From f7b033ee327b08d27c46d36cca7121907d6a3ab6 Mon Sep 17 00:00:00 2001 From: M1_IDMhan Date: Mon, 4 Sep 2023 13:21:57 +0900 Subject: [PATCH] Closed #21 Canon fire with E Key --- BlueWater/Assets/01.Scenes/02.Main.unity | 12972 +++++++++++++++- BlueWater/Assets/02.Scripts/Player/Player.cs | 11 +- BlueWater/Assets/05.Prefabs/Particles.meta | 8 + .../Particles/GrenadeFireOBJ.prefab | 89 + .../Particles/GrenadeFireOBJ.prefab.meta | 8 + .../05.Prefabs/Particles/NukeFireOBJ.prefab | 101 + .../Particles/NukeFireOBJ.prefab.meta | 8 + .../Demo/Demo Prefabs/DemoScene.prefab | 2 +- .../Demo/Demo Prefabs/DemoScene.prefab.meta | 0 .../Demo/Demo Prefabs/DemoScene2D.prefab | 2 +- .../Demo/Demo Prefabs/DemoScene2D.prefab.meta | 0 .../Demo/Demo Prefabs/MissileScene.prefab | 143 +- .../Demo Prefabs/MissileScene.prefab.meta | 0 .../Bullet Surfaces/dev_material_dirt.mat | 77 +- .../dev_material_dirt.mat.meta | 0 .../Bullet Surfaces/dev_material_glass.mat | 75 +- .../dev_material_glass.mat.meta | 0 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.../Misc/Unsorted/wave_soft_AB.mat.meta | 0 .../Materials/Misc/Warnings/warn_bolt_AB.mat | 50 +- .../Misc/Warnings/warn_bolt_AB.mat.meta | 0 .../Misc/Warnings/warn_exclamation_AB.mat | 50 +- .../Warnings/warn_exclamation_AB.mat.meta | 0 .../Misc/Warnings/warn_explosive_AB.mat | 50 +- .../Misc/Warnings/warn_explosive_AB.mat.meta | 0 .../Materials/Misc/Warnings/warn_skull_AB.mat | 50 +- .../Misc/Warnings/warn_skull_AB.mat.meta | 0 .../Missiles/Nuke/NukeMissileBlue.prefab | 739 +- .../Missiles/Nuke/NukeMissileFire.prefab | 739 +- .../Missiles/Shadow/ShadowMissile.prefab | 476 +- .../Epic Toon FX/Scripts/ETFXLightFade.cs | 2 +- .../Shaders/ETFX_PowerboxLit.shader | 2640 +++- .../Shaders/ETFX_PowerboxLit.shader.meta | 1 + .../Shaders/ETFX_PowerboxUnlit.shader | 953 +- .../Shaders/ETFX_PowerboxUnlit.shader.meta | 1 + 696 files changed, 34053 insertions(+), 3004 deletions(-) create mode 100644 BlueWater/Assets/05.Prefabs/Particles.meta create mode 100644 BlueWater/Assets/05.Prefabs/Particles/GrenadeFireOBJ.prefab create mode 100644 BlueWater/Assets/05.Prefabs/Particles/GrenadeFireOBJ.prefab.meta create mode 100644 BlueWater/Assets/05.Prefabs/Particles/NukeFireOBJ.prefab create mode 100644 BlueWater/Assets/05.Prefabs/Particles/NukeFireOBJ.prefab.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Demo Prefabs/DemoScene.prefab mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Demo Prefabs/DemoScene.prefab.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Demo Prefabs/DemoScene2D.prefab mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Demo Prefabs/DemoScene2D.prefab.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Demo Prefabs/MissileScene.prefab mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Demo Prefabs/MissileScene.prefab.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/Bullet Surfaces/dev_material_dirt.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/Bullet Surfaces/dev_material_glass.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/Bullet Surfaces/dev_material_grass.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/Bullet Surfaces/dev_material_metal.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/Bullet Surfaces/dev_material_stone.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/Bullet Surfaces/dev_material_wood.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/Skybox/BlueSkybox.mat mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/Skybox/BlueSkybox.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/card.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/dev.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/dev2.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/dev_big.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/dev_emojis.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/dev_half.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/dev_miniscene.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/dev_small.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/devcrate.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Demo/Materials/devtarget.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/circle_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/circle_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/circle_nosoft_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/circle_sharp_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/circlestretchy_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/cloud_2x2_default_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/cloud_2x2_soft_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/cloud_2x2_soft_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/cloud_magic_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/cloud_magic_inv_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/glow1_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/glow1_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/glow2_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/glow3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/glow4_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/glow5_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/glow6_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/gradient_circle_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/gradient_edges_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/gradient_horizontal_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/gradient_vertical_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/lasergradient_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/lightray1_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/lightray2_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/lightray3_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/line_sharp_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/ring_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/ring_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/ring_nofade_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/ring_shockwave_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/rocketgradient_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/rocketgradient_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/snow_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/solid_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/sparkle2_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/sparkle_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/sparkle_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/triangle_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/triangle_curve_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/triangle_soft_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Basics/wave3_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Bubbles/bubble_half_clear_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Bubbles/bubble_half_thick_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Bubbles/bubble_round2_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Bubbles/bubble_round3_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Bubbles/bubble_soap_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Cards/cardglow06_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Cards/cardglow07_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Decals/decal_atlas_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Decals/decal_gibs_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Decals/decal_scorch_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_OwO.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_OwOEyebrow.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_UwU.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_XD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_angry.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_angryscream.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_bigsmile.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_blush.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_clenchteeth.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_clenchteeth2.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_cool.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_crazy.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_cry.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_cute.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_dead.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_deadtired.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_derp.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_derpgasp.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_disappoint.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_drool.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_evil.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_expressionless.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_happy.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_heart.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_injured.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_kiss.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_kissyface.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_laughcry.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_laughsweatdrop.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_mad.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_nauseous.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_pleading.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_poop.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sad.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sadcry.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_scared.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_shocked.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sick.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sick2.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sick3.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_silly.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sillyhappy.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sillysmile.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sillywink.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sinister.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_sleep.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_starstruck.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_tearyeyes.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_text_ah_zz.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_text_haha.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_thumbsdown.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_thumbsup.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Emojis/em_yawn.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/explosion_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/explosion_sharp_flat_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/explosion_sharp_soft_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/explosion_spike01_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/explosion_spike02_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/explosion_spritesheet2_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/explosion_spritesheet_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/muzzleflash01_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/nova_3x3_spritesheet_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/nova_6x3_soft_spritesheet_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Explosions/nova_6x3_spritesheet_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/candle_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/candle_blurry_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/candle_simple_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/candle_simple_colored_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/candle_soft2_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/candle_soft_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/fire_3x6_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/fire_ground_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/fire_soft_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/fire_soft_blank_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/fire_soft_blank_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/fire_soft_spiky_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Fire/fireball_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Hearts/heart2_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Hearts/heart2broken_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Hearts/heart2broken_blue_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Hearts/heart_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Lightning/lightning1_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Lightning/lightning2_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Lightning/lightning_3x1_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Lightning/lightning_3x3_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Lightning/lightning_v2_3x3_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/drop_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/drop_opaque_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/splat01_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/splat01_trsp_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/splat02_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/splat02_trsp_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/splat03_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/splat03_trsp_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/water_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/water_soft_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Liquid/water_trsp_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/aura_slam_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/aura_soft01_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/aura_vertical_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/magic_blast_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/magic_line_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/magic_orb2_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/magic_orb2_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/magic_orb_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/magic_runecircle_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Magic/shield_magic_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_circular_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_glow_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_glow_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_ring_spiky_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_ring_twisty2_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_ring_twisty_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_soft_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_stripes_blue_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_stripes_green_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_stripes_purple_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_stripes_red_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Portals/portal_stripes_yellow_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_bomb.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_boxingglove.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_bullet.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_exclamation.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_fire.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_fire2.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_health.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_heart.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_lightning.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_magnet.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_question.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_shield.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_skates.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_skull.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_speed.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_spikybomb.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/Metal/power_metal_star.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/PreColored/power_bomb_pc.mat mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/PreColored/power_bomb_pc.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/PreColored/power_exclamation_pc.mat mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/PreColored/power_exclamation_pc.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_bomb.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_boxingglove.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_bullet.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_exclamation.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_fire.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_fire2.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_health.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_heart.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_lightning.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_magnet.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_question.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_shield.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_skates.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_skull.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_speed.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_spikybomb.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerbox/VertexColor/power_star.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_bolt_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_bomb_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_boxingglove_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_bullet_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_exclamation_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_fire2_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_fire_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_health_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_heart_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_magnet_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_question_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_shield_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_skates_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_skull_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_speed_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_spikybomb_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/PreColored/pwr_sym_pc_star_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_bolt_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_bomb_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_boxingglove_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_bullet_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_exclamation_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_fire2_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_fire_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_health_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_heart_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_magnet_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_question_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_shield_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_skates_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_skull_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_speed_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_spikybomb_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Powerups/VertexColor/pwr_sym_star_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Skulls/skull2_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Skulls/skull3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Skulls/skull4_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Skulls/skull_evil_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Skulls/skull_love_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Stars/star_4x4_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Stars/star_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Stars/star_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Stars/star_outline_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Stars/star_outlined_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Stars/star_outlined_colored_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Stars/star_soft_4x4_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash01_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash01_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash02_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash02_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash03_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash03_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash_circle01_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash_circle01_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Sword/slash_circle02_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/numbers_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/sharp_blue.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/sharp_red.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/sharp_white.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/sharp_yellow.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_bang.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_blam.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_boom.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_clunk.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_crack.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_crash.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_crit.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_critical.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_hit.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_ka-pow.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_kick.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_ko.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_miss.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_omg.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_poof.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_pop.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_pow.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_punch.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_smack.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_smooch.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_sparkle.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_splash.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_splat.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_whammm.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_wow.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_wtf.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Text/txt_zzzap.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/aura_punch_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/coins_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/confetti_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/evil_spirit2_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/evil_spirit3_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/evil_spirit_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/feather_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/fruit.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/fruitslices.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/grab1_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/grab2_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/healing_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/ice_spikes_ADD.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/leaf_3x3_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/moneybills_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/notes_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/snowflake_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/talkbubble_4x4_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/talkbubble_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/wave_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Unsorted/wave_soft_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Warnings/warn_bolt_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Warnings/warn_exclamation_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Warnings/warn_explosive_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Materials/Misc/Warnings/warn_skull_AB.mat.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader.meta mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader mode change 100644 => 100755 BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader.meta diff --git a/BlueWater/Assets/01.Scenes/02.Main.unity b/BlueWater/Assets/01.Scenes/02.Main.unity index dcb52f2cd..2705bcb87 100644 --- 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1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -8242,6 +8392,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -8271,24 +8422,26 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} CollisionModule: enabled: 1 - serializedVersion: 3 + 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-8656,6 +8812,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -8698,6 +8855,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -8727,6 +8885,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -8814,6 +8973,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -8843,6 +9003,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -8881,6 +9042,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -8910,6 +9072,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ 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m_Curve: + serializedVersion: 2 + minMaxState: 1 + scalar: 1 + minScalar: 1 + maxCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: -0.8 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -12968,6 +13205,7 @@ 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collisionShape4: {fileID: 0} - collisionShape5: {fileID: 0} + serializedVersion: 2 inside: 1 outside: 0 enter: 0 exit: 0 + colliderQueryMode: 0 radiusScale: 1 + primitives: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} SubModule: serializedVersion: 2 enabled: 0 @@ -13382,6 +13625,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -13424,6 +13668,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -13453,6 +13698,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -13540,6 +13786,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -13569,6 +13816,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -13607,6 +13855,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -13636,6 +13885,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -13889,6 +14139,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -13918,6 +14169,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -14149,10 +14401,12 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14178,6 +14432,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 1 @@ -14194,11 +14449,17 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 --- !u!1 &143656 GameObject: @@ -14225,12 +14486,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 143656} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 457810} - m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!198 &19823938 ParticleSystem: @@ -14239,19 +14501,19 @@ ParticleSystem: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 143656} - serializedVersion: 6 + serializedVersion: 8 lengthInSec: 1 simulationSpeed: 1 stopAction: 0 cullingMode: 3 ringBufferMode: 0 ringBufferLoopRange: {x: 0, y: 1} + emitterVelocityMode: 1 looping: 1 prewarm: 1 playOnAwake: 1 useUnscaledTime: 0 autoRandomSeed: 1 - useRigidbodyForVelocity: 1 startDelay: serializedVersion: 2 minMaxState: 0 @@ -14414,6 +14676,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -14443,6 +14706,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 startSize: @@ -14728,7 +14992,9 @@ ParticleSystem: m_PostInfinity: 2 m_RotationOrder: 4 randomizeRotationDirection: 0 + gravitySource: 0 maxNumParticles: 1000 + customEmitterVelocity: {x: 0, y: 0, z: 0} size3D: 0 rotation3D: 0 gravityModifier: @@ -15465,6 +15731,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -15494,6 +15761,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 UVModule: @@ -16262,6 +16530,62 @@ ParticleSystem: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 + LifetimeByEmitterSpeedModule: + enabled: 0 + m_Curve: + serializedVersion: 2 + minMaxState: 1 + scalar: 1 + minScalar: 1 + maxCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: -0.8 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -17658,6 +17982,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -17687,24 +18012,26 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} CollisionModule: enabled: 1 - serializedVersion: 3 + serializedVersion: 4 type: 1 collisionMode: 0 colliderForce: 0 multiplyColliderForceByParticleSize: 0 multiplyColliderForceByParticleSpeed: 0 multiplyColliderForceByCollisionAngle: 1 - plane0: {fileID: 0} - plane1: {fileID: 0} - plane2: {fileID: 0} - plane3: {fileID: 0} - plane4: {fileID: 0} - plane5: {fileID: 0} + m_Planes: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} m_Dampen: serializedVersion: 2 minMaxState: 0 @@ -17878,17 +18205,20 @@ ParticleSystem: interiorCollisions: 1 TriggerModule: enabled: 0 - collisionShape0: {fileID: 0} - collisionShape1: {fileID: 0} - collisionShape2: {fileID: 0} - collisionShape3: {fileID: 0} - collisionShape4: {fileID: 0} - collisionShape5: {fileID: 0} + serializedVersion: 2 inside: 1 outside: 0 enter: 0 exit: 0 + colliderQueryMode: 0 radiusScale: 1 + primitives: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} SubModule: serializedVersion: 2 enabled: 1 @@ -18072,6 +18402,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -18114,6 +18445,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18143,6 +18475,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -18230,6 +18563,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18259,6 +18593,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -18297,6 +18632,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18326,6 +18662,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -18579,6 +18916,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18608,6 +18946,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -18839,10 +19178,12 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -18868,6 +19209,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 1 @@ -18884,11 +19226,17 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 --- !u!1 &165292 GameObject: @@ -18903,6 +19251,7 @@ GameObject: - component: {fileID: 19946992} - 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+13505,20 @@ ParticleSystem: interiorCollisions: 1 TriggerModule: enabled: 0 - collisionShape0: {fileID: 0} - collisionShape1: {fileID: 0} - collisionShape2: {fileID: 0} - collisionShape3: {fileID: 0} - collisionShape4: {fileID: 0} - collisionShape5: {fileID: 0} + serializedVersion: 2 inside: 1 outside: 0 enter: 0 exit: 0 + colliderQueryMode: 0 radiusScale: 1 + primitives: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} SubModule: serializedVersion: 2 enabled: 1 @@ -13434,6 +13702,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -13476,6 +13745,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -13505,6 +13775,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -13592,6 +13863,7 @@ 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m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14230,6 +14509,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 1 @@ -14246,11 +14526,17 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 --- !u!1 &147142 GameObject: @@ -14277,12 +14563,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 147142} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + 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randomizeRotationDirection: 0 + gravitySource: 0 maxNumParticles: 1000 + customEmitterVelocity: {x: 0, y: 0, z: 0} size3D: 0 rotation3D: 0 gravityModifier: @@ -15508,6 +15799,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 3 m_NumAlphaKeys: 2 minGradient: @@ -15537,6 +15829,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 UVModule: @@ -16305,6 +16598,62 @@ ParticleSystem: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 + LifetimeByEmitterSpeedModule: + enabled: 0 + m_Curve: + serializedVersion: 2 + minMaxState: 1 + scalar: 1 + minScalar: 1 + maxCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: -0.8 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -17701,6 +18050,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -17730,24 +18080,26 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} CollisionModule: enabled: 0 - serializedVersion: 3 + serializedVersion: 4 type: 1 collisionMode: 0 colliderForce: 0 multiplyColliderForceByParticleSize: 0 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textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -18157,6 +18513,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18186,6 +18543,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -18273,6 +18631,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18302,6 +18661,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -18340,6 +18700,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18369,6 +18730,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -18622,6 +18984,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18651,6 +19014,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -18882,10 +19246,12 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -18911,6 +19277,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 0.5 @@ -18927,11 +19294,17 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 --- !u!1 &171152 GameObject: @@ -18958,12 +19331,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 171152} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 417376} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!198 &19829218 ParticleSystem: @@ -18972,19 +19346,19 @@ ParticleSystem: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 171152} - serializedVersion: 6 + serializedVersion: 8 lengthInSec: 0.2 simulationSpeed: 1 stopAction: 0 cullingMode: 3 ringBufferMode: 0 ringBufferLoopRange: {x: 0, y: 1} + emitterVelocityMode: 0 looping: 1 prewarm: 1 playOnAwake: 1 useUnscaledTime: 0 autoRandomSeed: 1 - useRigidbodyForVelocity: 1 startDelay: serializedVersion: 2 minMaxState: 0 @@ -19147,6 +19521,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -19176,6 +19551,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 startSize: @@ -19461,7 +19837,9 @@ ParticleSystem: m_PostInfinity: 2 m_RotationOrder: 4 randomizeRotationDirection: 0 + gravitySource: 0 maxNumParticles: 1000 + customEmitterVelocity: {x: 0, y: 0, z: 0} size3D: 0 rotation3D: 0 gravityModifier: @@ -20256,6 +20634,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 3 minGradient: @@ -20285,6 +20664,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 UVModule: @@ -21053,6 +21433,62 @@ ParticleSystem: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 + LifetimeByEmitterSpeedModule: + enabled: 0 + m_Curve: + serializedVersion: 2 + minMaxState: 1 + scalar: 1 + minScalar: 1 + maxCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: -0.8 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -22449,6 +22885,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -22478,24 +22915,26 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} CollisionModule: enabled: 0 - serializedVersion: 3 + serializedVersion: 4 type: 0 collisionMode: 0 colliderForce: 0 multiplyColliderForceByParticleSize: 0 multiplyColliderForceByParticleSpeed: 0 multiplyColliderForceByCollisionAngle: 1 - plane0: {fileID: 0} - plane1: {fileID: 0} - plane2: {fileID: 0} - plane3: {fileID: 0} - plane4: {fileID: 0} - plane5: {fileID: 0} + m_Planes: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} m_Dampen: serializedVersion: 2 minMaxState: 0 @@ -22669,17 +23108,20 @@ ParticleSystem: interiorCollisions: 1 TriggerModule: enabled: 0 - collisionShape0: {fileID: 0} - collisionShape1: {fileID: 0} - collisionShape2: {fileID: 0} - collisionShape3: {fileID: 0} - collisionShape4: {fileID: 0} - collisionShape5: {fileID: 0} + serializedVersion: 2 inside: 1 outside: 0 enter: 0 exit: 0 + colliderQueryMode: 0 radiusScale: 1 + primitives: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} SubModule: serializedVersion: 2 enabled: 0 @@ -22863,6 +23305,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -22905,6 +23348,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -22934,6 +23378,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -23021,6 +23466,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -23050,6 +23496,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -23088,6 +23535,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -23117,6 +23565,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -23370,6 +23819,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -23399,6 +23849,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -23630,10 +24081,12 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -23659,6 +24112,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 1 @@ -23675,11 +24129,17 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 --- !u!1 &179090 GameObject: @@ -23706,12 +24166,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 179090} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 417376} - m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!198 &19898588 ParticleSystem: @@ -23720,19 +24181,19 @@ ParticleSystem: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 179090} - serializedVersion: 6 + serializedVersion: 8 lengthInSec: 1 simulationSpeed: 1 stopAction: 0 cullingMode: 3 ringBufferMode: 0 ringBufferLoopRange: {x: 0, y: 1} + emitterVelocityMode: 0 looping: 1 prewarm: 1 playOnAwake: 1 useUnscaledTime: 0 autoRandomSeed: 1 - useRigidbodyForVelocity: 1 startDelay: serializedVersion: 2 minMaxState: 0 @@ -23895,6 +24356,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -23924,6 +24386,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 startSize: @@ -24254,7 +24717,9 @@ ParticleSystem: m_PostInfinity: 2 m_RotationOrder: 0 randomizeRotationDirection: 0 + gravitySource: 0 maxNumParticles: 1000 + customEmitterVelocity: {x: 0, y: 0, z: 0} size3D: 0 rotation3D: 1 gravityModifier: @@ -24982,6 +25447,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 3 minGradient: @@ -25011,6 +25477,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 UVModule: @@ -25779,6 +26246,62 @@ ParticleSystem: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 + LifetimeByEmitterSpeedModule: + enabled: 0 + m_Curve: + serializedVersion: 2 + minMaxState: 1 + scalar: 1 + minScalar: 1 + maxCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: -0.8 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -27175,6 +27698,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -27204,24 +27728,26 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} CollisionModule: enabled: 0 - serializedVersion: 3 + serializedVersion: 4 type: 0 collisionMode: 0 colliderForce: 0 multiplyColliderForceByParticleSize: 0 multiplyColliderForceByParticleSpeed: 0 multiplyColliderForceByCollisionAngle: 1 - plane0: {fileID: 0} - plane1: {fileID: 0} - plane2: {fileID: 0} - plane3: {fileID: 0} - plane4: {fileID: 0} - plane5: {fileID: 0} + m_Planes: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} m_Dampen: serializedVersion: 2 minMaxState: 0 @@ -27395,17 +27921,20 @@ ParticleSystem: interiorCollisions: 1 TriggerModule: enabled: 0 - collisionShape0: {fileID: 0} - collisionShape1: {fileID: 0} - collisionShape2: {fileID: 0} - collisionShape3: {fileID: 0} - collisionShape4: {fileID: 0} - collisionShape5: {fileID: 0} + serializedVersion: 2 inside: 1 outside: 0 enter: 0 exit: 0 + colliderQueryMode: 0 radiusScale: 1 + primitives: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} SubModule: serializedVersion: 2 enabled: 0 @@ -27589,6 +28118,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -27631,6 +28161,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -27660,6 +28191,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -27747,6 +28279,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -27776,6 +28309,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -27814,6 +28348,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -27843,6 +28378,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -28096,6 +28632,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -28125,6 +28662,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -28356,10 +28894,12 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -28385,6 +28925,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 1 @@ -28401,9 +28942,15 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 diff --git a/BlueWater/Assets/Epic Toon FX/Prefabs/Combat/Missiles/Shadow/ShadowMissile.prefab b/BlueWater/Assets/Epic Toon FX/Prefabs/Combat/Missiles/Shadow/ShadowMissile.prefab index e1f5d0991..c8b0ae286 100644 --- a/BlueWater/Assets/Epic Toon FX/Prefabs/Combat/Missiles/Shadow/ShadowMissile.prefab +++ b/BlueWater/Assets/Epic Toon FX/Prefabs/Combat/Missiles/Shadow/ShadowMissile.prefab @@ -25,12 +25,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 127366} + serializedVersion: 2 m_LocalRotation: {x: -0.70710665, y: 0, z: 0, w: 0.707107} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 409034} - m_RootOrder: 2 m_LocalEulerAnglesHint: {x: -90, y: 0, z: 0} --- !u!198 &19822240 ParticleSystem: @@ -39,19 +40,19 @@ ParticleSystem: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 127366} - serializedVersion: 6 + serializedVersion: 8 lengthInSec: 0.15 simulationSpeed: 1 stopAction: 0 cullingMode: 3 ringBufferMode: 0 ringBufferLoopRange: {x: 0, y: 1} + emitterVelocityMode: 1 looping: 1 prewarm: 0 playOnAwake: 1 useUnscaledTime: 0 autoRandomSeed: 1 - useRigidbodyForVelocity: 1 startDelay: serializedVersion: 2 minMaxState: 0 @@ -214,6 +215,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -243,6 +245,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 startSize: @@ -492,7 +495,9 @@ ParticleSystem: m_PostInfinity: 2 m_RotationOrder: 0 randomizeRotationDirection: 0 + gravitySource: 0 maxNumParticles: 1000 + customEmitterVelocity: {x: 0, y: 0, z: 0} size3D: 0 rotation3D: 1 gravityModifier: @@ -1184,6 +1189,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 3 minGradient: @@ -1213,6 +1219,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 UVModule: @@ -1972,6 +1979,62 @@ ParticleSystem: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 + LifetimeByEmitterSpeedModule: + enabled: 0 + m_Curve: + serializedVersion: 2 + minMaxState: 1 + scalar: 1 + minScalar: 1 + maxCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: -0.8 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -3368,6 +3431,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -3397,24 +3461,26 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} CollisionModule: enabled: 0 - serializedVersion: 3 + serializedVersion: 4 type: 0 collisionMode: 0 colliderForce: 0 multiplyColliderForceByParticleSize: 0 multiplyColliderForceByParticleSpeed: 0 multiplyColliderForceByCollisionAngle: 1 - plane0: {fileID: 0} - plane1: {fileID: 0} - plane2: {fileID: 0} - plane3: {fileID: 0} - plane4: {fileID: 0} - plane5: {fileID: 0} + m_Planes: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} m_Dampen: serializedVersion: 2 minMaxState: 0 @@ -3588,17 +3654,20 @@ ParticleSystem: interiorCollisions: 1 TriggerModule: enabled: 0 - collisionShape0: {fileID: 0} - collisionShape1: {fileID: 0} - collisionShape2: {fileID: 0} - collisionShape3: {fileID: 0} - collisionShape4: {fileID: 0} - collisionShape5: {fileID: 0} + serializedVersion: 2 inside: 1 outside: 0 enter: 0 exit: 0 + colliderQueryMode: 0 radiusScale: 1 + primitives: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} SubModule: serializedVersion: 2 enabled: 0 @@ -3782,6 +3851,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -3824,6 +3894,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -3853,6 +3924,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -3940,6 +4012,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -3969,6 +4042,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -4007,6 +4081,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -4036,6 +4111,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -4289,6 +4365,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -4318,6 +4395,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -4549,10 +4627,12 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -4578,6 +4658,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_RenderMode: 4 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 1 @@ -4594,11 +4675,17 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 4300000, guid: e0e726a0fdbabcf4e9f96b91ac0b43a8, type: 3} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 --- !u!1 &144552 GameObject: @@ -4625,12 +4712,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 144552} + serializedVersion: 2 m_LocalRotation: {x: 1, y: 0, z: 0, w: -0.00000016292068} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 409034} - m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 180, y: 0, z: 0} --- !u!198 &19855920 ParticleSystem: @@ -4639,19 +4727,19 @@ ParticleSystem: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 144552} - serializedVersion: 6 + serializedVersion: 8 lengthInSec: 0.33 simulationSpeed: 1 stopAction: 0 cullingMode: 3 ringBufferMode: 0 ringBufferLoopRange: {x: 0, y: 1} + emitterVelocityMode: 1 looping: 1 prewarm: 0 playOnAwake: 1 useUnscaledTime: 0 autoRandomSeed: 1 - useRigidbodyForVelocity: 1 startDelay: serializedVersion: 2 minMaxState: 0 @@ -4814,6 +4902,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -4843,6 +4932,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 startSize: @@ -5137,7 +5227,9 @@ ParticleSystem: m_PostInfinity: 2 m_RotationOrder: 4 randomizeRotationDirection: 0 + gravitySource: 0 maxNumParticles: 1000 + customEmitterVelocity: {x: 0, y: 0, z: 0} size3D: 0 rotation3D: 0 gravityModifier: @@ -5883,6 +5975,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -5912,6 +6005,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 UVModule: @@ -6680,6 +6774,62 @@ ParticleSystem: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 + LifetimeByEmitterSpeedModule: + enabled: 0 + m_Curve: + serializedVersion: 2 + minMaxState: 1 + scalar: 1 + minScalar: 1 + maxCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: -0.8 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -8076,6 +8226,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -8105,24 +8256,26 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} CollisionModule: enabled: 0 - serializedVersion: 3 + serializedVersion: 4 type: 1 collisionMode: 0 colliderForce: 0 multiplyColliderForceByParticleSize: 0 multiplyColliderForceByParticleSpeed: 0 multiplyColliderForceByCollisionAngle: 1 - plane0: {fileID: 0} - plane1: {fileID: 0} - plane2: {fileID: 0} - plane3: {fileID: 0} - plane4: {fileID: 0} - plane5: {fileID: 0} + m_Planes: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} m_Dampen: serializedVersion: 2 minMaxState: 0 @@ -8296,17 +8449,20 @@ ParticleSystem: interiorCollisions: 0 TriggerModule: enabled: 0 - collisionShape0: {fileID: 0} - collisionShape1: {fileID: 0} - collisionShape2: {fileID: 0} - collisionShape3: {fileID: 0} - collisionShape4: {fileID: 0} - collisionShape5: {fileID: 0} + serializedVersion: 2 inside: 1 outside: 0 enter: 0 exit: 0 + colliderQueryMode: 0 radiusScale: 1 + primitives: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} SubModule: serializedVersion: 2 enabled: 0 @@ -8490,6 +8646,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -8532,6 +8689,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -8561,6 +8719,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -8648,6 +8807,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -8677,6 +8837,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -8715,6 +8876,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -8744,6 +8906,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -8997,6 +9160,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -9026,6 +9190,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -9257,10 +9422,12 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9286,6 +9453,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 0.5 @@ -9302,11 +9470,17 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 --- !u!1 &147192 GameObject: @@ -9333,12 +9507,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 147192} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 409034} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!198 &19856998 ParticleSystem: @@ -9347,19 +9522,19 @@ ParticleSystem: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 147192} - serializedVersion: 6 + serializedVersion: 8 lengthInSec: 1 simulationSpeed: 1 stopAction: 0 cullingMode: 3 ringBufferMode: 0 ringBufferLoopRange: {x: 0, y: 1} + emitterVelocityMode: 1 looping: 1 prewarm: 1 playOnAwake: 1 useUnscaledTime: 0 autoRandomSeed: 1 - useRigidbodyForVelocity: 1 startDelay: serializedVersion: 2 minMaxState: 0 @@ -9522,6 +9697,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -9551,6 +9727,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 startSize: @@ -9836,7 +10013,9 @@ ParticleSystem: m_PostInfinity: 2 m_RotationOrder: 4 randomizeRotationDirection: 0 + gravitySource: 0 maxNumParticles: 1000 + customEmitterVelocity: {x: 0, y: 0, z: 0} size3D: 0 rotation3D: 0 gravityModifier: @@ -10564,6 +10743,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -10593,6 +10773,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 UVModule: @@ -11361,6 +11542,62 @@ ParticleSystem: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 + LifetimeByEmitterSpeedModule: + enabled: 0 + m_Curve: + serializedVersion: 2 + minMaxState: 1 + scalar: 1 + minScalar: 1 + maxCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: -0.8 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -12757,6 +12994,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -12786,24 +13024,26 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} CollisionModule: enabled: 0 - serializedVersion: 3 + serializedVersion: 4 type: 1 collisionMode: 0 colliderForce: 0 multiplyColliderForceByParticleSize: 0 multiplyColliderForceByParticleSpeed: 0 multiplyColliderForceByCollisionAngle: 1 - plane0: {fileID: 0} - plane1: {fileID: 0} - plane2: {fileID: 0} - plane3: {fileID: 0} - plane4: {fileID: 0} - plane5: {fileID: 0} + m_Planes: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} m_Dampen: serializedVersion: 2 minMaxState: 0 @@ -12977,17 +13217,20 @@ ParticleSystem: interiorCollisions: 1 TriggerModule: enabled: 0 - collisionShape0: {fileID: 0} - collisionShape1: {fileID: 0} - collisionShape2: {fileID: 0} - collisionShape3: {fileID: 0} - collisionShape4: {fileID: 0} - collisionShape5: {fileID: 0} + serializedVersion: 2 inside: 1 outside: 0 enter: 0 exit: 0 + colliderQueryMode: 0 radiusScale: 1 + primitives: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} SubModule: serializedVersion: 2 enabled: 0 @@ -13171,6 +13414,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -13213,6 +13457,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -13242,6 +13487,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -13329,6 +13575,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -13358,6 +13605,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -13396,6 +13644,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -13425,6 +13674,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -13678,6 +13928,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -13707,6 +13958,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -13938,10 +14190,12 @@ ParticleSystemRenderer: m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13967,6 +14221,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 1 @@ -13983,11 +14238,17 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 --- !u!1 &150356 GameObject: @@ -14016,15 +14277,16 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 150356} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 462052} - {fileID: 441654} - {fileID: 464550} m_Father: {fileID: 0} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!198 &19889590 ParticleSystem: @@ -14033,19 +14295,19 @@ ParticleSystem: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 150356} - serializedVersion: 6 + serializedVersion: 8 lengthInSec: 0.3 simulationSpeed: 1 stopAction: 0 cullingMode: 3 ringBufferMode: 0 ringBufferLoopRange: {x: 0, y: 1} + emitterVelocityMode: 1 looping: 1 prewarm: 1 playOnAwake: 1 useUnscaledTime: 0 autoRandomSeed: 1 - useRigidbodyForVelocity: 1 startDelay: serializedVersion: 2 minMaxState: 0 @@ -14208,6 +14470,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -14237,6 +14500,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 startSize: @@ -14558,7 +14822,9 @@ ParticleSystem: m_PostInfinity: 2 m_RotationOrder: 0 randomizeRotationDirection: 0 + gravitySource: 0 maxNumParticles: 1000 + customEmitterVelocity: {x: 0, y: 0, z: 0} size3D: 0 rotation3D: 0 gravityModifier: @@ -15286,6 +15552,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -15315,6 +15582,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 UVModule: @@ -16047,6 +16315,62 @@ ParticleSystem: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 0 + LifetimeByEmitterSpeedModule: + enabled: 0 + m_Curve: + serializedVersion: 2 + minMaxState: 1 + scalar: 1 + minScalar: 1 + maxCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: -0.8 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 0.2 + inSlope: -0.8 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + minCurve: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + - serializedVersion: 3 + time: 1 + value: 1 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + m_Range: {x: 0, y: 1} ForceModule: enabled: 0 x: @@ -17443,6 +17767,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -17472,24 +17797,26 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 range: {x: 0, y: 1} CollisionModule: enabled: 0 - serializedVersion: 3 + serializedVersion: 4 type: 1 collisionMode: 0 colliderForce: 0 multiplyColliderForceByParticleSize: 0 multiplyColliderForceByParticleSpeed: 0 multiplyColliderForceByCollisionAngle: 1 - plane0: {fileID: 0} - plane1: {fileID: 0} - plane2: {fileID: 0} - plane3: {fileID: 0} - plane4: {fileID: 0} - plane5: {fileID: 0} + m_Planes: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} m_Dampen: serializedVersion: 2 minMaxState: 0 @@ -17663,17 +17990,20 @@ ParticleSystem: interiorCollisions: 1 TriggerModule: enabled: 0 - collisionShape0: {fileID: 0} - collisionShape1: {fileID: 0} - collisionShape2: {fileID: 0} - collisionShape3: {fileID: 0} - collisionShape4: {fileID: 0} - collisionShape5: {fileID: 0} + serializedVersion: 2 inside: 1 outside: 0 enter: 0 exit: 0 + colliderQueryMode: 0 radiusScale: 1 + primitives: + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} SubModule: serializedVersion: 2 enabled: 0 @@ -17857,6 +18187,7 @@ ParticleSystem: m_RotationOrder: 4 minVertexDistance: 0.2 textureMode: 0 + textureScale: {x: 1, y: 1} ribbonCount: 1 shadowBias: 0.5 worldSpace: 0 @@ -17899,6 +18230,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -17928,6 +18260,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 widthOverTrail: @@ -18015,6 +18348,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18044,6 +18378,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 CustomDataModule: @@ -18082,6 +18417,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18111,6 +18447,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel0: Color @@ -18364,6 +18701,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 minGradient: @@ -18393,6 +18731,7 @@ ParticleSystem: atime6: 0 atime7: 0 m_Mode: 0 + m_ColorSpace: -1 m_NumColorKeys: 2 m_NumAlphaKeys: 2 colorLabel1: Color @@ -18624,10 +18963,12 @@ ParticleSystemRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 0 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -18653,6 +18994,7 @@ ParticleSystemRenderer: m_SortingLayer: 0 m_SortingOrder: 1 m_RenderMode: 0 + m_MeshDistribution: 0 m_SortMode: 0 m_MinParticleSize: 0 m_MaxParticleSize: 0.5 @@ -18669,11 +19011,17 @@ ParticleSystemRenderer: m_EnableGPUInstancing: 0 m_ApplyActiveColorSpace: 1 m_AllowRoll: 1 + m_FreeformStretching: 0 + m_RotateWithStretchDirection: 1 m_VertexStreams: 0001030405 m_Mesh: {fileID: 0} m_Mesh1: {fileID: 0} m_Mesh2: {fileID: 0} m_Mesh3: {fileID: 0} + m_MeshWeighting: 1 + m_MeshWeighting1: 1 + m_MeshWeighting2: 1 + m_MeshWeighting3: 1 m_MaskInteraction: 0 --- !u!82 &8251742 AudioSource: diff --git a/BlueWater/Assets/Epic Toon FX/Scripts/ETFXLightFade.cs b/BlueWater/Assets/Epic Toon FX/Scripts/ETFXLightFade.cs index 198ef1642..ebc8db8c7 100644 --- a/BlueWater/Assets/Epic Toon FX/Scripts/ETFXLightFade.cs +++ b/BlueWater/Assets/Epic Toon FX/Scripts/ETFXLightFade.cs @@ -40,7 +40,7 @@ namespace EpicToonFX li.enabled = false; break; case OnLifeEnd.Destroy: - Destroy(li); + //Destroy(li); break; } } diff --git a/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader b/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader old mode 100644 new mode 100755 index 93bdd59e8..31cff3d4a --- a/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader +++ b/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader @@ -1,10 +1,12 @@ -// Made with Amplify Shader Editor v1.9.0.2 +// Made with Amplify Shader Editor v1.9.1.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Archanor VFX/Epic Toon FX/ETFX_PowerboxLit" { Properties { - _Icon("Icon", 2D) = "white" {} + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [ASEBegin]_Icon("Icon", 2D) = "white" {} _Background("Background", 2D) = "white" {} _IconTint("Icon Tint", Color) = (0,0,0,0) _IconContrast("Icon Contrast", Range( 0.01 , 5)) = 1 @@ -15,61 +17,2592 @@ Shader "Archanor VFX/Epic Toon FX/ETFX_PowerboxLit" _IconScale("Icon Scale", Float) = 2 _IconOffset("Icon Offset", Vector) = (0,-1,0,0) _Smoothness("Smoothness", Range( 0 , 1)) = 0 - _Metallic("Metallic", Range( 0 , 1)) = 0 + [ASEEnd]_Metallic("Metallic", Range( 0 , 1)) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} - [HideInInspector] __dirty( "", Int ) = 1 + + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + + [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0 + [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 } SubShader { - Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IgnoreProjector" = "True" } + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } + Cull Back - CGPROGRAM - #pragma target 3.0 - #pragma surface surf Standard keepalpha addshadow fullforwardshadows - struct Input - { - float2 uv_texcoord; - float4 vertexColor : COLOR; - }; + ZWrite On + ZTest LEqual + Offset 0 , 0 + AlphaToMask Off - uniform float _BackgroundBrightness; - uniform sampler2D _Background; - uniform float4 _Background_ST; - uniform float _BackgroundContrast; - uniform float4 _BackgroundTint; - uniform sampler2D _Icon; - uniform float _IconScale; - uniform float3 _IconOffset; - uniform float4 _IconTint; - uniform float _IconContrast; - uniform float _IconBrightness; - uniform float _Metallic; - uniform float _Smoothness; + - void surf( Input i , inout SurfaceOutputStandard o ) + HLSLINCLUDE + #pragma target 3.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) { - float2 uv_Background = i.uv_texcoord * _Background_ST.xy + _Background_ST.zw; - float4 temp_cast_0 = (_BackgroundContrast).xxxx; - float2 temp_cast_1 = (_IconScale).xx; - float2 uv_TexCoord45 = i.uv_texcoord * temp_cast_1 + _IconOffset.xy; - float4 tex2DNode2 = tex2D( _Icon, uv_TexCoord45 ); - float4 temp_cast_3 = (_IconContrast).xxxx; - float4 lerpResult38 = lerp( ( _BackgroundBrightness * ( pow( tex2D( _Background, uv_Background ) , temp_cast_0 ) * _BackgroundTint ) * i.vertexColor ) , ( pow( ( tex2DNode2 + _IconTint ) , temp_cast_3 ) * _IconBrightness ) , tex2DNode2.a); - o.Albedo = lerpResult38.rgb; - o.Metallic = _Metallic; - o.Smoothness = _Smoothness; - o.Alpha = 1; + return tessValue; } - ENDCG + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + #endif //ASE_TESS_FUNCS + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 101001 + + + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + + + + + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _SHADOWS_SOFT + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_FORWARD + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 lightmapUVOrVertexSH : TEXCOORD0; + half4 fogFactorAndVertexLight : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD6; + #endif + float4 ase_texcoord7 : TEXCOORD7; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + float _Metallic; + float _Smoothness; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _Background; + sampler2D _Icon; + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_texcoord7.xy = v.texcoord.xy; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord7.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float3 positionVS = TransformWorldToView( positionWS ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); + + o.tSpace0 = float4( normalInput.normalWS, positionWS.x); + o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); + o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + #endif + + #if !defined(LIGHTMAP_ON) + OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord; + o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); + + #ifdef ASE_FOG + half fogFactor = ComputeFogFactor( positionCS.z ); + #else + half fogFactor = 0; + #endif + + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(positionCS); + #endif + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_tangent = v.ase_tangent; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag ( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( IN.tSpace0.xyz ); + float3 WorldTangent = IN.tSpace1.xyz; + float3 WorldBiTangent = IN.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float2 uv_Background = IN.ase_texcoord7.xy * _Background_ST.xy + _Background_ST.zw; + float4 temp_cast_0 = (_BackgroundContrast).xxxx; + float2 temp_cast_1 = (_IconScale).xx; + float2 texCoord45 = IN.ase_texcoord7.xy * temp_cast_1 + _IconOffset.xy; + float4 tex2DNode2 = tex2D( _Icon, texCoord45 ); + float4 temp_cast_3 = (_IconContrast).xxxx; + float4 lerpResult38 = lerp( ( _BackgroundBrightness * ( pow( tex2D( _Background, uv_Background ) , temp_cast_0 ) * _BackgroundTint ) * IN.ase_color ) , ( pow( ( tex2DNode2 + _IconTint ) , temp_cast_3 ) * _IconBrightness ) , tex2DNode2.a); + + + float3 BaseColor = lerpResult38.rgb; + float3 Normal = float3(0, 0, 1); + float3 Emission = 0; + float3 Specular = 0.5; + float Metallic = _Metallic; + float Smoothness = _Smoothness; + float Occlusion = 1; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData; + inputData.positionWS = WorldPosition; + inputData.viewDirectionWS = WorldViewDirection; + inputData.shadowCoord = ShadowCoords; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = WorldNormal; + #endif + + #ifdef ASE_FOG + inputData.fogCoord = IN.fogFactorAndVertexLight.x; + #endif + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = IN.lightmapUVOrVertexSH.xyz; + #endif + + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos); + inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); + + half4 color = UniversalFragmentPBR( + inputData, + BaseColor, + Metallic, + Specular, + Smoothness, + Occlusion, + Emission, + Alpha); + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + + Light mainLight = GetMainLight( inputData.shadowCoord ); + float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; + mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); + half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; + color.rgb += BaseColor * mainTransmission; + + #ifdef _ADDITIONAL_LIGHTS + int transPixelLightCount = GetAdditionalLightsCount(); + for (int i = 0; i < transPixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, inputData.positionWS); + float3 atten = light.color * light.distanceAttenuation; + atten = lerp( atten, atten * light.shadowAttenuation, shadow ); + + half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission; + color.rgb += BaseColor * transmission; + } + #endif + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + Light mainLight = GetMainLight( inputData.shadowCoord ); + float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; + mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); + + half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; + half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); + half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; + color.rgb += BaseColor * mainTranslucency * strength; + + #ifdef _ADDITIONAL_LIGHTS + int transPixelLightCount = GetAdditionalLightsCount(); + for (int i = 0; i < transPixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, inputData.positionWS); + float3 atten = light.color * light.distanceAttenuation; + atten = lerp( atten, atten * light.shadowAttenuation, shadow ); + + half3 lightDir = light.direction + inputData.normalWS * normal; + half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering ); + half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency; + color.rgb += BaseColor * translucency * strength; + } + #endif + } + #endif + + #ifdef ASE_REFRACTION + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; + color.rgb = lerp( refraction, color.rgb, color.a ); + color.a = 1; + #endif + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_FOG + #ifdef TERRAIN_SPLAT_ADDPASS + color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); + #else + color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); + #endif + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return color; + } + + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 101001 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_SHADOWCASTER + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + float _Metallic; + float _Smoothness; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + + + + float3 _LightDirection; + #if ASE_SRP_VERSION >= 110000 + float3 _LightPosition; + #endif + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + float3 normalWS = TransformObjectToWorldDir(v.ase_normal); + + #if ASE_SRP_VERSION >= 110000 + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #endif + #else + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); + #endif + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = clipPos; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask 0 + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 101001 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + float _Metallic; + float _Smoothness; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 101001 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + float _Metallic; + float _Smoothness; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _Background; + sampler2D _Icon; + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = o.clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 uv_Background = IN.ase_texcoord2.xy * _Background_ST.xy + _Background_ST.zw; + float4 temp_cast_0 = (_BackgroundContrast).xxxx; + float2 temp_cast_1 = (_IconScale).xx; + float2 texCoord45 = IN.ase_texcoord2.xy * temp_cast_1 + _IconOffset.xy; + float4 tex2DNode2 = tex2D( _Icon, texCoord45 ); + float4 temp_cast_3 = (_IconContrast).xxxx; + float4 lerpResult38 = lerp( ( _BackgroundBrightness * ( pow( tex2D( _Background, uv_Background ) , temp_cast_0 ) * _BackgroundTint ) * IN.ase_color ) , ( pow( ( tex2DNode2 + _IconTint ) , temp_cast_3 ) * _IconBrightness ) , tex2DNode2.a); + + + float3 BaseColor = lerpResult38.rgb; + float3 Emission = 0; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + MetaInput metaInput = (MetaInput)0; + metaInput.Albedo = BaseColor; + metaInput.Emission = Emission; + + return MetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 101001 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_2D + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + float _Metallic; + float _Smoothness; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _Background; + sampler2D _Icon; + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID( v ); + UNITY_TRANSFER_INSTANCE_ID( v, o ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 uv_Background = IN.ase_texcoord2.xy * _Background_ST.xy + _Background_ST.zw; + float4 temp_cast_0 = (_BackgroundContrast).xxxx; + float2 temp_cast_1 = (_IconScale).xx; + float2 texCoord45 = IN.ase_texcoord2.xy * temp_cast_1 + _IconOffset.xy; + float4 tex2DNode2 = tex2D( _Icon, texCoord45 ); + float4 temp_cast_3 = (_IconContrast).xxxx; + float4 lerpResult38 = lerp( ( _BackgroundBrightness * ( pow( tex2D( _Background, uv_Background ) , temp_cast_0 ) * _BackgroundTint ) * IN.ase_color ) , ( pow( ( tex2DNode2 + _IconTint ) , temp_cast_3 ) * _IconBrightness ) , tex2DNode2.a); + + + float3 BaseColor = lerpResult38.rgb; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + + half4 color = half4(BaseColor, Alpha ); + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormals" } + + ZWrite On + Blend One Zero + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 101001 + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float3 worldNormal : TEXCOORD2; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + float _Metallic; + float _Smoothness; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float3 normalWS = TransformObjectToWorldNormal( v.ase_normal ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + o.worldNormal = normalWS; + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + half4 frag( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #if ASE_SRP_VERSION >= 110000 + return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0); + #elif ASE_SRP_VERSION >= 100900 + return float4(PackNormalOctRectEncode(normalize(IN.worldNormal)), 0.0, 0.0); + #else + return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define ASE_SRP_VERSION 101001 + + + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF + #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + + + + + #pragma multi_compile_fragment _ _SHADOWS_SOFT + + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_GBUFFER + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + float4 lightmapUVOrVertexSH : TEXCOORD0; + half4 fogFactorAndVertexLight : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD6; + #endif + float4 ase_texcoord7 : TEXCOORD7; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + float _Metallic; + float _Smoothness; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + // Property used by ScenePickingPass + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + // Properties used by SceneSelectionPass + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _Background; + sampler2D _Icon; + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_texcoord7.xy = v.texcoord.xy; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord7.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float3 positionVS = TransformWorldToView( positionWS ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); + + o.tSpace0 = float4( normalInput.normalWS, positionWS.x); + o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); + o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); + + OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); + + #if !defined(LIGHTMAP_ON) + OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + o.lightmapUVOrVertexSH.zw = v.texcoord; + o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); + + #ifdef ASE_FOG + half fogFactor = ComputeFogFactor( positionCS.z ); + #else + half fogFactor = 0; + #endif + + o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = positionCS; + + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(positionCS); + #endif + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_tangent : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_tangent = v.ase_tangent; + o.texcoord = v.texcoord; + o.texcoord1 = v.texcoord1; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; + o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) + #define ASE_SV_DEPTH SV_DepthLessEqual + #else + #define ASE_SV_DEPTH SV_Depth + #endif + + FragmentOutput frag ( VertexOutput IN + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( IN.tSpace0.xyz ); + float3 WorldTangent = IN.tSpace1.xyz; + float3 WorldBiTangent = IN.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #else + ShadowCoords = float4(0, 0, 0, 0); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float2 uv_Background = IN.ase_texcoord7.xy * _Background_ST.xy + _Background_ST.zw; + float4 temp_cast_0 = (_BackgroundContrast).xxxx; + float2 temp_cast_1 = (_IconScale).xx; + float2 texCoord45 = IN.ase_texcoord7.xy * temp_cast_1 + _IconOffset.xy; + float4 tex2DNode2 = tex2D( _Icon, texCoord45 ); + float4 temp_cast_3 = (_IconContrast).xxxx; + float4 lerpResult38 = lerp( ( _BackgroundBrightness * ( pow( tex2D( _Background, uv_Background ) , temp_cast_0 ) * _BackgroundTint ) * IN.ase_color ) , ( pow( ( tex2DNode2 + _IconTint ) , temp_cast_3 ) * _IconBrightness ) , tex2DNode2.a); + + + float3 BaseColor = lerpResult38.rgb; + float3 Normal = float3(0, 0, 1); + float3 Emission = 0; + float3 Specular = 0.5; + float Metallic = _Metallic; + float Smoothness = _Smoothness; + float Occlusion = 1; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData; + inputData.positionWS = WorldPosition; + inputData.viewDirectionWS = WorldViewDirection; + inputData.shadowCoord = ShadowCoords; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = WorldNormal; + #endif + + #ifdef ASE_FOG + inputData.fogCoord = 0; // we don't apply fog in the gbuffer pass + #endif + + inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = IN.lightmapUVOrVertexSH.xyz; + #endif + + inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + BRDFData brdfData; + InitializeBRDFData( BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); + half4 color; + color.rgb = GlobalIllumination( brdfData, inputData.bakedGI, Occlusion, inputData.normalWS, inputData.viewDirectionWS); + color.a = Alpha; + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_FOG + #ifdef TERRAIN_SPLAT_ADDPASS + color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); + #else + color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); + #endif + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb); + } + + ENDHLSL + } + } - Fallback "Diffuse" - CustomEditor "ASEMaterialInspector" + + CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" + Fallback 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WireConnection;38;1;81;0 WireConnection;38;2;2;4 -WireConnection;0;0;38;0 -WireConnection;0;3;84;0 -WireConnection;0;4;83;0 +WireConnection;86;0;38;0 +WireConnection;86;3;84;0 +WireConnection;86;4;83;0 ASEEND*/ -//CHKSM=E128E1EC81AFC23E8A85A953ED88D9F77558B454 \ No newline at end of file +//CHKSM=5B44EAC630807408099DBAF99299B3F7F44FA89D \ No newline at end of file diff --git a/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader.meta b/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader.meta old mode 100644 new mode 100755 index 934a4721a..b4a11c265 --- a/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader.meta +++ b/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxLit.shader.meta @@ -6,6 +6,7 @@ ShaderImporter: - _Background: {fileID: 2800000, guid: 6a5e2aff47ffbc44ebe6ab296846e509, type: 3} - _Icon: {fileID: 2800000, guid: a418ccab11aad674783413a05d3779ee, type: 3} nonModifiableTextures: [] + preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: diff --git a/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader b/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader old mode 100644 new mode 100755 index 503398df7..9aff9a619 --- a/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader +++ b/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader @@ -1,10 +1,12 @@ -// Made with Amplify Shader Editor v1.9.0.2 +// Made with Amplify Shader Editor v1.9.1.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Archanor VFX/Epic Toon FX/ETFX_PowerboxUnlit" { Properties { - _Icon("Icon", 2D) = "white" {} + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [ASEBegin]_Icon("Icon", 2D) = "white" {} _Background("Background", 2D) = "white" {} _IconTint("Icon Tint", Color) = (0,0,0,0) _IconContrast("Icon Contrast", Range( 0.01 , 5)) = 1 @@ -13,62 +15,921 @@ Shader "Archanor VFX/Epic Toon FX/ETFX_PowerboxUnlit" _BackgroundContrast("Background Contrast", Range( 0 , 5)) = 1 _BackgroundBrightness("Background Brightness", Range( 0 , 3)) = 1 _IconScale("Icon Scale", Float) = 2 - _IconOffset("Icon Offset", Vector) = (0,-1,0,0) + [ASEEnd]_IconOffset("Icon Offset", Vector) = (0,-1,0,0) [HideInInspector] _texcoord( "", 2D ) = "white" {} - [HideInInspector] __dirty( "", Int ) = 1 + + + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { - Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } + Cull Back - CGPROGRAM - #pragma target 3.0 - #pragma surface surf Unlit keepalpha addshadow fullforwardshadows - struct Input - { - float2 uv_texcoord; - float4 vertexColor : COLOR; - }; + AlphaToMask Off - uniform float _BackgroundBrightness; - uniform sampler2D _Background; - uniform float4 _Background_ST; - uniform float _BackgroundContrast; - uniform float4 _BackgroundTint; - uniform sampler2D _Icon; - uniform float _IconScale; - uniform float3 _IconOffset; - uniform float4 _IconTint; - uniform float _IconContrast; - uniform float _IconBrightness; + - inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten ) + HLSLINCLUDE + #pragma target 3.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) { - return half4 ( 0, 0, 0, s.Alpha ); + return tessValue; } - void surf( Input i , inout SurfaceOutput o ) + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { - float2 uv_Background = i.uv_texcoord * _Background_ST.xy + _Background_ST.zw; - float4 temp_cast_0 = (_BackgroundContrast).xxxx; - float2 temp_cast_1 = (_IconScale).xx; - float2 uv_TexCoord45 = i.uv_texcoord * temp_cast_1 + _IconOffset.xy; - float4 tex2DNode2 = tex2D( _Icon, uv_TexCoord45 ); - float4 temp_cast_3 = (_IconContrast).xxxx; - float4 lerpResult38 = lerp( ( _BackgroundBrightness * ( pow( tex2D( _Background, uv_Background ) , temp_cast_0 ) * _BackgroundTint ) * i.vertexColor ) , ( pow( ( tex2DNode2 + _IconTint ) , temp_cast_3 ) * _IconBrightness ) , tex2DNode2.a); - o.Emission = lerpResult38.rgb; - o.Alpha = 1; + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; } - ENDCG + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + #endif //ASE_TESS_FUNCS + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 101001 + + + #pragma vertex vert + #pragma fragment frag + + #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/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + #ifdef ASE_FOG + float fogFactor : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + sampler2D _Background; + sampler2D _Icon; + + + + VertexOutput VertexFunction ( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.ase_texcoord3.xy = v.ase_texcoord.xy; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord3.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + float4 positionCS = TransformWorldToHClip( positionWS ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + #ifdef ASE_FOG + o.fogFactor = ComputeFogFactor( positionCS.z ); + #endif + + o.clipPos = positionCS; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag ( VertexOutput IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 uv_Background = IN.ase_texcoord3.xy * _Background_ST.xy + _Background_ST.zw; + float4 temp_cast_0 = (_BackgroundContrast).xxxx; + float2 temp_cast_1 = (_IconScale).xx; + float2 texCoord45 = IN.ase_texcoord3.xy * temp_cast_1 + _IconOffset.xy; + float4 tex2DNode2 = tex2D( _Icon, texCoord45 ); + float4 temp_cast_3 = (_IconContrast).xxxx; + float4 lerpResult38 = lerp( ( _BackgroundBrightness * ( pow( tex2D( _Background, uv_Background ) , temp_cast_0 ) * _BackgroundTint ) * IN.ase_color ) , ( pow( ( tex2DNode2 + _IconTint ) , temp_cast_3 ) * _IconBrightness ) , tex2DNode2.a); + + float3 BakedAlbedo = 0; + float3 BakedEmission = 0; + float3 Color = lerpResult38.rgb; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + clip( Alpha - AlphaClipThreshold ); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + + #ifdef ASE_FOG + Color = MixFog( Color, IN.fogFactor ); + #endif + + return half4( Color, Alpha ); + } + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 101001 + + + #pragma vertex vert + #pragma fragment frag + + + + #define SHADERPASS SHADERPASS_SHADOWCASTER + + #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + + float3 _LightDirection; + #if ASE_SRP_VERSION >= 110000 + float3 _LightPosition; + #endif + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + float3 normalWS = TransformObjectToWorldDir( v.ase_normal ); + + #if ASE_SRP_VERSION >= 110000 + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + + float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); + #endif + #else + float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); + + #if UNITY_REVERSED_Z + clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); + #else + clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); + #endif + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + o.clipPos = clipPos; + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_ON + #ifdef _ALPHATEST_SHADOW_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask 0 + AlphaToMask Off + + HLSLPROGRAM + + #pragma multi_compile_instancing + #define ASE_SRP_VERSION 101001 + + + #pragma vertex vert + #pragma fragment frag + + #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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + + + + struct VertexInput + { + float4 vertex : POSITION; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 clipPos : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 worldPos : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float4 _Background_ST; + float4 _BackgroundTint; + float4 _IconTint; + float3 _IconOffset; + float _BackgroundBrightness; + float _BackgroundContrast; + float _IconScale; + float _IconContrast; + float _IconBrightness; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + + + + VertexOutput VertexFunction( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + + v.ase_normal = v.ase_normal; + + float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + o.worldPos = positionWS; + #endif + + o.clipPos = TransformWorldToHClip( positionWS ); + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = o.clipPos; + o.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float3 ase_normal : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( VertexInput v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.ase_normal = v.ase_normal; + + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + VertexInput o = (VertexInput) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + VertexOutput vert ( VertexInput v ) + { + return VertexFunction( v ); + } + #endif + + half4 frag(VertexOutput IN ) : SV_TARGET + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = IN.worldPos; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = IN.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + + + float Alpha = 1; + float AlphaClipThreshold = 0.5; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #ifdef LOD_FADE_CROSSFADE + LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); + #endif + return 0; + } + ENDHLSL + } + + } - Fallback "Diffuse" - CustomEditor "ASEMaterialInspector" + + CustomEditor 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-//CHKSM=70E26878BF5F28EA291E13D7FF661D9AAEE9E407 \ No newline at end of file +//CHKSM=059D626C6EB318770B73458D9F7D5C6F9417940C \ No newline at end of file diff --git a/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader.meta b/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader.meta old mode 100644 new mode 100755 index 030b12da4..26bf254d2 --- a/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader.meta +++ b/BlueWater/Assets/Epic Toon FX/Shaders/ETFX_PowerboxUnlit.shader.meta @@ -6,6 +6,7 @@ ShaderImporter: - _Background: {fileID: 2800000, guid: 6a5e2aff47ffbc44ebe6ab296846e509, type: 3} - _Icon: {fileID: 2800000, guid: a418ccab11aad674783413a05d3779ee, type: 3} nonModifiableTextures: [] + preprocessorOverride: 0 userData: assetBundleName: assetBundleVariant: