0.7837164f, 0.1824391f, 0.02371033f, 0f), + new Vector4(-0.8274034f, -0.4524156f, 0.01461939f, 0f), + new Vector4(-0.9582478f, -0.1421478f, 0.01325019f, 0f), + new Vector4(-0.4291434f, 0.5112085f, 0.03551322f, 0f), + }; + } + + public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) + { + Profiler.BeginSample("Planar Screen Shadow Setup"); + RecreateRenderTexture(renderingData); + Profiler.EndSample(); + } + + private void RecreateRenderTexture(RenderingData renderingData) + { + Vector2Int sourceRTSize = new Vector2Int(renderingData.cameraData.scaledWidth, renderingData.cameraData.scaledHeight); + int shadowResolution = (int)settings.shadowResolution; + int resolutionWidth = shadowResolution; + int resolutionHeight = shadowResolution; + + if (sourceRTSize.x > sourceRTSize.y) + resolutionWidth = Mathf.RoundToInt(shadowResolution * ((float)sourceRTSize.x / (float)sourceRTSize.y)); + else + resolutionHeight = Mathf.RoundToInt(shadowResolution * ((float)sourceRTSize.y / (float)sourceRTSize.x)); + + if (resolutionWidth == 0 || resolutionHeight == 0) + return; + + var shadowMapDesc = new RenderTextureDescriptor(); + shadowMapDesc.width = resolutionWidth; + shadowMapDesc.height = resolutionHeight; + shadowMapDesc.depthBufferBits = 0; + shadowMapDesc.msaaSamples = 1; + shadowMapDesc.useMipMap = false; + shadowMapDesc.autoGenerateMips = false; + shadowMapDesc.dimension = TextureDimension.Tex2D; + shadowMapDesc.graphicsFormat = RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8G8_UNorm, FormatUsage.Linear | FormatUsage.Render) + ? GraphicsFormat.R8G8_UNorm + : GraphicsFormat.B8G8R8A8_UNorm; + + SoftQuality softQuality = settings.softQuality; + + + FilterMode filterMode = softQuality == SoftQuality.None ? FilterMode.Bilinear : FilterMode.Point; + RenderingUtils.ReAllocateIfNeeded(ref planarShadowRT, shadowMapDesc, filterMode, TextureWrapMode.Clamp, name: "_PlanarShadowMap"); + int disMapSize = 64; + int disMapHeight = disMapSize; + int disMapWidth = disMapSize; + + if (sourceRTSize.x > sourceRTSize.y) + disMapWidth = Mathf.RoundToInt(disMapSize * ((float)sourceRTSize.x / (float)sourceRTSize.y)); + else + disMapHeight = Mathf.RoundToInt(disMapSize * ((float)sourceRTSize.y / (float)sourceRTSize.x)); + + var distanceMapDesc = shadowMapDesc; + distanceMapDesc.graphicsFormat = RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8_UNorm, FormatUsage.Linear | FormatUsage.Render) + ? GraphicsFormat.R8_UNorm + : GraphicsFormat.B8G8R8A8_UNorm; + distanceMapDesc.width = disMapWidth; + distanceMapDesc.height = disMapHeight; + RenderingUtils.ReAllocateIfNeeded(ref shadowDistanceTempTarget, distanceMapDesc, FilterMode.Point, TextureWrapMode.Clamp); + RenderingUtils.ReAllocateIfNeeded(ref shadowDistanceTarget, distanceMapDesc, FilterMode.Bilinear, TextureWrapMode.Clamp); + + var softMapDesc = shadowMapDesc; + softMapDesc.graphicsFormat = RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8_UNorm, FormatUsage.Linear | FormatUsage.Render) + ? GraphicsFormat.R8_UNorm + : GraphicsFormat.B8G8R8A8_UNorm; + RenderingUtils.ReAllocateIfNeeded(ref softShadowRenderTarget, softMapDesc, + FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_SoftPlanarShadowMap"); + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + var cameraData = renderingData.cameraData; + var cmd = renderingData.commandBuffer; + using var scp = new ProfilingScope(cmd, profiler); + + float castPlaneOffset = settings.castPlaneOffset; + Vector3 castPlaneNormal = settings.castPlaneNormal; + ShadowResolution shadowResolution = settings.shadowResolution; + SoftQuality softQuality = settings.softQuality; + float softScaleByDistance = settings.softScaleByDistance; + float softGradientDistance = settings.softGradientDistance; + float minSoft = settings.minSoft; + var rendererListDesc = new RendererListDesc(planarShadowShaderIds, renderingData.cullResults, cameraData.camera) + { + renderQueueRange = RenderQueueRange.all, + sortingCriteria = SortingCriteria.OptimizeStateChanges, + rendererConfiguration = renderingData.perObjectData, + overrideMaterial = settings.PlanarShadowMat, + overrideMaterialPassIndex = 3, + layerMask = 1 << playerLayer, + }; + RendererList rendererList = context.CreateRendererList(rendererListDesc); + + Vector3 planeNormal = castPlaneNormal.normalized; + Vector4 shadowCasterPlane = new Vector4(planeNormal.x, planeNormal.y, planeNormal.z, castPlaneOffset); + cmd.BeginSample("PlanarShadow"); + cmd.SetGlobalVector("_PlanarShadowCastPlane", shadowCasterPlane); + cmd.SetGlobalFloat("_MinSoft", Mathf.Clamp01(minSoft)); + cmd.SetGlobalFloat("_PlanarShadowMaxSoftDistance", softGradientDistance); + cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix); + cmd.SetRenderTarget(planarShadowRT, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store); + cmd.ClearRenderTarget(false, true, Color.clear); + cmd.DrawRendererList(rendererList); + cmd.EndSample("PlanarShadow"); + + if (softQuality != SoftQuality.None) + { + cmd.BeginSample("BlurShadow"); + VisibleLight mainLight = renderingData.lightData.visibleLights[renderingData.lightData.mainLightIndex]; + Vector3 lightDirection = -mainLight.localToWorldMatrix.GetColumn(2); + lightDirection.y = 0; + Vector3 pixelOffset = cameraData.camera.WorldToScreenPoint(Vector3.zero) - cameraData.camera.WorldToScreenPoint(lightDirection); + pixelOffset.z = 0; + pixelOffset = pixelOffset.normalized; + Vector4 shadowScreenVDir = new Vector4(pixelOffset.x, pixelOffset.y, 0, 0); + Vector4 shadowScreenHDir = new Vector4(pixelOffset.x, -pixelOffset.y, 0, 0); + int disMapWidth = shadowDistanceTempTarget.rt.width; + int disMapHeight = shadowDistanceTempTarget.rt.height; + cmd.SetGlobalVector("_ShadowScreenHDir", shadowScreenHDir); + cmd.SetGlobalVector("_ShadowScreenVDir", shadowScreenVDir); + cmd.SetGlobalVector("_EdgeMapTexelSize", new Vector4(1.0f / disMapWidth, 1.0f / disMapHeight, disMapWidth, disMapHeight)); + cmd.SetGlobalTexture("_SourceTex", planarShadowRT); + cmd.SetRenderTarget(shadowDistanceTempTarget, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store); + cmd.DrawProcedural(Matrix4x4.identity, settings.PlanarShadowMat, 1, MeshTopology.Triangles, 3); + cmd.SetGlobalTexture("_SourceTex", shadowDistanceTempTarget); + cmd.SetRenderTarget(shadowDistanceTarget, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store); + cmd.DrawProcedural(Matrix4x4.identity, settings.PlanarShadowMat, 0, MeshTopology.Triangles, 3); + + Vector4[] possionOperator = lowSoftOperator; + if (softQuality == SoftQuality.Medium) + possionOperator = mediumSoftOperator; + if (softQuality == SoftQuality.High) + possionOperator = highSoftOperator; + + cmd.DisableKeyword(lowSoftQuality); + cmd.DisableKeyword(mediumSoftQuality); + cmd.DisableKeyword(highSoftQuality); + if (softQuality == SoftQuality.Low) + cmd.EnableKeyword(lowSoftQuality); + if (softQuality == SoftQuality.Medium) + cmd.EnableKeyword(mediumSoftQuality); + if (softQuality == SoftQuality.High) + cmd.EnableKeyword(highSoftQuality); + cmd.SetGlobalFloat("_SoftScaleByDistance", softScaleByDistance * (float)shadowResolution / 256f); + cmd.SetGlobalTexture("_DistanceTex", shadowDistanceTarget); + cmd.SetGlobalVectorArray(Shader.PropertyToID("_PossionOperator"), possionOperator); + cmd.SetGlobalTexture("_SourceTex", planarShadowRT); + cmd.SetRenderTarget(softShadowRenderTarget, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store); + cmd.DrawProcedural(Matrix4x4.identity, settings.PlanarShadowMat, 2, MeshTopology.Triangles, 3); + cmd.EndSample("BlurShadow"); + } + + cmd.EnableKeyword(planarShadowKeyword); + cmd.SetGlobalColor("_PlanarShadowColor", settings.planarShadowColor); + cmd.SetGlobalTexture("_PlanarShadowMap", softQuality == SoftQuality.None ? planarShadowRT : softShadowRenderTarget); + } + + public override void OnFinishCameraStackRendering(CommandBuffer cmd) + { + cmd.DisableKeyword(planarShadowKeyword); + base.OnFinishCameraStackRendering(cmd); + } + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/PlanarScreenShadow.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/PlanarScreenShadow.cs.meta new file mode 100644 index 0000000..e91c7bc --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/PlanarScreenShadow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b5a3747493cb37e4aa9909e94ba4739d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders.meta new file mode 100644 index 0000000..33ef5ae --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a7b2a3b5af500254190b654e11e07ac7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/Blur.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/Blur.shader new file mode 100644 index 0000000..f34fdb3 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/Blur.shader @@ -0,0 +1,144 @@ +Shader "XRP/Blur" +{ + + SubShader + { + ZTest Always Cull Off ZWrite Off + + HLSLINCLUDE + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + sampler2D _MainTex; + half4 _MainTex_TexelSize; + float _BlurSize; + + struct v2f { + float4 pos : SV_POSITION; + half2 uv[5]: TEXCOORD0; + }; + + //垂直方向的模糊 + v2f vertBlurVertical(uint vertexID: SV_VertexID) + { + v2f o; + o.pos = GetFullScreenTriangleVertexPosition(vertexID); + + half2 uv = GetFullScreenTriangleTexCoord(vertexID); + + o.uv[0] = uv; + o.uv[1] = uv + float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize; + o.uv[2] = uv - float2(0.0, _MainTex_TexelSize.y * 1.0) * _BlurSize; + o.uv[3] = uv + float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize; + o.uv[4] = uv - float2(0.0, _MainTex_TexelSize.y * 2.0) * _BlurSize; + + return o; + } + //水平方向的模糊 + v2f vertBlurHorizontal(uint vertexID: SV_VertexID) + { + v2f o; + o.pos = GetFullScreenTriangleVertexPosition(vertexID); + + half2 uv = GetFullScreenTriangleTexCoord(vertexID); + + o.uv[0] = uv; + o.uv[1] = uv + float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize; + o.uv[2] = uv - float2(_MainTex_TexelSize.x * 1.0, 0.0) * _BlurSize; + o.uv[3] = uv + float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize; + o.uv[4] = uv - float2(_MainTex_TexelSize.x * 2.0, 0.0) * _BlurSize; + + return o; + } + + half4 fragBlur(v2f i) : SV_Target { + float weight[3] = {0.4026, 0.2442, 0.0545}; + + half3 sum = tex2D(_MainTex, i.uv[0]).rgb * weight[0]; + + for (int it = 1; it < 3; it++) { + sum += tex2D(_MainTex, i.uv[it*2-1]).rgb * weight[it]; + sum += tex2D(_MainTex, i.uv[it*2]).rgb * weight[it]; + } + + return half4(sum, 1.0); + } + + ENDHLSL + Pass + { + NAME "GAUSSIAN_BLUR_VERTICAL" + + HLSLPROGRAM + + #pragma vertex vertBlurVertical + #pragma fragment fragBlur + + ENDHLSL + } + + Pass + { + NAME "GAUSSIAN_BLUR_HORIZONTAL" + + HLSLPROGRAM + + #pragma vertex vertBlurHorizontal + #pragma fragment fragBlur + + ENDHLSL + } + + + Pass + { + NAME "KawaseBlu" + + HLSLPROGRAM + + #pragma vertex KawaseBlurVert + #pragma fragment KawaseBlurFrag + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + + struct Varyings + { + float4 positionHCS : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uvTopRight : TEXCOORD1; + float2 uvTopLeft : TEXCOORD2; + float2 uvBottomRight : TEXCOORD3; + float2 uvBottomLeft : TEXCOORD4; + }; + + float _KawaseBlurOffset; + TEXTURE2D(_BlitTexture); + SAMPLER(sampler_LinearClamp); + float4 _BlitTexture_TexelSize; + + Varyings KawaseBlurVert(uint vertexID: SV_VertexID) + { + Varyings output; + output.positionHCS = GetFullScreenTriangleVertexPosition(vertexID); + float2 uv = GetFullScreenTriangleTexCoord(vertexID); + output.uv = uv; + output.uvTopRight = output.uv + float2( _KawaseBlurOffset, _KawaseBlurOffset) * _BlitTexture_TexelSize.xy; + output.uvTopLeft = output.uv + float2(-_KawaseBlurOffset, _KawaseBlurOffset) * _BlitTexture_TexelSize.xy; + output.uvBottomRight = output.uv + float2( _KawaseBlurOffset, -_KawaseBlurOffset) * _BlitTexture_TexelSize.xy; + output.uvBottomLeft = output.uv + float2(-_KawaseBlurOffset, -_KawaseBlurOffset) * _BlitTexture_TexelSize.xy; + return output; + } + + float4 KawaseBlurFrag(Varyings input) : SV_Target + { + float4 color = SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uv) * 0.2; + color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvTopRight) * 0.2; + color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvTopLeft) * 0.2; + color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvBottomRight) * 0.2; + color += SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.uvBottomLeft) * 0.2; + return float4(color.rgb, 1.0); + } + + ENDHLSL + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/Blur.shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/Blur.shader.meta new file mode 100644 index 0000000..016abdc --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/Blur.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ac5e0807b54a94e4a9d8093afd986e43 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/PlanarShadow.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/PlanarShadow.shader new file mode 100644 index 0000000..690a7af --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/PlanarShadow.shader @@ -0,0 +1,216 @@ +Shader "XRP/PlanarShadow" +{ + + SubShader + { + HLSLINCLUDE + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + + #ifdef LOW_SOFT_QUALITY + #define OPERATOR_SIZE 10 + #elif defined(MEDIUM_SOFT_QUALITY) + #define OPERATOR_SIZE 16 + #else + #define OPERATOR_SIZE 32 + #endif + + struct Varyings + { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + TEXTURE2D(_SourceTex); + SAMPLER(sampler_SourceTex); + + TEXTURE2D(_DistanceTex); + SAMPLER(sampler_DistanceTex); + + SAMPLER(sampler_LinearClamp); + + float4 _PossionOperator[32]; + float4 _EdgeMapTexelSize; + float4 _SourceTex_TexelSize; + float2 _ShadowScreenHDir; + float2 _ShadowScreenVDir; + float _MinSoft; + float _SoftScaleByDistance; + + Varyings FullScreenVert(uint vertexID: SV_VertexID) + { + Varyings o; + o.vertex = GetFullScreenTriangleVertexPosition(vertexID); + o.uv = GetFullScreenTriangleTexCoord(vertexID); + return o; + } + + half4 buildSoftEdgeVFrag(Varyings input) : SV_Target + { + half2 uv = input.uv; + half2 uvStep = _EdgeMapTexelSize.xy * _ShadowScreenVDir * 0.6f; + UNITY_UNROLL + for(int i = 0;i<4;i++) + { + half dis = SAMPLE_TEXTURE2D(_SourceTex, sampler_SourceTex, uv - i * uvStep).r; + if(dis > 0) + return dis; + } + + return 0; + } + + half4 buildSoftEdgeHFrag(Varyings input) : SV_Target + { + half2 uv = input.uv; + half2 uvStep = _SourceTex_TexelSize.xy * _ShadowScreenHDir* 0.6f; + UNITY_UNROLL + for(int i = 0; i < 6; i++) + { + half dis = SAMPLE_TEXTURE2D(_SourceTex, sampler_SourceTex, uv - i * uvStep).r; + half dis2 = SAMPLE_TEXTURE2D(_SourceTex, sampler_SourceTex, uv + i * uvStep).r; + if(dis > 0) + return dis; + if(dis2 > 0) + return dis2; + } + + return 0; + } + + + half4 CircleVisiualFrag(Varyings input) : SV_Target + { + half2 uv = input.uv; + half blurSize = SAMPLE_TEXTURE2D(_DistanceTex, sampler_DistanceTex, uv).r; + half2 uvStep = _SourceTex_TexelSize.xy * (_MinSoft + (1 - _MinSoft) * blurSize) * _SoftScaleByDistance; + half col = 0; + + if(blurSize == 0) + return SAMPLE_TEXTURE2D(_SourceTex, sampler_LinearClamp, uv).g; + UNITY_UNROLL + for(int i = 0; i < OPERATOR_SIZE;i++) + { + col += SAMPLE_TEXTURE2D(_SourceTex, sampler_LinearClamp, uv + uvStep * _PossionOperator[i].xy).g * _PossionOperator[i].z; + } + return half4(col.rrr,1); + } + + ENDHLSL + + Pass + { + Name "BlurV" + + HLSLPROGRAM + #pragma vertex FullScreenVert + #pragma fragment buildSoftEdgeVFrag + ENDHLSL + } + + Pass + { + Name "BlurH" + + HLSLPROGRAM + #pragma vertex FullScreenVert + #pragma fragment buildSoftEdgeHFrag + ENDHLSL + } + + Pass + { + Name "CircleVisiual" + + HLSLPROGRAM + #pragma multi_compile _ LOW_SOFT_QUALITY MEDIUM_SOFT_QUALITY + #pragma vertex FullScreenVert + #pragma fragment CircleVisiualFrag + ENDHLSL + } + + Pass + { + Tags { "LightMode" = "PlanarShadow" } + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_instancing + #pragma enable_d3d11_debug_symbols + #pragma shader_feature_local TRANSPARENT_SHADOW_CASTER + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + + float4 _PlanarShadowCastPlane; + float _PlanarShadowMaxSoftDistance; + half4 _PlanarShadowColor; + + TEXTURE2D(_PlanarShadowMap); + SAMPLER(sampler_PlanarShadowMap); + + void CastVertexToPlane(float3 oriPositionWS, float3 lightDirection, out float3 positionWS, out float shadowSoftScale, float objtY) + { + float3 planeNor = _PlanarShadowCastPlane.xyz; + float w = _PlanarShadowCastPlane.w + objtY; + // https://zhuanlan.zhihu.com/p/42781261 + float castDistance = (w - dot(oriPositionWS.xyz, planeNor)) / dot(lightDirection, planeNor); + positionWS = oriPositionWS.xyz + castDistance * lightDirection; + shadowSoftScale = max(0, castDistance / _PlanarShadowMaxSoftDistance); + } + + half3 GetPlanarScreenShadowAttenuation(float2 screenUV) + { + #ifdef PLANAR_SHADOW + half attenutaion = SAMPLE_TEXTURE2D(_PlanarShadowMap, sampler_PlanarShadowMap, screenUV).r; + return lerp(1, _PlanarShadowColor, attenutaion); + #else + return 1; + #endif + } + + struct attribute + { + float4 vertex : POSITION; + float2 uv : TEXCOORD; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + float2 uv : TEXCOORD0; + float softValue : TEXCOORD1; + }; + + sampler2D _MainTexture; + + v2f vert (attribute v) + { + v2f o; + float4 worldPos = mul(UNITY_MATRIX_M, v.vertex); + float3 lightDir = -_MainLightPosition.xyz; + float y = UNITY_MATRIX_M[1][3]; + float3 castPosWS; + float softValue; + CastVertexToPlane(worldPos.xyz, lightDir, castPosWS, softValue, y); + o.softValue = softValue; + o.vertex = mul(UNITY_MATRIX_VP, float4(castPosWS, 1)); + o.uv = v.uv; + return o; + } + + half4 frag (v2f i) : SV_Target + { + #ifdef TRANSPARENT_SHADOW_CASTER + float4 col = tex2D(_MainTexture, i.uv); + #else + float4 col = 1; + #endif + return half4(i.softValue,col.a,0, 0); + } + ENDHLSL + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/PlanarShadow.shader.meta 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Always + ZWrite Off + Cull Off + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + // #pragma enable_d3d11_debug_symbols + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + #pragma multi_compile _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE + + + struct Varyings + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + Varyings vert(uint vertexID: SV_VertexID) + { + Varyings o; + o.vertex = GetFullScreenTriangleVertexPosition(vertexID); + o.uv = GetFullScreenTriangleTexCoord(vertexID); + return o; + } + + float4 _Offset5[2]; + float4 _MaskSizeAndInvRenderSize; + half GetDepth(float2 uv) + { + #if UNITY_REVERSED_Z + float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv).r; + #else + float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv).r; + deviceDepth = deviceDepth * 2.0 - 1.0; + #endif + return deviceDepth; + } + + half frag(Varyings input) : SV_Target + { + float2 uv = input.uv; + + //Fetch shadow coordinates for cascade. + float3 wpos = ComputeWorldSpacePosition(uv, GetDepth(uv), unity_MatrixInvVP); + float4 coords = TransformWorldToShadowCoord(wpos); + + if(BEYOND_SHADOW_FAR(coords)) + { + return 1; + } + + half shadow = 0; + float2 uv0 = input.uv; + for (int i = 0; i < 2; ++i) + { + uv = uv0 + _Offset5[i].xy; + wpos = ComputeWorldSpacePosition(uv, GetDepth(uv), unity_MatrixInvVP); + coords = TransformWorldToShadowCoord(wpos); + + shadow += BEYOND_SHADOW_FAR(coords) ? 1 : SAMPLE_TEXTURE2D_SHADOW(_MainLightShadowmapTexture, sampler_LinearClampCompare, + coords.xyz); + uv = uv0 + _Offset5[i].zw; + wpos = ComputeWorldSpacePosition(uv, GetDepth(uv), unity_MatrixInvVP); + coords = TransformWorldToShadowCoord(wpos); + + shadow += BEYOND_SHADOW_FAR(coords) ? 1 : SAMPLE_TEXTURE2D_SHADOW(_MainLightShadowmapTexture, sampler_LinearClampCompare, + coords.xyz); + } + + shadow *= 0.25f; + + return shadow; + } + ENDHLSL + } + } +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/SoftShadowMask.shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/SoftShadowMask.shader.meta new file mode 100644 index 0000000..7176654 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/Shaders/SoftShadowMask.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9e7a31ad298da624eb60b9e1f9dcd787 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git 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+1,120 @@ +using System; +using Unity.Mathematics; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace X.Rendering.Feature +{ + public class SoftShadowMask : ScriptableRendererFeature + { + [Serializable] + private class Settings + { + public bool BlurMask = false; + public Material MaskMat = null; + public Material BlurMat = null; + public int BlurIterations = 3; + public float BlurSpread = 0.6f; + } + + [SerializeField] + private Settings settings = new(); + SoftShadowMaskPass shadowMaskPass; + + public override void Create() + { + shadowMaskPass = new(settings); + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + renderer.EnqueuePass(shadowMaskPass); + } + + + class SoftShadowMaskPass : ScriptableRenderPass + { + internal static readonly int SoftShadowMaskTextureId = Shader.PropertyToID("_SoftShadowMaskTexture"); + internal static readonly GlobalKeyword softShadowMaskKeyword = GlobalKeyword.Create("_SOFTSHADOW_MASK"); + + private Settings settings; + private ProfilingSampler profiler; + Vector4[] offsetArray = new Vector4[4]; + RTHandle softShadowMask; + RTHandle buffer0; + RTHandle buffer1; + public SoftShadowMaskPass(Settings settings) + { + this.settings = settings; + renderPassEvent = RenderPassEvent.AfterRenderingPrePasses; + profiler = new(nameof(SoftShadowMaskPass)); + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + var cmd = renderingData.commandBuffer; + using var scp = new ProfilingScope(cmd, profiler); + cmd.EnableKeyword(softShadowMaskKeyword); + var w = renderingData.cameraData.cameraTargetDescriptor.width; + var h = renderingData.cameraData.cameraTargetDescriptor.height; + float2 wh = new float2 { x = w, y = h }; + { + offsetArray[0] = new float4(new float2(-1, 1) / wh, new float2(1, 1) / wh); + offsetArray[1] = new float4(new float2(-1, -1) / wh, new float2(1, -1) / wh); + offsetArray[2] = new float4(new float2(-2, -2) / wh, new float2(2, 2) / wh); + offsetArray[3] = new float4(new float2(-2, 2) / wh, new float2(2, -2) / wh); + cmd.SetGlobalVectorArray("_Offset5", offsetArray); + } + cmd.SetGlobalVector("_MaskSizeAndInvRenderSize", new Vector4(w / 4, h / 4, 1f / w, 1f / h)); + var desc = new RenderTextureDescriptor() + { + bindMS = false, + colorFormat = RenderTextureFormat.R8, + width = w / 4, + height = h / 4, + enableRandomWrite = false, + depthBufferBits = 0, + dimension = TextureDimension.Tex2D, + msaaSamples = 1, + }; + RenderingUtils.ReAllocateIfNeeded(ref softShadowMask, desc); + cmd.SetGlobalTexture("_CameraDepthTexture", renderingData.cameraData.renderer.cameraDepthTargetHandle); + cmd.SetRenderTarget(softShadowMask, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store); + cmd.DrawProcedural(Matrix4x4.identity, settings.MaskMat, 0, MeshTopology.Triangles, 3); + if (settings.BlurMask) + { + cmd.BeginSample("SoftShadowMask Blur"); + //desc.memoryless = RenderTextureMemoryless.Color; + RenderingUtils.ReAllocateIfNeeded(ref buffer0, desc, name: "buffer0"); + RenderingUtils.ReAllocateIfNeeded(ref buffer1, desc, name: "buffer1"); + + cmd.SetGlobalTexture("_MainTex", softShadowMask); + for (int i = 0; i < settings.BlurIterations; i++) + { + settings.BlurMat.SetFloat("_BlurSize", i * settings.BlurSpread); + cmd.SetRenderTarget(buffer0, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store); + cmd.DrawProcedural(Matrix4x4.identity, settings.BlurMat, 0, MeshTopology.Triangles, 3); + cmd.SetGlobalTexture("_MainTex", buffer0); + + cmd.SetRenderTarget(buffer1, loadAction: RenderBufferLoadAction.DontCare, storeAction: RenderBufferStoreAction.Store); + cmd.DrawProcedural(Matrix4x4.identity, settings.BlurMat, 1, MeshTopology.Triangles, 3); + cmd.SetGlobalTexture("_MainTex", buffer1); + } + cmd.EndSample("SoftShadowMask Blur"); + cmd.SetGlobalTexture(SoftShadowMaskTextureId, buffer1); + } + else + { + cmd.SetGlobalTexture(SoftShadowMaskTextureId, softShadowMask); + } + } + + public override void OnFinishCameraStackRendering(CommandBuffer cmd) + { + base.OnFinishCameraStackRendering(cmd); + cmd.DisableKeyword(softShadowMaskKeyword); + } + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SoftShadowMask.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SoftShadowMask.cs.meta new file mode 100644 index 0000000..eec87ac --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SoftShadowMask.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eab40a9966087544f860c63893896a09 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git 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a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1.h b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1.h similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1.h rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1.h diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1.h.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1.h.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1.h.meta rename to 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similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_callbacks_hlsl.h.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_callbacks_hlsl.h.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_easu.h b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_easu.h similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_easu.h rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_easu.h diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_easu.h.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_easu.h.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_easu.h.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_easu.h.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_rcas.h b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_rcas.h similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_rcas.h rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_rcas.h diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_rcas.h.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_rcas.h.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_rcas.h.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_rcas.h.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_resources.h b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_resources.h similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_resources.h rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_resources.h diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_resources.h.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_resources.h.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_resources.h.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/FFX/fsr1/ffx_fsr1_resources.h.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR1.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR1.shader similarity index 99% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR1.shader rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR1.shader index 45ba66b..c114fe9 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR1.shader +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR1.shader @@ -1,4 +1,4 @@ -Shader "MRP/SR/GSR1" +Shader "XRP/SR/GSR1" { SubShader { diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR1.shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR1.shader.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR1.shader.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR1.shader.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2.shader similarity index 99% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2.shader rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2.shader index 09c3026..09ab6b3 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2.shader +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2.shader @@ -1,4 +1,4 @@ -Shader "MRP/SR/GSR2" +Shader "XRP/SR/GSR2" { SubShader { diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2.shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2.shader.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2.shader.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2.shader.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2_2ps.compute b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2_2ps.compute similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2_2ps.compute rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2_2ps.compute diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2_2ps.compute.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2_2ps.compute.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2_2ps.compute.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2_2ps.compute.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2_3ps.compute b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2_3ps.compute similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2_3ps.compute rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2_3ps.compute diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2_3ps.compute.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2_3ps.compute.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/GSR2_3ps.compute.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/GSR2_3ps.compute.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/MRP_SR_GSR1.mat b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/MRP_SR_GSR1.mat similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/MRP_SR_GSR1.mat rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/MRP_SR_GSR1.mat diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/MRP_SR_GSR1.mat.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/MRP_SR_GSR1.mat.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/MRP_SR_GSR1.mat.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/MRP_SR_GSR1.mat.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/MRP_SR_GSR2.mat b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/MRP_SR_GSR2.mat similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/MRP_SR_GSR2.mat rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/MRP_SR_GSR2.mat diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/MRP_SR_GSR2.mat.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/MRP_SR_GSR2.mat.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/MRP_SR_GSR2.mat.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/MRP_SR_GSR2.mat.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/Unlit_XessRcas.mat b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/Unlit_XessRcas.mat similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/Unlit_XessRcas.mat rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/Unlit_XessRcas.mat diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/Unlit_XessRcas.mat.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/Unlit_XessRcas.mat.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/Unlit_XessRcas.mat.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/Unlit_XessRcas.mat.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/XessRcas.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/XessRcas.shader similarity index 99% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/XessRcas.shader rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/XessRcas.shader index 10f40b4..9243465 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/XessRcas.shader +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/XessRcas.shader @@ -1,4 +1,4 @@ -Shader "Unlit/XessRcas" +Shader "XRP/XessRcas" { SubShader diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/XessRcas.shader.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/XessRcas.shader.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SR/Shader/XessRcas.shader.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SR/Shader/XessRcas.shader.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SRSettings.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SRSettings.cs similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SRSettings.cs rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SRSettings.cs diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SRSettings.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SRSettings.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/SuperRendering/SRSettings.cs.meta rename to Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/SuperRendering/SRSettings.cs.meta diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/XRenderFeatureManager.cs b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/XRenderFeatureManager.cs new file mode 100644 index 0000000..dbf190d --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/XRenderFeatureManager.cs @@ -0,0 +1,116 @@ +using System.Collections.Generic; +using Unity.Collections; +using UnityEngine; +namespace X.Rendering.Feature +{ + public class XRenderFeatureManager : MonoBehaviour + { + public static XRenderFeatureManager Instance + { + get; private set; + } + + #region CapsuleAO + public NativeArray CharacterArray; + public NativeArray CapsuleArray; + + public Transform TestLightTrans; + public Transform TestCharacterTrans; + public float TestW; + + private Dictionary characterTransform2CapsuleCollider = new(); + private int capsuleColliderCount = 0; + + public void AddCapsuleAOCharacter(Transform transform) + { + var oldCapsuleArray = CapsuleArray; + var oldCharacterArray = CharacterArray; + + var capsules = transform.GetComponentsInChildren(true); + characterTransform2CapsuleCollider.Add(transform, capsules); + capsuleColliderCount += capsules.Length; + CapsuleArray = new (capsuleColliderCount, Allocator.Persistent); + CharacterArray = new (characterTransform2CapsuleCollider.Count, Allocator.Persistent); + + if (oldCharacterArray.IsCreated) + { + oldCharacterArray.Dispose(); + oldCapsuleArray.Dispose(); + } + } + + public void RemoveCapsuleAOCharacter(Transform transform) + { + capsuleColliderCount -= characterTransform2CapsuleCollider[transform].Length; + characterTransform2CapsuleCollider.Remove(transform); + var oldCapsuleArray = CapsuleArray; + var oldCharacterArray = CharacterArray; + + CapsuleArray = new(capsuleColliderCount, Allocator.Persistent); + CharacterArray = new(characterTransform2CapsuleCollider.Count, Allocator.Persistent); + + if (oldCharacterArray.IsCreated) + { + oldCharacterArray.Dispose(); + oldCapsuleArray.Dispose(); + } + } + + #endregion + + private void Awake() + { + Instance = this; + } + + + private void Start() + { + AddCapsuleAOCharacter(TestCharacterTrans); + } + + private void Update() + { + Transform transform = null; + int capsuleArrayIndex = 0; + int characterArrayIndex = 0; + int startID = 0; + Instance = this; + + foreach (var item in characterTransform2CapsuleCollider) + { + for (int i = 0; i < item.Value.Length; i++) + { + var capsule = item.Value[i]; + //capsule.direction + var a = capsule.center - new Vector3(0, capsule.height / 2, 0); + var b = capsule.center + new Vector3(0, capsule.height / 2, 0); + a = capsule.transform.TransformPoint(a); + b = capsule.transform.TransformPoint(b); + CapsuleArray[capsuleArrayIndex++] = new() + { + a = a, + b = b, + radius = capsule.radius, + }; + } + + if (transform != item.Key) + { + transform = item.Key; + CharacterArray[characterArrayIndex++] = new() + { + position = transform.position, + radius = 5, + lightDir = -new Vector4(TestLightTrans.position.x, TestLightTrans.position.y, TestLightTrans.position.z, -TestW), + startID = startID, + endID = capsuleArrayIndex, + }; + startID = capsuleArrayIndex; + } + + } + } + + } +} diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/XRenderFeatureManager.cs.meta b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/XRenderFeatureManager.cs.meta new file mode 100644 index 0000000..fe1387a --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Runtime/XRenderFeatures/XRenderFeatureManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 18dca6cc0a0961049ba14d81b04c5678 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Lighting.hlsl b/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Lighting.hlsl index b91d666..5de8f9a 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Lighting.hlsl +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Lighting.hlsl @@ -298,7 +298,10 @@ half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData) inputData.normalWS, inputData.viewDirectionWS, surfaceData.clearCoatMask, specularHighlightsOff); } - + #if defined(PLANAR_SHADOW) + lightingData.mainLightColor *= GetPlanarScreenShadowAttenuation(inputData.normalizedScreenSpaceUV); + #endif + #if defined(_ADDITIONAL_LIGHTS) uint pixelLightCount = GetAdditionalLightsCount(); @@ -338,6 +341,23 @@ half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData) lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse; #endif +// #if defined(_SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF) +// half realtimeShadow = half(SAMPLE_TEXTURE2D(_ScreenSpaceShadowmapTexture, sampler_PointClamp, inputData.normalizedScreenSpaceUV.xy).x); +// UNITY_BRANCH +// if(abs(realtimeShadow - 0.5) < 0.499) +// { +// return float4(1, 0, 0, 1); +// } +// #endif +// #if defined(_SOFTSHADOW_MASK) +// half realtimeShadow = half(SAMPLE_TEXTURE2D(_SoftShadowMaskTexture, sampler_PointClamp, inputData.normalizedScreenSpaceUV.xy).x); +// UNITY_BRANCH +// if(abs(realtimeShadow - 0.5) < 0.499) +// { +// return float4(1, 0, 0, 1); +// } +// #endif + #if REAL_IS_HALF // Clamp any half.inf+ to HALF_MAX return min(CalculateFinalColor(lightingData, surfaceData.alpha), HALF_MAX); diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/RealtimeLights.hlsl b/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/RealtimeLights.hlsl index 076b234..818bf5f 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/RealtimeLights.hlsl +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/RealtimeLights.hlsl @@ -122,6 +122,19 @@ Light GetMainLight(float4 shadowCoord) return light; } +Light GetMainLight(float4 shadowCoord, float2 screenUV, float3 positionWS, half4 shadowMask) +{ + Light light = GetMainLight(); + light.shadowAttenuation = MainLightShadow(shadowCoord, screenUV, positionWS, shadowMask, _MainLightOcclusionProbes); + + #if defined(_LIGHT_COOKIES) + real3 cookieColor = SampleMainLightCookie(positionWS); + light.color *= cookieColor; + #endif + + return light; +} + Light GetMainLight(float4 shadowCoord, float3 positionWS, half4 shadowMask) { Light light = GetMainLight(); @@ -137,7 +150,7 @@ Light GetMainLight(float4 shadowCoord, float3 positionWS, half4 shadowMask) Light GetMainLight(InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor) { - Light light = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask); + Light light = GetMainLight(inputData.shadowCoord, inputData.normalizedScreenSpaceUV, inputData.positionWS, shadowMask); #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT) if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION)) diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Shadows.hlsl b/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Shadows.hlsl index 68342dc..3f491f4 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Shadows.hlsl +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/ShaderLibrary/Shadows.hlsl @@ -10,17 +10,17 @@ #define MAX_SHADOW_CASCADES 4 #if !defined(_RECEIVE_SHADOWS_OFF) - #if defined(_MAIN_LIGHT_SHADOWS) || defined(_MAIN_LIGHT_SHADOWS_CASCADE) || defined(_MAIN_LIGHT_SHADOWS_SCREEN) +#if defined(_MAIN_LIGHT_SHADOWS) || defined(_MAIN_LIGHT_SHADOWS_CASCADE) || defined(_MAIN_LIGHT_SHADOWS_SCREEN) #define MAIN_LIGHT_CALCULATE_SHADOWS - #if defined(_MAIN_LIGHT_SHADOWS) || (defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)) +#if defined(_MAIN_LIGHT_SHADOWS) || (defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)) #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR - #endif - #endif +#endif +#endif - #if defined(_ADDITIONAL_LIGHT_SHADOWS) +#if defined(_ADDITIONAL_LIGHT_SHADOWS) #define ADDITIONAL_LIGHT_CALCULATE_SHADOWS - #endif +#endif #endif #if defined(UNITY_DOTS_INSTANCING_ENABLED) @@ -36,7 +36,7 @@ #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) #define SAMPLE_SHADOWMASK(uv) SAMPLE_TEXTURE2D_LIGHTMAP(SHADOWMASK_NAME, SHADOWMASK_SAMPLER_NAME, uv SHADOWMASK_SAMPLE_EXTRA_ARGS); #elif !defined (LIGHTMAP_ON) - #define SAMPLE_SHADOWMASK(uv) unity_ProbesOcclusion; +#define SAMPLE_SHADOWMASK(uv) unity_ProbesOcclusion; #else #define SAMPLE_SHADOWMASK(uv) half4(1, 1, 1, 1); #endif @@ -49,6 +49,7 @@ SCREENSPACE_TEXTURE(_ScreenSpaceShadowmapTexture); +TEXTURE2D(_SoftShadowMaskTexture); TEXTURE2D_SHADOW(_MainLightShadowmapTexture); TEXTURE2D_SHADOW(_AdditionalLightsShadowmapTexture); SAMPLER_CMP(sampler_LinearClampCompare); @@ -56,48 +57,50 @@ SAMPLER_CMP(sampler_LinearClampCompare); // GLES3 causes a performance regression in some devices when using CBUFFER. #ifndef SHADER_API_GLES3 CBUFFER_START(LightShadows) -#endif + #endif -// Last cascade is initialized with a no-op matrix. It always transforms -// shadow coord to half3(0, 0, NEAR_PLANE). We use this trick to avoid -// branching since ComputeCascadeIndex can return cascade index = MAX_SHADOW_CASCADES -float4x4 _MainLightWorldToShadow[MAX_SHADOW_CASCADES + 1]; -float4 _CascadeShadowSplitSpheres0; -float4 _CascadeShadowSplitSpheres1; -float4 _CascadeShadowSplitSpheres2; -float4 _CascadeShadowSplitSpheres3; -float4 _CascadeShadowSplitSphereRadii; + // Last cascade is initialized with a no-op matrix. It always transforms + // shadow coord to half3(0, 0, NEAR_PLANE). We use this trick to avoid + // branching since ComputeCascadeIndex can return cascade index = MAX_SHADOW_CASCADES + float4x4 _MainLightWorldToShadow[MAX_SHADOW_CASCADES + 1]; + float4 _CascadeShadowSplitSpheres0; + float4 _CascadeShadowSplitSpheres1; + float4 _CascadeShadowSplitSpheres2; + float4 _CascadeShadowSplitSpheres3; + float4 _CascadeShadowSplitSphereRadii; -float4 _MainLightShadowOffset0; // xy: offset0, zw: offset1 -float4 _MainLightShadowOffset1; // xy: offset2, zw: offset3 -float4 _MainLightShadowParams; // (x: shadowStrength, y: >= 1.0 if soft shadows, 0.0 otherwise, z: main light fade scale, w: main light fade bias) -float4 _MainLightShadowmapSize; // (xy: 1/width and 1/height, zw: width and height) + float4 _MainLightShadowOffset0; // xy: offset0, zw: offset1 + float4 _MainLightShadowOffset1; // xy: offset2, zw: offset3 + float4 _MainLightShadowParams; + // (x: shadowStrength, y: >= 1.0 if soft shadows, 0.0 otherwise, z: main light fade scale, w: main light fade bias) + float4 _MainLightShadowmapSize; // (xy: 1/width and 1/height, zw: width and height) -float4 _AdditionalShadowOffset0; // xy: offset0, zw: offset1 -float4 _AdditionalShadowOffset1; // xy: offset2, zw: offset3 -float4 _AdditionalShadowFadeParams; // x: additional light fade scale, y: additional light fade bias, z: 0.0, w: 0.0) -float4 _AdditionalShadowmapSize; // (xy: 1/width and 1/height, zw: width and height) + float4 _AdditionalShadowOffset0; // xy: offset0, zw: offset1 + float4 _AdditionalShadowOffset1; // xy: offset2, zw: offset3 + float4 _AdditionalShadowFadeParams; + // x: additional light fade scale, y: additional light fade bias, z: 0.0, w: 0.0) + float4 _AdditionalShadowmapSize; // (xy: 1/width and 1/height, zw: width and height) -#if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS) -#if !USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS) + #if !USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA // Point lights can use 6 shadow slices. Some mobile GPUs performance decrease drastically with uniform // blocks bigger than 8kb while others have a 64kb max uniform block size. This number ensures size of buffer // AdditionalLightShadows stays reasonable. It also avoids shader compilation errors on SHADER_API_GLES30 // devices where max number of uniforms per shader GL_MAX_FRAGMENT_UNIFORM_VECTORS is low (224) float4 _AdditionalShadowParams[MAX_VISIBLE_LIGHTS]; // Per-light data float4x4 _AdditionalLightsWorldToShadow[MAX_VISIBLE_LIGHTS]; // Per-shadow-slice-data -#endif -#endif + #endif + #endif -#ifndef SHADER_API_GLES3 + #ifndef SHADER_API_GLES3 CBUFFER_END #endif #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS) - #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA +#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA StructuredBuffer _AdditionalShadowParams_SSBO; // Per-light data - TODO: test if splitting _AdditionalShadowParams_SSBO[lightIndex].w into a separate StructuredBuffer buffer is faster StructuredBuffer _AdditionalLightsWorldToShadow_SSBO; // Per-shadow-slice-data - A shadow casting light can have 6 shadow slices (if it's a point light) - #endif +#endif #endif float4 _ShadowBias; // x: depth bias, y: normal bias @@ -118,6 +121,17 @@ struct ShadowSamplingData half softShadowQuality; }; +#ifdef PLANAR_SHADOW +half4 _PlanarShadowColor; +TEXTURE2D(_PlanarShadowMap); +SAMPLER(sampler_PlanarShadowMap); +half3 GetPlanarScreenShadowAttenuation(float2 screenUV) +{ + half attenutaion = SAMPLE_TEXTURE2D(_PlanarShadowMap, sampler_PlanarShadowMap, screenUV).r; + return lerp(1, _PlanarShadowColor, attenutaion); +} +#endif + ShadowSamplingData GetMainLightShadowSamplingData() { ShadowSamplingData shadowSamplingData; @@ -167,14 +181,14 @@ half4 GetMainLightShadowParams() half4 GetAdditionalLightShadowParams(int lightIndex) { #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS) - #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA return _AdditionalShadowParams_SSBO[lightIndex]; - #else - return _AdditionalShadowParams[lightIndex]; - #endif #else - // Same defaults as set in AdditionalLightsShadowCasterPass.cs - return half4(0, 0, 0, -1); + return _AdditionalShadowParams[lightIndex]; + #endif + #else + // Same defaults as set in AdditionalLightsShadowCasterPass.cs + return half4(0, 0, 0, -1); #endif } @@ -185,88 +199,125 @@ half SampleScreenSpaceShadowmap(float4 shadowCoord) // The stereo transform has to happen after the manual perspective divide shadowCoord.xy = UnityStereoTransformScreenSpaceTex(shadowCoord.xy); -#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) + #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) half attenuation = SAMPLE_TEXTURE2D_ARRAY(_ScreenSpaceShadowmapTexture, sampler_PointClamp, shadowCoord.xy, unity_StereoEyeIndex).x; -#else + #else half attenuation = half(SAMPLE_TEXTURE2D(_ScreenSpaceShadowmapTexture, sampler_PointClamp, shadowCoord.xy).x); -#endif - + #endif return attenuation; } -real SampleShadowmapFilteredLowQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) +real SampleShadowmapFilteredLowQuality( + TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) { // 4-tap hardware comparison real4 attenuation4; - attenuation4.x = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset0.xy, 0))); - attenuation4.y = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset0.zw, 0))); - attenuation4.z = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset1.xy, 0))); - attenuation4.w = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz + float3(samplingData.shadowOffset1.zw, 0))); + attenuation4.x = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + shadowCoord.xyz + float3(samplingData.shadowOffset0.xy, 0))); + attenuation4.y = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + shadowCoord.xyz + float3(samplingData.shadowOffset0.zw, 0))); + attenuation4.z = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + shadowCoord.xyz + float3(samplingData.shadowOffset1.xy, 0))); + attenuation4.w = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + shadowCoord.xyz + float3(samplingData.shadowOffset1.zw, 0))); return dot(attenuation4, real(0.25)); } -real SampleShadowmapFilteredMediumQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) +real SampleShadowmapFilteredMediumQuality( + TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) { real fetchesWeights[9]; real2 fetchesUV[9]; SampleShadow_ComputeSamples_Tent_5x5(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV); - return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z)) - + fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z)) - + fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[2].xy, shadowCoord.z)) - + fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[3].xy, shadowCoord.z)) - + fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[4].xy, shadowCoord.z)) - + fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[5].xy, shadowCoord.z)) - + fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[6].xy, shadowCoord.z)) - + fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[7].xy, shadowCoord.z)) - + fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[8].xy, shadowCoord.z)); + return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[0].xy, shadowCoord.z)) + + fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[1].xy, shadowCoord.z)) + + fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[2].xy, shadowCoord.z)) + + fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[3].xy, shadowCoord.z)) + + fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[4].xy, shadowCoord.z)) + + fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[5].xy, shadowCoord.z)) + + fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[6].xy, shadowCoord.z)) + + fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[7].xy, shadowCoord.z)) + + fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[8].xy, shadowCoord.z)); } -real SampleShadowmapFilteredHighQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) +real SampleShadowmapFilteredHighQuality( + TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) { real fetchesWeights[16]; real2 fetchesUV[16]; SampleShadow_ComputeSamples_Tent_7x7(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV); - return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z)) - + fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z)) - + fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[2].xy, shadowCoord.z)) - + fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[3].xy, shadowCoord.z)) - + fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[4].xy, shadowCoord.z)) - + fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[5].xy, shadowCoord.z)) - + fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[6].xy, shadowCoord.z)) - + fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[7].xy, shadowCoord.z)) - + fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[8].xy, shadowCoord.z)) - + fetchesWeights[9] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[9].xy, shadowCoord.z)) - + fetchesWeights[10] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[10].xy, shadowCoord.z)) - + fetchesWeights[11] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[11].xy, shadowCoord.z)) - + fetchesWeights[12] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[12].xy, shadowCoord.z)) - + fetchesWeights[13] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[13].xy, shadowCoord.z)) - + fetchesWeights[14] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[14].xy, shadowCoord.z)) - + fetchesWeights[15] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[15].xy, shadowCoord.z)); + return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[0].xy, shadowCoord.z)) + + fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[1].xy, shadowCoord.z)) + + fetchesWeights[2] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[2].xy, shadowCoord.z)) + + fetchesWeights[3] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[3].xy, shadowCoord.z)) + + fetchesWeights[4] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[4].xy, shadowCoord.z)) + + fetchesWeights[5] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[5].xy, shadowCoord.z)) + + fetchesWeights[6] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[6].xy, shadowCoord.z)) + + fetchesWeights[7] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[7].xy, shadowCoord.z)) + + fetchesWeights[8] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[8].xy, shadowCoord.z)) + + fetchesWeights[9] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[9].xy, shadowCoord.z)) + + fetchesWeights[10] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[10].xy, shadowCoord.z)) + + fetchesWeights[11] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[11].xy, shadowCoord.z)) + + fetchesWeights[12] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[12].xy, shadowCoord.z)) + + fetchesWeights[13] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[13].xy, shadowCoord.z)) + + fetchesWeights[14] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[14].xy, shadowCoord.z)) + + fetchesWeights[15] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, + float3(fetchesUV[15].xy, shadowCoord.z)); } -real SampleShadowmapFiltered(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) +real SampleShadowmapFiltered( + TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) { real attenuation = real(1.0); if (samplingData.softShadowQuality == SOFT_SHADOW_QUALITY_LOW) { - attenuation = SampleShadowmapFilteredLowQuality(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData); + attenuation = SampleShadowmapFilteredLowQuality( + TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData); } - else if(samplingData.softShadowQuality == SOFT_SHADOW_QUALITY_MEDIUM) + else if (samplingData.softShadowQuality == SOFT_SHADOW_QUALITY_MEDIUM) { - attenuation = SampleShadowmapFilteredMediumQuality(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData); + attenuation = SampleShadowmapFilteredMediumQuality( + TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData); } else // SOFT_SHADOW_QUALITY_HIGH { - attenuation = SampleShadowmapFilteredHighQuality(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData); + attenuation = SampleShadowmapFilteredHighQuality( + TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData); } return attenuation; } -real SampleShadowmap(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData, half4 shadowParams, bool isPerspectiveProjection = true) +real SampleShadowmap( + TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData, + half4 shadowParams, bool isPerspectiveProjection = true) { // Compiler will optimize this branch away as long as isPerspectiveProjection is known at compile time if (isPerspectiveProjection) @@ -292,7 +343,7 @@ real SampleShadowmap(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float attenuation = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz)); } #else - attenuation = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz)); + attenuation = real(SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, shadowCoord.xyz)); #endif attenuation = LerpWhiteTo(attenuation, shadowStrength); @@ -308,7 +359,8 @@ half ComputeCascadeIndex(float3 positionWS) float3 fromCenter1 = positionWS - _CascadeShadowSplitSpheres1.xyz; float3 fromCenter2 = positionWS - _CascadeShadowSplitSpheres2.xyz; float3 fromCenter3 = positionWS - _CascadeShadowSplitSpheres3.xyz; - float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3)); + float4 distances2 = float4(dot(fromCenter0, fromCenter0), dot(fromCenter1, fromCenter1), + dot(fromCenter2, fromCenter2), dot(fromCenter3, fromCenter3)); half4 weights = half4(distances2 < _CascadeShadowSplitSphereRadii); weights.yzw = saturate(weights.yzw - weights.xyz); @@ -318,11 +370,11 @@ half ComputeCascadeIndex(float3 positionWS) float4 TransformWorldToShadowCoord(float3 positionWS) { -#ifdef _MAIN_LIGHT_SHADOWS_CASCADE + #ifdef _MAIN_LIGHT_SHADOWS_CASCADE half cascadeIndex = ComputeCascadeIndex(positionWS); -#else + #else half cascadeIndex = half(0.0); -#endif + #endif float4 shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(positionWS, 1.0)); @@ -332,9 +384,10 @@ float4 TransformWorldToShadowCoord(float3 positionWS) half MainLightRealtimeShadow(float4 shadowCoord) { #if !defined(MAIN_LIGHT_CALCULATE_SHADOWS) - return half(1.0); - #elif defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT) - return SampleScreenSpaceShadowmap(shadowCoord); + return half(1.0); + #elif ( defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)) + float attenuation = SampleScreenSpaceShadowmap(shadowCoord); + return attenuation; #else ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); half4 shadowParams = GetMainLightShadowParams(); @@ -365,15 +418,15 @@ half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, half3 ligh shadowSliceIndex += cubemapFaceId; } - #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA float4 shadowCoord = mul(_AdditionalLightsWorldToShadow_SSBO[shadowSliceIndex], float4(positionWS, 1.0)); - #else + #else float4 shadowCoord = mul(_AdditionalLightsWorldToShadow[shadowSliceIndex], float4(positionWS, 1.0)); - #endif + #endif return SampleShadowmap(TEXTURE2D_ARGS(_AdditionalLightsShadowmapTexture, sampler_LinearClampCompare), shadowCoord, shadowSamplingData, shadowParams, true); #else - return half(1.0); + return half(1.0); #endif } @@ -395,17 +448,17 @@ half GetAdditionalLightShadowFade(float3 positionWS) float fade = saturate(distanceCamToPixel2 * float(_AdditionalShadowFadeParams.x) + float(_AdditionalShadowFadeParams.y)); return half(fade); #else - return half(1.0); + return half(1.0); #endif } half MixRealtimeAndBakedShadows(half realtimeShadow, half bakedShadow, half shadowFade) { -#if defined(LIGHTMAP_SHADOW_MIXING) + #if defined(LIGHTMAP_SHADOW_MIXING) return min(lerp(realtimeShadow, 1, shadowFade), bakedShadow); -#else + #else return lerp(realtimeShadow, bakedShadow, shadowFade); -#endif + #endif } half BakedShadow(half4 shadowMask, half4 occlusionProbeChannels) @@ -418,51 +471,94 @@ half BakedShadow(half4 shadowMask, half4 occlusionProbeChannels) return bakedShadow; } -half MainLightShadow(float4 shadowCoord, float3 positionWS, half4 shadowMask, half4 occlusionProbeChannels) +half MainLightShadow(float4 shadowCoord, float2 screenUV, float3 positionWS, half4 shadowMask, + half4 occlusionProbeChannels) { + #if defined(_SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF) + // mip 可能造成更多 PCF + half realtimeShadow = half(SAMPLE_TEXTURE2D(_ScreenSpaceShadowmapTexture, sampler_PointClamp, float3(screenUV.xy, 2)).x); + UNITY_BRANCH + if(abs(realtimeShadow - 0.5) < 0.499) + { + ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); + half4 shadowParams = GetMainLightShadowParams(); + realtimeShadow = SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_LinearClampCompare), shadowCoord, shadowSamplingData, shadowParams, false); + } + + #elif defined(_SOFTSHADOW_MASK) + half realtimeShadow = half(SAMPLE_TEXTURE2D(_SoftShadowMaskTexture, sampler_PointClamp, screenUV.xy).x); + UNITY_BRANCH + if(abs(realtimeShadow - 0.5) < 0.499) + { + ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); + half4 shadowParams = GetMainLightShadowParams(); + realtimeShadow = SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_LinearClampCompare), shadowCoord, shadowSamplingData, shadowParams, false); + } + #else half realtimeShadow = MainLightRealtimeShadow(shadowCoord); + #endif -#ifdef CALCULATE_BAKED_SHADOWS + #ifdef CALCULATE_BAKED_SHADOWS half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels); -#else + #else half bakedShadow = half(1.0); -#endif + #endif -#ifdef MAIN_LIGHT_CALCULATE_SHADOWS + #ifdef MAIN_LIGHT_CALCULATE_SHADOWS half shadowFade = GetMainLightShadowFade(positionWS); -#else + #else half shadowFade = half(1.0); -#endif + #endif return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade); } -half AdditionalLightShadow(int lightIndex, float3 positionWS, half3 lightDirection, half4 shadowMask, half4 occlusionProbeChannels) +half MainLightShadow(float4 shadowCoord, float3 positionWS, half4 shadowMask, half4 occlusionProbeChannels) +{ + half realtimeShadow = MainLightRealtimeShadow(shadowCoord); + + #ifdef CALCULATE_BAKED_SHADOWS + half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels); + #else + half bakedShadow = half(1.0); + #endif + + #ifdef MAIN_LIGHT_CALCULATE_SHADOWS + half shadowFade = GetMainLightShadowFade(positionWS); + #else + half shadowFade = half(1.0); + #endif + + return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade); +} + +half AdditionalLightShadow(int lightIndex, float3 positionWS, half3 lightDirection, half4 shadowMask, + half4 occlusionProbeChannels) { half realtimeShadow = AdditionalLightRealtimeShadow(lightIndex, positionWS, lightDirection); -#ifdef CALCULATE_BAKED_SHADOWS + #ifdef CALCULATE_BAKED_SHADOWS half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels); -#else + #else half bakedShadow = half(1.0); -#endif + #endif -#ifdef ADDITIONAL_LIGHT_CALCULATE_SHADOWS + #ifdef ADDITIONAL_LIGHT_CALCULATE_SHADOWS half shadowFade = GetAdditionalLightShadowFade(positionWS); -#else + #else half shadowFade = half(1.0); -#endif + #endif return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade); } float4 GetShadowCoord(VertexPositionInputs vertexInput) { -#if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT) + #if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT) return ComputeScreenPos(vertexInput.positionCS); -#else + #else return TransformWorldToShadowCoord(vertexInput.positionWS); -#endif + #endif } float3 ApplyShadowBias(float3 positionWS, float3 normalWS, float3 lightDirection) @@ -510,21 +606,24 @@ half GetMainLightShadowStrength() half GetAdditionalLightShadowStrenth(int lightIndex) { #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS) - #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA + #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA return _AdditionalShadowParams_SSBO[lightIndex].x; - #else - return _AdditionalShadowParams[lightIndex].x; - #endif #else - return half(1.0); + return _AdditionalShadowParams[lightIndex].x; + #endif + #else + return half(1.0); #endif } // Deprecated: Use SampleShadowmap that takes shadowParams instead of strength. -real SampleShadowmap(float4 shadowCoord, TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), ShadowSamplingData samplingData, half shadowStrength, bool isPerspectiveProjection = true) +real SampleShadowmap(float4 shadowCoord, TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), + ShadowSamplingData samplingData, half shadowStrength, bool isPerspectiveProjection = true) { half4 shadowParams = half4(shadowStrength, 1.0, 0.0, 0.0); - return SampleShadowmap(TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData, shadowParams, isPerspectiveProjection); + return SampleShadowmap( + TEXTURE2D_SHADOW_ARGS(ShadowMap, sampler_ShadowMap), shadowCoord, samplingData, shadowParams, + isPerspectiveProjection); } // Deprecated: Use AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, half3 lightDirection) in Shadows.hlsl instead, as it supports Point Light shadows @@ -532,5 +631,4 @@ half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS) { return AdditionalLightRealtimeShadow(lightIndex, positionWS, half3(1, 0, 0)); } - #endif diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/Lit.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/Lit.shader index 72e9e4c..0a9ba3d 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/Lit.shader +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/Lit.shader @@ -134,6 +134,9 @@ Shader "Universal Render Pipeline/Lit" // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile_fragment _ _SCREEN_SPACE_SHADOW_LOW_RESOLUTION_PCF + #pragma multi_compile_fragment _ _SOFTSHADOW_MASK + #pragma multi_compile_fragment _ PLANAR_SHADOW #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS @@ -167,7 +170,7 @@ Shader "Universal Render Pipeline/Lit" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #pragma multi_compile_vertex _ ENABLE_VS_SKINNING - +// #pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl" ENDHLSL diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/LitForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/LitForwardPass.hlsl index ba3d38a..3368d64 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/LitForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/LitForwardPass.hlsl @@ -232,6 +232,7 @@ void LitPassFragment( #endif half4 color = UniversalFragmentPBR(inputData, surfaceData); + color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, IsSurfaceTypeTransparent(_Surface)); diff --git a/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/Utils/ScreenSpaceShadows.shader b/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/Utils/ScreenSpaceShadows.shader index 9bf64a8..ff89787 100644 --- a/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/Utils/ScreenSpaceShadows.shader +++ b/Packages/com.unity.render-pipelines.universal@14.0.11/Shaders/Utils/ScreenSpaceShadows.shader @@ -20,6 +20,24 @@ Shader "Hidden/Universal Render Pipeline/ScreenSpaceShadows" { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); +#if defined(_SCREEN_SPACE_SHADOW_LOW_RESOLUTION) + float4 depths = GATHER_RED_TEXTURE2D(_CameraDepthTexture, sampler_PointClamp, input.texcoord.xy); +#if !defined(UNITY_REVERSED_Z) + depths = depths * 2.0 - 1.0; +#endif + + half shadow = 0; + for (int i = 0; i < 4; ++i) + { + float depth = depths[i]; + float3 wpos = ComputeWorldSpacePosition(input.texcoord.xy, depth, unity_MatrixInvVP); + float4 coords = TransformWorldToShadowCoord(wpos); + shadow += SAMPLE_TEXTURE2D_SHADOW(_MainLightShadowmapTexture, sampler_LinearClampCompare, coords.xyz ); + } + + return shadow * 0.25; +#else + #if UNITY_REVERSED_Z float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, input.texcoord.xy).r; #else @@ -35,6 +53,7 @@ Shader "Hidden/Universal Render Pipeline/ScreenSpaceShadows" half realtimeShadow = MainLightRealtimeShadow(coords); return realtimeShadow; + #endif } ENDHLSL @@ -45,10 +64,12 @@ Shader "Hidden/Universal Render Pipeline/ScreenSpaceShadows" ZTest Always ZWrite Off Cull Off - HLSLPROGRAM #pragma multi_compile _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _SCREEN_SPACE_SHADOW_LOW_RESOLUTION + + #pragma target 5.0 #pragma vertex Vert #pragma fragment Fragment diff --git a/Packages/manifest.json b/Packages/manifest.json index e79ec1b..ffa49ae 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,20 +1,20 @@ { "dependencies": { - "com.unity.burst": "1.8.18", + "com.unity.burst": "1.8.19", "com.unity.cinemachine": "2.10.3", - "com.unity.collab-proxy": "2.6.0", - "com.unity.ide.rider": "3.0.34", + "com.unity.collab-proxy": "2.7.1", + "com.unity.ide.rider": "3.0.35", "com.unity.ide.visualstudio": "2.0.22", "com.unity.ide.vscode": "1.2.5", - "com.unity.inputsystem": "1.11.2", + "com.unity.inputsystem": "1.14.0", "com.unity.learn.iet-framework": "3.1.3", - "com.unity.memoryprofiler": "1.1.1", + "com.unity.memoryprofiler": "1.1.6", "com.unity.recorder": "4.0.3", - "com.unity.render-pipelines.universal": "14.0.11", - "com.unity.splines": "2.7.2", + "com.unity.render-pipelines.universal": "14.0.12", + "com.unity.splines": "2.8.0", "com.unity.test-framework": "1.1.33", "com.unity.textmeshpro": "3.0.7", - "com.unity.timeline": "1.7.6", + "com.unity.timeline": "1.7.7", "com.unity.ugui": "1.0.0", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index c5640c9..539d828 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -1,7 +1,7 @@ { "dependencies": { "com.unity.burst": { - "version": "1.8.18", + "version": "1.8.19", "depth": 0, "source": "registry", "dependencies": { @@ -20,12 +20,22 @@ "url": "https://packages.unity.cn" }, "com.unity.collab-proxy": { - "version": "2.6.0", + "version": "2.7.1", "depth": 0, "source": "registry", "dependencies": {}, "url": "https://packages.unity.cn" }, + "com.unity.collections": { + "version": "1.2.4", + "depth": 1, + "source": "registry", + "dependencies": { + "com.unity.burst": "1.6.6", + "com.unity.test-framework": "1.1.31" + }, + "url": "https://packages.unity.cn" + }, "com.unity.editorcoroutines": { "version": "1.0.0", "depth": 1, @@ -41,7 +51,7 @@ "url": "https://packages.unity.cn" }, "com.unity.ide.rider": { - "version": "3.0.34", + "version": "3.0.35", "depth": 0, "source": "registry", "dependencies": { @@ -66,7 +76,7 @@ "url": "https://packages.unity.cn" }, "com.unity.inputsystem": { - "version": "1.11.2", + "version": "1.14.0", "depth": 0, "source": "registry", "dependencies": { @@ -92,14 +102,25 @@ "url": "https://packages.unity.cn" }, "com.unity.memoryprofiler": { - "version": "1.1.1", + "version": "1.1.6", "depth": 0, "source": "registry", "dependencies": { - "com.unity.editorcoroutines": "1.0.0" + "com.unity.editorcoroutines": "1.0.0", + "com.unity.collections": "1.2.3", + "com.unity.mathematics": "1.2.1", + "com.unity.burst": "1.8.0", + "com.unity.profiling.core": "1.0.0" }, "url": "https://packages.unity.cn" }, + "com.unity.profiling.core": { + "version": "1.0.2", + "depth": 1, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.cn" + }, "com.unity.recorder": { "version": "4.0.3", "depth": 0, @@ -110,7 +131,7 @@ "url": "https://packages.unity.cn" }, "com.unity.render-pipelines.core": { - "version": "14.0.11", + "version": "14.0.12", "depth": 1, "source": "builtin", "dependencies": { @@ -156,21 +177,22 @@ "url": "https://packages.unity.cn" }, "com.unity.shadergraph": { - "version": "14.0.11", + "version": "14.0.12", "depth": 1, "source": "builtin", "dependencies": { - "com.unity.render-pipelines.core": "14.0.11", + "com.unity.render-pipelines.core": "14.0.12", "com.unity.searcher": "4.9.2" } }, "com.unity.splines": { - "version": "2.7.2", + "version": "2.8.0", "depth": 0, "source": "registry", "dependencies": { + "com.unity.settings-manager": "1.0.3", "com.unity.mathematics": "1.2.1", - "com.unity.settings-manager": "1.0.3" + "com.unity.modules.imgui": "1.0.0" }, "url": "https://packages.unity.cn" }, @@ -195,7 +217,7 @@ "url": "https://packages.unity.cn" }, "com.unity.timeline": { - "version": "1.7.6", + "version": "1.7.7", "depth": 0, "source": "registry", "dependencies": { diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 65a77da..3eb042d 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -22,7 +22,7 @@ TagManager: - Occluder - Camera - MainCameraOnly - - + - Player - - -