feat: style test scene created
This commit is contained in:
@@ -64,11 +64,11 @@ MonoBehaviour:
|
|||||||
m_OverrideState: 1
|
m_OverrideState: 1
|
||||||
m_Value: 1
|
m_Value: 1
|
||||||
DebugMode:
|
DebugMode:
|
||||||
m_OverrideState: 0
|
m_OverrideState: 1
|
||||||
m_Value: 0
|
m_Value: 1
|
||||||
HBuffer:
|
HBuffer:
|
||||||
m_OverrideState: 0
|
m_OverrideState: 1
|
||||||
m_Value: 0
|
m_Value: 2
|
||||||
ExcludeCastingMask:
|
ExcludeCastingMask:
|
||||||
m_OverrideState: 0
|
m_OverrideState: 0
|
||||||
m_Value:
|
m_Value:
|
||||||
|
|||||||
8
Assets/Map/Materials/Structure Materials.meta
Normal file
8
Assets/Map/Materials/Structure Materials.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5c31396ab697cae43913d71893cc1c80
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,630 @@
|
|||||||
|
// Toony Colors Pro+Mobile 2
|
||||||
|
// (c) 2014-2025 Jean Moreno
|
||||||
|
|
||||||
|
Shader "Reset/BuildingStyleTest"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
[TCP2HeaderHelp(Base)]
|
||||||
|
[MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
|
||||||
|
[TCP2ColorNoAlpha] _HColor ("Highlight Color", Color) = (0.75,0.75,0.75,1)
|
||||||
|
[TCP2ColorNoAlpha] _SColor ("Shadow Color", Color) = (0.2,0.2,0.2,1)
|
||||||
|
[MainTexture] _BaseMap ("Albedo", 2D) = "white" {}
|
||||||
|
[TCP2Separator]
|
||||||
|
|
||||||
|
[TCP2Header(Ramp Shading)]
|
||||||
|
|
||||||
|
_RampThreshold ("Threshold", Range(0.01,1)) = 0.5
|
||||||
|
_RampSmoothing ("Smoothing", Range(0.001,1)) = 0.5
|
||||||
|
[TCP2Separator]
|
||||||
|
|
||||||
|
[TCP2HeaderHelp(Normal Mapping)]
|
||||||
|
[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
|
||||||
|
[TCP2Separator]
|
||||||
|
|
||||||
|
[ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadowsOff ("Receive Shadows", Float) = 1
|
||||||
|
|
||||||
|
// Avoid compile error if the properties are ending with a drawer
|
||||||
|
[HideInInspector] __dummy__ ("unused", Float) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"RenderPipeline" = "UniversalPipeline"
|
||||||
|
"RenderType"="Opaque"
|
||||||
|
}
|
||||||
|
|
||||||
|
HLSLINCLUDE
|
||||||
|
#define fixed half
|
||||||
|
#define fixed2 half2
|
||||||
|
#define fixed3 half3
|
||||||
|
#define fixed4 half4
|
||||||
|
|
||||||
|
#if UNITY_VERSION >= 202020
|
||||||
|
#define URP_10_OR_NEWER
|
||||||
|
#endif
|
||||||
|
#if UNITY_VERSION >= 202120
|
||||||
|
#define URP_12_OR_NEWER
|
||||||
|
#endif
|
||||||
|
#if UNITY_VERSION >= 202220
|
||||||
|
#define URP_14_OR_NEWER
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Texture/Sampler abstraction
|
||||||
|
#define TCP2_TEX2D_WITH_SAMPLER(tex) TEXTURE2D(tex); SAMPLER(sampler##tex)
|
||||||
|
#define TCP2_TEX2D_NO_SAMPLER(tex) TEXTURE2D(tex)
|
||||||
|
#define TCP2_TEX2D_SAMPLE(tex, samplertex, coord) SAMPLE_TEXTURE2D(tex, sampler##samplertex, coord)
|
||||||
|
#define TCP2_TEX2D_SAMPLE_LOD(tex, samplertex, coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler##samplertex, coord, lod)
|
||||||
|
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||||
|
|
||||||
|
// Uniforms
|
||||||
|
|
||||||
|
// Shader Properties
|
||||||
|
TCP2_TEX2D_WITH_SAMPLER(_BumpMap);
|
||||||
|
TCP2_TEX2D_WITH_SAMPLER(_BaseMap);
|
||||||
|
|
||||||
|
CBUFFER_START(UnityPerMaterial)
|
||||||
|
|
||||||
|
// Shader Properties
|
||||||
|
float4 _BaseMap_ST;
|
||||||
|
fixed4 _BaseColor;
|
||||||
|
float _RampThreshold;
|
||||||
|
float _RampSmoothing;
|
||||||
|
fixed4 _SColor;
|
||||||
|
fixed4 _HColor;
|
||||||
|
CBUFFER_END
|
||||||
|
|
||||||
|
// Built-in renderer (CG) to SRP (HLSL) bindings
|
||||||
|
#define UnityObjectToClipPos TransformObjectToHClip
|
||||||
|
#define _WorldSpaceLightPos0 _MainLightPosition
|
||||||
|
|
||||||
|
ENDHLSL
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "Main"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode"="UniversalForward"
|
||||||
|
}
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
// Required to compile gles 2.0 with standard SRP library
|
||||||
|
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
|
||||||
|
#pragma prefer_hlslcc gles
|
||||||
|
#pragma exclude_renderers d3d11_9x
|
||||||
|
#pragma target 3.0
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Material keywords
|
||||||
|
#pragma shader_feature_local _ _RECEIVE_SHADOWS_OFF
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
// Universal Render Pipeline keywords
|
||||||
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||||
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||||
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||||
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||||
|
|
||||||
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||||
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||||
|
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||||
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||||
|
|
||||||
|
// -------------------------------------
|
||||||
|
|
||||||
|
//--------------------------------------
|
||||||
|
// GPU Instancing
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
|
||||||
|
#pragma vertex Vertex
|
||||||
|
#pragma fragment Fragment
|
||||||
|
|
||||||
|
// vertex input
|
||||||
|
struct Attributes
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float4 tangent : TANGENT;
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
// vertex output / fragment input
|
||||||
|
struct Varyings
|
||||||
|
{
|
||||||
|
float4 positionCS : SV_POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float4 worldPosAndFog : TEXCOORD0;
|
||||||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||||
|
float4 shadowCoord : TEXCOORD1; // compute shadow coord per-vertex for the main light
|
||||||
|
#endif
|
||||||
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||||
|
half3 vertexLights : TEXCOORD2;
|
||||||
|
#endif
|
||||||
|
float3 pack0 : TEXCOORD3; /* pack0.xyz = tangent */
|
||||||
|
float3 pack1 : TEXCOORD4; /* pack1.xyz = bitangent */
|
||||||
|
float2 pack2 : TEXCOORD5; /* pack2.xy = texcoord0 */
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
|
||||||
|
// Fake InputData struct needed for Forward+ macro
|
||||||
|
struct InputDataForwardPlusDummy
|
||||||
|
{
|
||||||
|
float3 positionWS;
|
||||||
|
float2 normalizedScreenSpaceUV;
|
||||||
|
};
|
||||||
|
#endif
|
||||||
|
|
||||||
|
Varyings Vertex(Attributes input)
|
||||||
|
{
|
||||||
|
Varyings output = (Varyings)0;
|
||||||
|
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
// Texture Coordinates
|
||||||
|
output.pack2.xy.xy = input.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||||||
|
|
||||||
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
|
||||||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||||
|
output.shadowCoord = GetShadowCoord(vertexInput);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normal, input.tangent);
|
||||||
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||||
|
// Vertex lighting
|
||||||
|
output.vertexLights = VertexLighting(vertexInput.positionWS, vertexNormalInput.normalWS);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// world position
|
||||||
|
output.worldPosAndFog = float4(vertexInput.positionWS.xyz, 0);
|
||||||
|
|
||||||
|
// normal
|
||||||
|
output.normal = normalize(vertexNormalInput.normalWS);
|
||||||
|
|
||||||
|
// tangent
|
||||||
|
output.pack0.xyz = vertexNormalInput.tangentWS;
|
||||||
|
output.pack1.xyz = vertexNormalInput.bitangentWS;
|
||||||
|
|
||||||
|
// clip position
|
||||||
|
output.positionCS = vertexInput.positionCS;
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
half4 Fragment(Varyings input
|
||||||
|
) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||||
|
|
||||||
|
float3 positionWS = input.worldPosAndFog.xyz;
|
||||||
|
float3 normalWS = normalize(input.normal);
|
||||||
|
half3 tangentWS = input.pack0.xyz;
|
||||||
|
half3 bitangentWS = input.pack1.xyz;
|
||||||
|
half3x3 tangentToWorldMatrix = half3x3(tangentWS.xyz, bitangentWS.xyz, normalWS.xyz);
|
||||||
|
|
||||||
|
// Shader Properties Sampling
|
||||||
|
float4 __normalMap = ( TCP2_TEX2D_SAMPLE(_BumpMap, _BumpMap, input.pack2.xy).rgba );
|
||||||
|
float4 __albedo = ( TCP2_TEX2D_SAMPLE(_BaseMap, _BaseMap, input.pack2.xy).rgba );
|
||||||
|
float4 __mainColor = ( _BaseColor.rgba );
|
||||||
|
float __alpha = ( __albedo.a * __mainColor.a );
|
||||||
|
float __ambientIntensity = ( 1.0 );
|
||||||
|
float __rampThreshold = ( _RampThreshold );
|
||||||
|
float __rampSmoothing = ( _RampSmoothing );
|
||||||
|
float3 __shadowColor = ( _SColor.rgb );
|
||||||
|
float3 __highlightColor = ( _HColor.rgb );
|
||||||
|
|
||||||
|
half4 normalMap = __normalMap;
|
||||||
|
half3 normalTS = UnpackNormal(normalMap);
|
||||||
|
normalWS = normalize( mul(normalTS, tangentToWorldMatrix) );
|
||||||
|
|
||||||
|
// main texture
|
||||||
|
half3 albedo = __albedo.rgb;
|
||||||
|
half alpha = __alpha;
|
||||||
|
|
||||||
|
half3 emission = half3(0,0,0);
|
||||||
|
|
||||||
|
albedo *= __mainColor.rgb;
|
||||||
|
|
||||||
|
// main light: direction, color, distanceAttenuation, shadowAttenuation
|
||||||
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||||
|
float4 shadowCoord = input.shadowCoord;
|
||||||
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||||
|
float4 shadowCoord = TransformWorldToShadowCoord(positionWS);
|
||||||
|
#else
|
||||||
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if defined(URP_10_OR_NEWER)
|
||||||
|
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
||||||
|
half4 shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||||
|
#elif !defined (LIGHTMAP_ON)
|
||||||
|
half4 shadowMask = unity_ProbesOcclusion;
|
||||||
|
#else
|
||||||
|
half4 shadowMask = half4(1, 1, 1, 1);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
Light mainLight = GetMainLight(shadowCoord, positionWS, shadowMask);
|
||||||
|
#else
|
||||||
|
Light mainLight = GetMainLight(shadowCoord);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if defined(_SCREEN_SPACE_OCCLUSION) || defined(USE_FORWARD_PLUS) || defined(USE_CLUSTER_LIGHT_LOOP)
|
||||||
|
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// ambient or lightmap
|
||||||
|
// Samples SH fully per-pixel. SampleSHVertex and SampleSHPixel functions
|
||||||
|
// are also defined in case you want to sample some terms per-vertex.
|
||||||
|
half3 bakedGI = SampleSH(normalWS);
|
||||||
|
half occlusion = 1;
|
||||||
|
|
||||||
|
half3 indirectDiffuse = bakedGI;
|
||||||
|
indirectDiffuse *= occlusion * albedo * __ambientIntensity;
|
||||||
|
|
||||||
|
half3 lightDir = mainLight.direction;
|
||||||
|
half3 lightColor = mainLight.color.rgb;
|
||||||
|
|
||||||
|
half atten = mainLight.shadowAttenuation * mainLight.distanceAttenuation;
|
||||||
|
|
||||||
|
half ndl = dot(normalWS, lightDir);
|
||||||
|
half3 ramp;
|
||||||
|
|
||||||
|
half rampThreshold = __rampThreshold;
|
||||||
|
half rampSmooth = __rampSmoothing * 0.5;
|
||||||
|
ndl = saturate(ndl);
|
||||||
|
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
|
||||||
|
|
||||||
|
// apply attenuation
|
||||||
|
ramp *= atten;
|
||||||
|
|
||||||
|
half3 color = half3(0,0,0);
|
||||||
|
half3 accumulatedRamp = ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||||
|
half3 accumulatedColors = ramp * lightColor.rgb;
|
||||||
|
|
||||||
|
// Additional lights loop
|
||||||
|
#ifdef _ADDITIONAL_LIGHTS
|
||||||
|
uint pixelLightCount = GetAdditionalLightsCount();
|
||||||
|
|
||||||
|
#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
|
||||||
|
// Additional directional lights in Forward+
|
||||||
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
||||||
|
{
|
||||||
|
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
||||||
|
|
||||||
|
Light light = GetAdditionalLight(lightIndex, positionWS, shadowMask);
|
||||||
|
|
||||||
|
#if defined(_LIGHT_LAYERS)
|
||||||
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||||
|
#endif
|
||||||
|
{
|
||||||
|
half atten = light.shadowAttenuation * light.distanceAttenuation;
|
||||||
|
|
||||||
|
#if defined(_LIGHT_LAYERS)
|
||||||
|
half3 lightDir = half3(0, 1, 0);
|
||||||
|
half3 lightColor = half3(0, 0, 0);
|
||||||
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||||
|
{
|
||||||
|
lightColor = light.color.rgb;
|
||||||
|
lightDir = light.direction;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
half3 lightColor = light.color.rgb;
|
||||||
|
half3 lightDir = light.direction;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
half ndl = dot(normalWS, lightDir);
|
||||||
|
half3 ramp;
|
||||||
|
|
||||||
|
ndl = saturate(ndl);
|
||||||
|
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
|
||||||
|
|
||||||
|
// apply attenuation (shadowmaps & point/spot lights attenuation)
|
||||||
|
ramp *= atten;
|
||||||
|
|
||||||
|
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||||
|
accumulatedColors += ramp * lightColor.rgb;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Data with dummy struct used in Forward+ macro (LIGHT_LOOP_BEGIN)
|
||||||
|
InputDataForwardPlusDummy inputData;
|
||||||
|
inputData.normalizedScreenSpaceUV = normalizedScreenSpaceUV;
|
||||||
|
inputData.positionWS = positionWS;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
LIGHT_LOOP_BEGIN(pixelLightCount)
|
||||||
|
{
|
||||||
|
#if defined(URP_10_OR_NEWER)
|
||||||
|
Light light = GetAdditionalLight(lightIndex, positionWS, shadowMask);
|
||||||
|
#else
|
||||||
|
Light light = GetAdditionalLight(lightIndex, positionWS);
|
||||||
|
#endif
|
||||||
|
half atten = light.shadowAttenuation * light.distanceAttenuation;
|
||||||
|
|
||||||
|
#if defined(_LIGHT_LAYERS)
|
||||||
|
half3 lightDir = half3(0, 1, 0);
|
||||||
|
half3 lightColor = half3(0, 0, 0);
|
||||||
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||||
|
{
|
||||||
|
lightColor = light.color.rgb;
|
||||||
|
lightDir = light.direction;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
half3 lightColor = light.color.rgb;
|
||||||
|
half3 lightDir = light.direction;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
half ndl = dot(normalWS, lightDir);
|
||||||
|
half3 ramp;
|
||||||
|
|
||||||
|
ndl = saturate(ndl);
|
||||||
|
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
|
||||||
|
|
||||||
|
// apply attenuation (shadowmaps & point/spot lights attenuation)
|
||||||
|
ramp *= atten;
|
||||||
|
|
||||||
|
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||||
|
accumulatedColors += ramp * lightColor.rgb;
|
||||||
|
|
||||||
|
}
|
||||||
|
LIGHT_LOOP_END
|
||||||
|
#endif
|
||||||
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||||
|
color += input.vertexLights * albedo;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
accumulatedRamp = saturate(accumulatedRamp);
|
||||||
|
half3 shadowColor = (1 - accumulatedRamp.rgb) * __shadowColor;
|
||||||
|
accumulatedRamp = accumulatedColors.rgb * __highlightColor + shadowColor;
|
||||||
|
color += albedo * accumulatedRamp;
|
||||||
|
|
||||||
|
// apply ambient
|
||||||
|
color += indirectDiffuse;
|
||||||
|
|
||||||
|
color += emission;
|
||||||
|
|
||||||
|
return half4(color, alpha);
|
||||||
|
}
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
// Depth & Shadow Caster Passes
|
||||||
|
HLSLINCLUDE
|
||||||
|
|
||||||
|
#if defined(SHADOW_CASTER_PASS) || defined(DEPTH_ONLY_PASS)
|
||||||
|
|
||||||
|
#define fixed half
|
||||||
|
#define fixed2 half2
|
||||||
|
#define fixed3 half3
|
||||||
|
#define fixed4 half4
|
||||||
|
|
||||||
|
float3 _LightDirection;
|
||||||
|
float3 _LightPosition;
|
||||||
|
|
||||||
|
struct Attributes
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float4 texcoord0 : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Varyings
|
||||||
|
{
|
||||||
|
float4 positionCS : SV_POSITION;
|
||||||
|
#if defined(DEPTH_NORMALS_PASS)
|
||||||
|
float3 normalWS : TEXCOORD0;
|
||||||
|
#endif
|
||||||
|
float2 pack0 : TEXCOORD1; /* pack0.xy = texcoord0 */
|
||||||
|
#if defined(DEPTH_ONLY_PASS)
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
#endif
|
||||||
|
};
|
||||||
|
|
||||||
|
float4 GetShadowPositionHClip(Attributes input)
|
||||||
|
{
|
||||||
|
float3 positionWS = TransformObjectToWorld(input.vertex.xyz);
|
||||||
|
float3 normalWS = TransformObjectToWorldNormal(input.normal);
|
||||||
|
|
||||||
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||||
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
||||||
|
#else
|
||||||
|
float3 lightDirectionWS = _LightDirection;
|
||||||
|
#endif
|
||||||
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
||||||
|
|
||||||
|
#if UNITY_REVERSED_Z
|
||||||
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||||||
|
#else
|
||||||
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return positionCS;
|
||||||
|
}
|
||||||
|
|
||||||
|
Varyings ShadowDepthPassVertex(Attributes input)
|
||||||
|
{
|
||||||
|
Varyings output = (Varyings)0;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(input);
|
||||||
|
#if defined(DEPTH_ONLY_PASS)
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Texture Coordinates
|
||||||
|
output.pack0.xy.xy = input.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||||||
|
|
||||||
|
#if defined(DEPTH_ONLY_PASS)
|
||||||
|
output.positionCS = TransformObjectToHClip(input.vertex.xyz);
|
||||||
|
#if defined(DEPTH_NORMALS_PASS)
|
||||||
|
float3 normalWS = TransformObjectToWorldNormal(input.normal);
|
||||||
|
output.normalWS = normalWS; // already normalized in TransformObjectToWorldNormal
|
||||||
|
#endif
|
||||||
|
#elif defined(SHADOW_CASTER_PASS)
|
||||||
|
output.positionCS = GetShadowPositionHClip(input);
|
||||||
|
#else
|
||||||
|
output.positionCS = float4(0,0,0,0);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
half4 ShadowDepthPassFragment(
|
||||||
|
Varyings input
|
||||||
|
#if defined(DEPTH_NORMALS_PASS) && defined(_WRITE_RENDERING_LAYERS)
|
||||||
|
#if UNITY_VERSION >= 60020000
|
||||||
|
, out uint outRenderingLayers : SV_Target1
|
||||||
|
#else
|
||||||
|
, out float4 outRenderingLayers : SV_Target1
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
) : SV_TARGET
|
||||||
|
{
|
||||||
|
#if defined(DEPTH_ONLY_PASS)
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Shader Properties Sampling
|
||||||
|
float4 __albedo = ( TCP2_TEX2D_SAMPLE(_BaseMap, _BaseMap, input.pack0.xy).rgba );
|
||||||
|
float4 __mainColor = ( _BaseColor.rgba );
|
||||||
|
float __alpha = ( __albedo.a * __mainColor.a );
|
||||||
|
|
||||||
|
half3 albedo = half3(1,1,1);
|
||||||
|
half alpha = __alpha;
|
||||||
|
half3 emission = half3(0,0,0);
|
||||||
|
|
||||||
|
#if defined(DEPTH_NORMALS_PASS)
|
||||||
|
#if defined(_WRITE_RENDERING_LAYERS)
|
||||||
|
#if UNITY_VERSION >= 60020000
|
||||||
|
outRenderingLayers = EncodeMeshRenderingLayer();
|
||||||
|
#else
|
||||||
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(GetMeshRenderingLayer()), 0, 0, 0);
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if defined(URP_12_OR_NEWER)
|
||||||
|
return float4(input.normalWS.xyz, 0.0);
|
||||||
|
#else
|
||||||
|
return float4(PackNormalOctRectEncode(TransformWorldToViewDir(input.normalWS, true)), 0.0, 0.0);
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
ENDHLSL
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "ShadowCaster"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "ShadowCaster"
|
||||||
|
}
|
||||||
|
|
||||||
|
ZWrite On
|
||||||
|
ZTest LEqual
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
// Required to compile gles 2.0 with standard srp library
|
||||||
|
#pragma prefer_hlslcc gles
|
||||||
|
#pragma exclude_renderers d3d11_9x
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
// using simple #define doesn't work, we have to use this instead
|
||||||
|
#pragma multi_compile SHADOW_CASTER_PASS
|
||||||
|
|
||||||
|
//--------------------------------------
|
||||||
|
// GPU Instancing
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||||||
|
|
||||||
|
#pragma vertex ShadowDepthPassVertex
|
||||||
|
#pragma fragment ShadowDepthPassFragment
|
||||||
|
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
||||||
|
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "DepthOnly"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "DepthOnly"
|
||||||
|
}
|
||||||
|
|
||||||
|
ZWrite On
|
||||||
|
ColorMask 0
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
|
||||||
|
// Required to compile gles 2.0 with standard srp library
|
||||||
|
#pragma prefer_hlslcc gles
|
||||||
|
#pragma exclude_renderers d3d11_9x
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
//--------------------------------------
|
||||||
|
// GPU Instancing
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
|
||||||
|
// using simple #define doesn't work, we have to use this instead
|
||||||
|
#pragma multi_compile DEPTH_ONLY_PASS
|
||||||
|
|
||||||
|
#pragma vertex ShadowDepthPassVertex
|
||||||
|
#pragma fragment ShadowDepthPassFragment
|
||||||
|
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
Name "DepthNormals"
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"LightMode" = "DepthNormals"
|
||||||
|
}
|
||||||
|
|
||||||
|
ZWrite On
|
||||||
|
|
||||||
|
HLSLPROGRAM
|
||||||
|
#pragma exclude_renderers gles gles3 glcore
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
#pragma multi_compile_instancing
|
||||||
|
|
||||||
|
// using simple #define doesn't work, we have to use this instead
|
||||||
|
#pragma multi_compile DEPTH_ONLY_PASS
|
||||||
|
#pragma multi_compile DEPTH_NORMALS_PASS
|
||||||
|
|
||||||
|
#pragma vertex ShadowDepthPassVertex
|
||||||
|
#pragma fragment ShadowDepthPassFragment
|
||||||
|
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
// Used for Baking GI. This pass is stripped from build.
|
||||||
|
UsePass "Universal Render Pipeline/Lit/Meta"
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack "Hidden/InternalErrorShader"
|
||||||
|
CustomEditor "ToonyColorsPro.ShaderGenerator.MaterialInspector_SG2"
|
||||||
|
}
|
||||||
|
|
||||||
|
/* TCP_DATA u config(ver:"2.9.20";unity:"6000.2.1f1";tmplt:"SG2_Template_URP";features:list["UNITY_5_4","UNITY_5_5","UNITY_5_6","UNITY_2017_1","UNITY_2018_1","UNITY_2018_2","UNITY_2018_3","UNITY_2019_1","UNITY_2019_2","UNITY_2019_3","UNITY_2019_4","UNITY_2020_1","UNITY_2021_1","UNITY_2021_2","UNITY_2022_2","UNITY_6000_2","UNITY_6000_1","UNITY_6000_0","BUMP","ENABLE_FORWARD_PLUS","ENABLE_META_PASS","ENABLE_DEPTH_NORMALS_PASS","TEMPLATE_LWRP"];flags:list[];flags_extra:dict[pragma_gpu_instancing=list[]];keywords:dict[RENDER_TYPE="Opaque",RampTextureDrawer="[TCP2Gradient]",RampTextureLabel="Ramp Texture",SHADER_TARGET="3.0"];shaderProperties:list[,sp(name:"Main Color";imps:list[imp_mp_color(def:RGBA(1, 1, 1, 1);hdr:False;cc:4;chan:"RGBA";prop:"_BaseColor";md:"[MainColor]";gbv:False;custom:False;refs:"";pnlock:False;guid:"6607a4eb-4ec3-4a2f-91f4-5e9d30c96b2c";op:Multiply;lbl:"Color";gpu_inst:False;dots_inst:False;locked:False;impl_index:0)];layers:list[];unlocked:list[];layer_blend:dict[];custom_blend:dict[];clones:dict[];isClone:False),,,,,,,,,,,,,,,,,,,,,,sp(name:"Depth Test";imps:list[imp_enum(value_type:0;value:7;enum_type:"ToonyColorsPro.ShaderGenerator.CompareFunction";guid:"cb90e6a6-ef1d-4afe-97a6-a628f305e8e9";op:Multiply;lbl:"Depth Test";gpu_inst:False;dots_inst:False;locked:False;impl_index:0)];layers:list[];unlocked:list[];layer_blend:dict[];custom_blend:dict[];clones:dict[];isClone:False),sp(name:"Face Culling";imps:list[imp_enum(value_type:0;value:2;enum_type:"ToonyColorsPro.ShaderGenerator.Culling";guid:"23b023a2-e593-418e-97f2-8408d65cee24";op:Multiply;lbl:"Face Culling";gpu_inst:False;dots_inst:False;locked:False;impl_index:0)];layers:list[];unlocked:list[];layer_blend:dict[];custom_blend:dict[];clones:dict[];isClone:False)];customTextures:list[];codeInjection:codeInjection(injectedFiles:list[];mark:False);matLayers:list[]) */
|
||||||
|
/* TCP_HASH b4abb9a88ff2f062c74f59baf3daf9e1 */
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c49399a261e65a4469a33a0000482822
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures:
|
||||||
|
- _NoTileNoiseTex: {fileID: 2800000, guid: af5515bfe14f1af4a9b8b3bf306b9261, type: 3}
|
||||||
|
- _Ramp: {fileID: 2800000, guid: ccad9b0732473ee4e95de81e50e9050f, type: 3}
|
||||||
|
- _DitherTex: {fileID: 2800000, guid: f059f76a52d0b374c85c681ed571185e, type: 3}
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,154 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 8
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: StyleTestBuildingMat
|
||||||
|
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
|
||||||
|
m_Parent: {fileID: 0}
|
||||||
|
m_ModifiedSerializedProperties: 0
|
||||||
|
m_ValidKeywords: []
|
||||||
|
m_InvalidKeywords: []
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap:
|
||||||
|
RenderType: Opaque
|
||||||
|
disabledShaderPasses:
|
||||||
|
- MOTIONVECTORS
|
||||||
|
m_LockedProperties:
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _BaseColor:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _BaseColorMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _BaseMap:
|
||||||
|
m_Texture: {fileID: 2800000, guid: e4da0c5e5eed1124f9e599f0edbc3ead, type: 3}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _BumpMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailAlbedoMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailMask:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailNormalMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _EmissionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 2800000, guid: e4da0c5e5eed1124f9e599f0edbc3ead, type: 3}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MetallicGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _OcclusionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _ParallaxMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _SpecGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_Lightmaps:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_LightmapsInd:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_ShadowMasks:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- _AddPrecomputedVelocity: 0
|
||||||
|
- _AlphaClip: 0
|
||||||
|
- _AlphaToMask: 0
|
||||||
|
- _Blend: 0
|
||||||
|
- _BlendModePreserveSpecular: 1
|
||||||
|
- _BumpScale: 1
|
||||||
|
- _ClearCoatMask: 0
|
||||||
|
- _ClearCoatSmoothness: 0
|
||||||
|
- _Cull: 2
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailAlbedoMapScale: 1
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _DstBlend: 0
|
||||||
|
- _DstBlendAlpha: 0
|
||||||
|
- _EnvironmentReflections: 1
|
||||||
|
- _GlossMapScale: 0
|
||||||
|
- _Glossiness: 0
|
||||||
|
- _GlossyReflections: 0
|
||||||
|
- _Metallic: 0
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _Parallax: 0.005
|
||||||
|
- _QueueOffset: 0
|
||||||
|
- _RampSmoothing: 0.5
|
||||||
|
- _RampThreshold: 0.424
|
||||||
|
- _ReceiveShadows: 1
|
||||||
|
- _ReceiveShadowsOff: 1
|
||||||
|
- _Smoothness: 0.5
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SrcBlend: 1
|
||||||
|
- _SrcBlendAlpha: 1
|
||||||
|
- _Surface: 0
|
||||||
|
- _WorkflowMode: 1
|
||||||
|
- _XRMotionVectorsPass: 1
|
||||||
|
- _ZWrite: 1
|
||||||
|
- __dummy__: 0
|
||||||
|
- _depthTest: 8
|
||||||
|
m_Colors:
|
||||||
|
- _BaseColor: {r: 1, g: 0.41700405, b: 0, a: 1}
|
||||||
|
- _BaseMap: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _BaseMap1: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _Color: {r: 1, g: 0.41700402, b: 0, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _HColor: {r: 0.7830189, g: 0.7830189, b: 0.7830189, a: 1}
|
||||||
|
- _SColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||||
|
m_BuildTextureStacks: []
|
||||||
|
m_AllowLocking: 1
|
||||||
|
--- !u!114 &4222839493237202432
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 11
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.AssetVersion
|
||||||
|
version: 10
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: cbd8ead8450a4204d9c963f0d65532a3
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
3412
Assets/Scenes/StyleTest.unity
Normal file
3412
Assets/Scenes/StyleTest.unity
Normal file
File diff suppressed because one or more lines are too long
7
Assets/Scenes/StyleTest.unity.meta
Normal file
7
Assets/Scenes/StyleTest.unity.meta
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 64e3d0faba98b4b43bd732f3184f78bd
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -22,6 +22,140 @@ MonoBehaviour:
|
|||||||
gain:
|
gain:
|
||||||
m_OverrideState: 1
|
m_OverrideState: 1
|
||||||
m_Value: {x: 1, y: 1, z: 1, w: 0}
|
m_Value: {x: 1, y: 1, z: 1, w: 0}
|
||||||
|
--- !u!114 &-8948300373973170368
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 3
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 5f17acff6deb4f089d110375635d4e37, type: 3}
|
||||||
|
m_Name: HTraceSSGIVolume
|
||||||
|
m_EditorClassIdentifier: HTraceSSGI::HTraceSSGI.Scripts.Infrastructure.URP.HTraceSSGIVolume
|
||||||
|
active: 1
|
||||||
|
Enable:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
DebugMode:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
HBuffer:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
ExcludeCastingMask:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value:
|
||||||
|
serializedVersion: 0
|
||||||
|
m_Bits: 0
|
||||||
|
ExcludeReceivingMask:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value:
|
||||||
|
serializedVersion: 0
|
||||||
|
m_Bits: 0
|
||||||
|
FallbackType:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
SkyIntensity:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0.5
|
||||||
|
ViewBias:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0.1
|
||||||
|
NormalBias:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0.25
|
||||||
|
SamplingNoise:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0.1
|
||||||
|
IntensityMultiplier:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
DenoiseFallback:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
MetallicIndirectFallback:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
AmbientOverride:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
Multibounce:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
BackfaceLighting:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0.25
|
||||||
|
MaxRayLength:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 100
|
||||||
|
ThicknessMode:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
Thickness:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0.35
|
||||||
|
Intensity:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
Falloff:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
RayCount:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 3
|
||||||
|
StepCount:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 24
|
||||||
|
RefineIntersection:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
FullResolutionDepth:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
Checkerboard:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
RenderScale:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
BrightnessClamp:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
MaxValueBrightnessClamp:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 7
|
||||||
|
MaxDeviationBrightnessClamp:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 3
|
||||||
|
HalfStepValidation:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
SpatialOcclusionValidation:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
TemporalLightingValidation:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
TemporalOcclusionValidation:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 1
|
||||||
|
SpatialRadius:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0.6
|
||||||
|
Adaptivity:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0.9
|
||||||
|
RecurrentBlur:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
FireflySuppression:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
|
ShowBowels:
|
||||||
|
m_OverrideState: 1
|
||||||
|
m_Value: 0
|
||||||
--- !u!114 &-8270506406425502121
|
--- !u!114 &-8270506406425502121
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 3
|
m_ObjectHideFlags: 3
|
||||||
@@ -465,6 +599,7 @@ MonoBehaviour:
|
|||||||
- {fileID: -6288072647309666549}
|
- {fileID: -6288072647309666549}
|
||||||
- {fileID: 7518938298396184218}
|
- {fileID: 7518938298396184218}
|
||||||
- {fileID: -1410297666881709256}
|
- {fileID: -1410297666881709256}
|
||||||
|
- {fileID: -8948300373973170368}
|
||||||
--- !u!114 &853819529557874667
|
--- !u!114 &853819529557874667
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 3
|
m_ObjectHideFlags: 3
|
||||||
|
|||||||
@@ -41,7 +41,7 @@ MonoBehaviour:
|
|||||||
m_RendererFeatures:
|
m_RendererFeatures:
|
||||||
- {fileID: 7833122117494664109}
|
- {fileID: 7833122117494664109}
|
||||||
- {fileID: -6289278183109882122}
|
- {fileID: -6289278183109882122}
|
||||||
m_RendererFeatureMap: ad6b866f10d7b46c
|
m_RendererFeatureMap: ad6b866f10d7b46cf60e1f82d0feb7a8
|
||||||
m_UseNativeRenderPass: 1
|
m_UseNativeRenderPass: 1
|
||||||
xrSystemData: {fileID: 0}
|
xrSystemData: {fileID: 0}
|
||||||
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
|
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
|
||||||
@@ -64,10 +64,10 @@ MonoBehaviour:
|
|||||||
zFailOperation: 0
|
zFailOperation: 0
|
||||||
m_ShadowTransparentReceive: 1
|
m_ShadowTransparentReceive: 1
|
||||||
m_RenderingMode: 2
|
m_RenderingMode: 2
|
||||||
m_DepthPrimingMode: 0
|
m_DepthPrimingMode: 1
|
||||||
m_CopyDepthMode: 0
|
m_CopyDepthMode: 0
|
||||||
m_DepthAttachmentFormat: 0
|
m_DepthAttachmentFormat: 0
|
||||||
m_DepthTextureFormat: 90
|
m_DepthTextureFormat: 0
|
||||||
m_AccurateGbufferNormals: 0
|
m_AccurateGbufferNormals: 0
|
||||||
m_IntermediateTextureMode: 0
|
m_IntermediateTextureMode: 0
|
||||||
--- !u!114 &7833122117494664109
|
--- !u!114 &7833122117494664109
|
||||||
@@ -89,10 +89,10 @@ MonoBehaviour:
|
|||||||
AfterOpaque: 0
|
AfterOpaque: 0
|
||||||
Source: 1
|
Source: 1
|
||||||
NormalSamples: 1
|
NormalSamples: 1
|
||||||
Intensity: 0.4
|
Intensity: 1.42
|
||||||
DirectLightingStrength: 0.25
|
DirectLightingStrength: 0.43
|
||||||
Radius: 0.3
|
Radius: 4.2
|
||||||
Samples: 1
|
Samples: 1
|
||||||
BlurQuality: 0
|
BlurQuality: 0
|
||||||
Falloff: 100
|
Falloff: 53.1
|
||||||
SampleCount: -1
|
SampleCount: -1
|
||||||
|
|||||||
Reference in New Issue
Block a user