Eversoul:

-compatibility improvements
Core:
-new settings class
This commit is contained in:
Katboi01 2024-04-25 02:16:49 +02:00
parent fc64500158
commit c922584d38
39 changed files with 4302 additions and 219 deletions

1
.gitignore vendored
View File

@ -75,3 +75,4 @@ crashlytics-build.properties
/Scenes
/Screenshots
/[Aa]ssets/AmplifyShaderEditor
/_settings.json

View File

@ -12,8 +12,8 @@ public class DanMachiModelViewerMain : ModelViewerMain
protected override void Awake()
{
_backupTimers = _backupTimes.ToArray();
CurrentScene = SceneContainer.Create<DanMachiSceneContainer>(this);
base.Awake();
}
private IEnumerator Start()
@ -33,11 +33,6 @@ public class DanMachiModelViewerMain : ModelViewerMain
}
yield return 0;
}
if (!MainCameraOrbit.Frames.Any())
MainCameraOrbit.SetDefaultFrame();
_mainInstance = this;
}
private void Update()

View File

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objectReference: {fileID: 0}
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propertyPath: m_AnchorMax.y
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objectReference: {fileID: 0}
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propertyPath: m_SizeDelta.y
value: -17
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 37fa6d2e74e6be74abadbafcc6a8d717, type: 3}
--- !u!1001 &2648405317185078881
PrefabInstance:
m_ObjectHideFlags: 0
@ -2668,7 +3081,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 2973369283140423271, guid: 2041614864914994c8e1015b2f0a4d51, type: 3}
propertyPath: m_RootOrder
value: 6
value: 7
objectReference: {fileID: 0}
- target: {fileID: 2973369283140423271, guid: 2041614864914994c8e1015b2f0a4d51, type: 3}
propertyPath: m_AnchorMax.x
@ -3669,7 +4082,7 @@ PrefabInstance:
objectReference: {fileID: 0}
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propertyPath: m_RootOrder
value: 2
value: 3
objectReference: {fileID: 0}
- target: {fileID: 4976386519114087309, guid: 7d8f08cd4dfc6ac49b871e08702fbd39, type: 3}
propertyPath: m_AnchorMax.x

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 7d5bef7f2ad289347b89e09aafc21308
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,9 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Linq;
using UnityEditor.VersionControl;
using UnityEngine;
public class EversoulCharacterContainer : ObjectContainer, IAnimated
@ -12,6 +9,7 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated
public string AnimationSet;
public string Animation;
public MorphPanel MorphPanel;
public List<AnimationClip> Animations;
private Animator _animator;
private AnimatorOverrideController _animatorController;
@ -19,10 +17,18 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated
public override void Select()
{
if (MorphPanel != null)
{
MorphPanel.gameObject.SetActive(true);
}
}
public override void Deselect()
{
if (MorphPanel != null)
{
MorphPanel.gameObject.SetActive(false);
}
}
public IEnumerator Build(CharacterAsset model)
@ -31,6 +37,7 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated
var path = EversoulAssetLibrary.Instance.GetResourcePath(model.ResourceName, out var dependencies);
var modelPath = EversoulAssetLibrary.Instance.LocalFilesPath + path;
var dependencyPaths = dependencies.Select(path => EversoulAssetLibrary.Instance.LocalFilesPath + path).ToList();
Debug.LogError(modelPath);
yield return EversoulAssetLibrary.Instance.LoadAssets(dependencyPaths);
@ -52,6 +59,7 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated
_animator.applyRootMotion = false;
_animator.runtimeAnimatorController = _animatorController = Instantiate(SharedResources.Instance.GenericAnimatorController);
SetBones();
CreateMorphPanel();
}
public void PlayAnimation(AnimationClip anim)
@ -86,9 +94,15 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated
case "NineArk/Character/PC_Basic_Body_Transparent":
material.shader = Shader.Find("Eversoul/Lit Transparent");
break;
case "NineArk/Character/NPC_Glass":
material.shader = Shader.Find("Eversoul/Glass");
break;
case "NineArk/Character/PC_Basic_Face":
material.shader = Shader.Find("Eversoul/Unlit");
break;
case "NineArk/Character/PC_Basic_Eye":
material.shader = Shader.Find("Eversoul/BasicEye");
break;
case "NineArk/Outline/PC_Outline":
material.shader = Shader.Find("Eversoul/Outline");
break;
@ -96,12 +110,10 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated
material.shader = Shader.Find("Eversoul/Outline Transparent");
break;
default:
Debug.Log("Shader not found: " + material.shader.name);
Debug.LogError("Shader not found: " + material.shader.name);
//material.shader = Shader.Find("Eversoul/Lit");
break;
}
Debug.Log(material.shader);
//
}
}
}
@ -109,7 +121,18 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated
public void SetBones()
{
var humanBones = new Dictionary<HumanBodyBones, Transform>();
var allBones = _animator.transform.GetComponentsInChildren<Transform>().ToDictionary(b => b.name, b => b);
var allBones = new Dictionary<string, Transform>();
foreach(var bone in _animator.transform.GetComponentsInChildren<Transform>())
{
if (!allBones.ContainsKey(bone.name))
{
allBones.Add(bone.name, bone);
}
else
{
Debug.LogWarning("Duplicate bone: " + bone.name);
}
}
humanBones.Add(HumanBodyBones.Hips, TryGet(allBones, "Bip001 Pelvis"));
humanBones.Add(HumanBodyBones.Spine, TryGet(allBones, "Bip001 Spine"));
humanBones.Add(HumanBodyBones.RightUpperLeg, TryGet(allBones, "Bip001 R Thigh"));
@ -181,6 +204,41 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated
_humanBones = humanBones;
}
public void CreateMorphPanel()
{
if (MorphPanel != null)
{
Destroy(MorphPanel.gameObject);
}
var morphRenderers = new Dictionary<SkinnedMeshRenderer, List<MorphHelper>>();
foreach (var rend in gameObject.GetComponentsInChildren<SkinnedMeshRenderer>())
{
if (rend.sharedMesh.blendShapeCount > 0)
{
morphRenderers.Add(rend, new List<MorphHelper>());
}
}
if (morphRenderers.Count == 0) return;
MorphPanel = MorphPanel.Create(morphRenderers.Select(mr => mr.Key.sharedMesh.name).ToList());
MorphPanel.name = $"{Data.Name} Morphs";
foreach (var rend in morphRenderers)
{
var mesh = rend.Key.sharedMesh;
for (int i = 0; i < mesh.blendShapeCount; i++)
{
MorphPanel.CreateMorph(mesh.name, this, rend.Key, i, mesh.GetBlendShapeName(i));
}
}
Morphs = morphRenderers;
EversoulInterface.Instance.SelectedObjectToolbar.AttachToThis(MorphPanel.GetComponent<UIElementDragger>());
}
public T TryGet<T>(Dictionary<string, T> dict, string key)
{
if (dict.ContainsKey(key))
@ -202,6 +260,10 @@ public class EversoulCharacterContainer : ObjectContainer, IAnimated
protected override void OnDestroy()
{
if (_applicationQuitting) return;
if (MorphPanel != null)
{
Destroy(MorphPanel.gameObject);
}
base.OnDestroy();
}

View File

@ -11,11 +11,6 @@ public class EversoulAssetLibrary : AssetLibrary
{
public static EversoulAssetLibrary Instance => GetInstance<EversoulAssetLibrary>();
private List<string> assets = new List<string>();
private Dictionary<string, string> hashDirectories = new Dictionary<string, string>();
private Dictionary<string, string> hashAssets = new Dictionary<string, string>();
private Dictionary<string, string> assetHashes = new Dictionary<string, string>();
public List<string> CharacterAssets = new List<string>();
public List<string> AnimationAssets = new List<string>();
@ -24,33 +19,42 @@ public class EversoulAssetLibrary : AssetLibrary
IEnumerator Start()
{
var selectedFilePath = new string[0];
var catalogPath = ModelViewerSettings.Get("CatalogPath", new ModelViewerSettings.Setting("", ModelViewerSettings.SettingType.FilePath));
var assetsPath = ModelViewerSettings.Get("AssetsPath", new ModelViewerSettings.Setting("", ModelViewerSettings.SettingType.FolderPath));
while (true)
if (!File.Exists(catalogPath))
{
Debug.LogError("IMPLEMENT SETTINGS!");
selectedFilePath = StandaloneFileBrowser.OpenFilePanel("Select catalog_eversoul.json", "", "json", false);
if(selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0]))
selectedFilePath = new string[0];
while (true)
{
break;
selectedFilePath = StandaloneFileBrowser.OpenFilePanel("Select catalog_eversoul.json", catalogPath, "json", false);
if (selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0]))
{
break;
}
yield return new WaitForSeconds(5);
}
yield return new WaitForSeconds(5);
catalogPath = selectedFilePath[0];
ModelViewerSettings.Set("CatalogPath", catalogPath);
}
string catalogPath = selectedFilePath[0];
selectedFilePath = new string[0];
while (true)
if (!Directory.Exists(assetsPath))
{
Debug.LogError("IMPLEMENT SETTINGS!");
selectedFilePath = StandaloneFileBrowser.OpenFolderPanel("Select folder with assets", "", false);
if (selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0]))
selectedFilePath = new string[0];
while (true)
{
break;
selectedFilePath = StandaloneFileBrowser.OpenFolderPanel("Select folder with converted assets", assetsPath, false);
if (selectedFilePath.Length > 0 && !string.IsNullOrEmpty(selectedFilePath[0]))
{
break;
}
yield return new WaitForSeconds(5);
}
yield return new WaitForSeconds(5);
assetsPath = selectedFilePath[0] + "\\";
ModelViewerSettings.Set("AssetsPath", assetsPath);
}
LocalFilesPath = selectedFilePath[0] + "\\";
ModelViewerSettings.Save();
yield return LoadAddressableCatalog(catalogPath);

View File

@ -7,4 +7,5 @@ public class EversoulInterface : ModelViewerInterface
public static EversoulInterface Instance => GetInstance<EversoulInterface>();
public EversoulCharacterDropdown CharacterSelection;
public UIToolbar SelectedObjectToolbar;
}

View File

@ -5,4 +5,9 @@ using UnityEngine;
public class EversoulMain : ModelViewerMain
{
public static EversoulMain Instance => GetInstance<EversoulMain>();
private void Awake()
{
base.Awake();
}
}

View File

@ -0,0 +1,852 @@
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Eversoul/BasicEye"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[ASEBegin]_IrisTex("IrisTex", 2D) = "white" {}
[ASEEnd]_IrisColor("_IrisColor", Color) = (1,1,1,1)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
//_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
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
Cull Back
AlphaToMask Off
HLSLINCLUDE
#pragma target 2.0
float4 FixedTess( float tessValue )
{
return tessValue;
}
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;
}
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 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#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"
#if ASE_SRP_VERSION <= 70108
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
#endif
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _IrisTex_ST;
float4 _IrisColor;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _IrisTex;
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;
//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(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
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;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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;
#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_IrisTex = IN.ase_texcoord3.xy * _IrisTex_ST.xy + _IrisTex_ST.zw;
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( tex2D( _IrisTex, uv_IrisTex ) * _IrisColor ).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
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#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 _IrisTex_ST;
float4 _IrisColor;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float3 _LightDirection;
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 );
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
#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(TESSELLATION_ON)
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#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 _IrisTex_ST;
float4 _IrisColor;
#ifdef TESSELLATION_ON
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 = clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(TESSELLATION_ON)
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
}
}
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
Fallback "Hidden/InternalErrorShader"
}
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Node;AmplifyShaderEditor.ColorNode;7;-978.7308,-311.4169;Inherit;False;Property;_BaseColor;_BaseColor;2;0;Create;True;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;8;-987.2006,-119.6642;Inherit;False;Property;_Color;_Color;3;0;Create;True;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;9;-764.6183,-601.8691;Inherit;False;Property;_IrisColor;_IrisColor;4;0;Create;True;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;0,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;Eversoul/BasicEye;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;0;Hidden/InternalErrorShader;0;0;Standard;22;Surface;0; Blend;0;Two Sided;1;Cast Shadows;1; Use Shadow Threshold;0;Receive Shadows;1;GPU Instancing;1;LOD CrossFade;0;Built-in Fog;0;DOTS Instancing;0;Meta Pass;0;Extra Pre Pass;0;Tessellation;0; Phong;0; Strength;0.5,False,-1; Type;0; Tess;16,False,-1; Min;10,False,-1; Max;25,False,-1; Edge Length;16,False,-1; Max Displacement;25,False,-1;Vertex Position,InvertActionOnDeselection;1;0;5;False;True;True;True;False;False;;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
WireConnection;10;0;5;0
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//CHKSM=CBF8DA574045E301DD36E2CA450CF02929721161

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fileFormatVersion: 2
guid: 4cc65c7a69946b240b4954d393a1e021
ShaderImporter:
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userData:
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Eversoul/Glass"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[ASEBegin]_MainTex("BaseColor Texture", 2D) = "white" {}
[ASEEnd]_Color("Color", Color) = (0,0,0,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
//_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
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
Cull Back
AlphaToMask Off
HLSLINCLUDE
#pragma target 2.0
float4 FixedTess( float tessValue )
{
return tessValue;
}
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;
}
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
Stencil
{
Ref 1
Comp Always
Pass Replace
Fail Keep
ZFail Keep
}
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#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"
#if ASE_SRP_VERSION <= 70108
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
#endif
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _Color;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
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;
//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(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
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;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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;
#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_MainTex = IN.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 temp_output_47_0 = ( tex2D( _MainTex, uv_MainTex ) * _Color );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = temp_output_47_0.rgb;
float Alpha = temp_output_47_0.a;
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
HLSLPROGRAM
#pragma multi_compile_instancing
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#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;
float4 ase_texcoord : TEXCOORD0;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _Color;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
float3 _LightDirection;
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o;
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;
//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
float3 normalWS = TransformObjectToWorldDir( v.ase_normal );
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
#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(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
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;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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;
#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_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 temp_output_47_0 = ( tex2D( _MainTex, uv_MainTex ) * _Color );
float Alpha = temp_output_47_0.a;
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 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#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;
float4 ase_texcoord : TEXCOORD0;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _Color;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
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;
//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 = TransformWorldToHClip( positionWS );
#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
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
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;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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;
#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_MainTex = IN.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float4 temp_output_47_0 = ( tex2D( _MainTex, uv_MainTex ) * _Color );
float Alpha = temp_output_47_0.a;
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
}
}
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
Fallback "Hidden/InternalErrorShader"
}
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@ -0,0 +1,7 @@
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@ -16,7 +16,7 @@ public class AssetLibrary : MonoBehaviour
protected static AssetLibrary _mainInstance;
public ResourceLocationMap AddressableResourceMap;
public List<Shader> Shaders;
public string LocalFilesPath;
public string LocalFilesPath => ModelViewerSettings.Get("AssetsPath");
private List<string> _addressableKeys;
public Dictionary<string, AssetBundle> LoadedAssets = new Dictionary<string, AssetBundle>();

View File

@ -7,7 +7,8 @@
"GUID:aee7fa92e14bf364ebccdd24623e1764",
"GUID:ee695b84b4c90104b9367eebc6b0d70d",
"GUID:9e24947de15b9834991c9d8411ea37cf",
"GUID:84651a3751eca9349aac36a66bba901b"
"GUID:84651a3751eca9349aac36a66bba901b",
"GUID:605c065ed537aa34fa525e662cb3d117"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using UIPanels;
using UnityEngine;
using UnityEngine.UI;
@ -15,11 +14,7 @@ public class ModelViewerInterface : MonoBehaviour
public ScrollRect PosePresetToggle;
public ScrollRect SelectedHandlesPanel;
public List<UIToolbarPanel> TopbarPanels;
public UIPanels.UIToolbarPanel TogglesContent;
public UIPanels.UISaveLoadPanel SaveLoadPanel;
public UIPanels.UICameraSettingsPanel CameraSettingsPanel;
public UISaveLoadPanel SaveLoadPanel;
public ProgressBar ProgressBar;
public Canvas MainCanvas;

View File

@ -41,8 +41,15 @@ public class ModelViewerMain : MonoBehaviour
protected virtual void Awake()
{
ModelViewerSettings.Load();
_backupTimers = _backupTimes.ToArray();
CurrentScene = SceneContainer.Create<SceneContainer>(this);
if(CurrentScene == null)
{
Debug.LogError("Custom model viewer should create a new scene in Awake()");
CurrentScene = SceneContainer.Create<SceneContainer>(this);
}
if (!MainCameraOrbit.Frames.Any())
MainCameraOrbit.SetDefaultFrame();

View File

@ -0,0 +1,122 @@

using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using static ModelViewerSettings;
public class ModelViewerSettings
{
public enum SettingType
{
Text,
FilePath,
FolderPath
}
public class Setting
{
public SettingType Type;
public string Value;
public bool Editable;
public Setting(string value, SettingType type = SettingType.Text, bool editable = true)
{
Value = value;
Editable = editable;
Type = type;
}
}
public static ModelViewerSettings Instance;
public Dictionary<string, Setting> Settings = new Dictionary<string, Setting>();
public static System.Action<ModelViewerSettings> OnSettingsSaved;
public void SetValues(Dictionary<string, Setting> defaultSettings)
{
foreach (var keyvalue in defaultSettings)
{
Set(keyvalue.Key, keyvalue.Value);
}
Save();
}
public static string Get(string key, string defaultValue = "")
{
var settings = Instance;
if (!settings.Settings.ContainsKey(key))
{
settings.Settings[key] = new Setting(defaultValue);
}
return settings.Settings[key].Value;
}
public static string Get(string key, Setting defaultSetting)
{
var settings = Instance;
if (!settings.Settings.ContainsKey(key))
{
settings.Settings[key] = defaultSetting;
}
return settings.Settings[key].Value;
}
public static void Set(string key, Setting setting, bool save = false)
{
Instance.Settings[key] = setting;
if (save) Save();
}
public static void Set(string key, string value, bool save = false)
{
Debug.Log("Updating " + key + " to " + value);
if (Instance.Settings.ContainsKey(key))
{
Instance.Settings[key].Value = value;
}
else
{
Instance.Settings[key] = new Setting(value);
}
if (save) Save();
}
public static void Load()
{
if (Instance != null) return;
var filePath = Application.dataPath + "/../_settings.json";
if(File.Exists(filePath))
{
var settings = File.ReadAllText(filePath);
try
{
Instance = JsonConvert.DeserializeObject<ModelViewerSettings>(settings);
}
catch
{
Instance = new ModelViewerSettings();
}
}
else
{
Instance = new ModelViewerSettings();
Save();
}
}
public static void Save()
{
if(Instance == null)
{
Debug.LogError("Settings have not been initialized!");
return;
}
var filePath = Application.dataPath + "/../_settings.json";
File.WriteAllText(filePath, JsonConvert.SerializeObject(Instance));
OnSettingsSaved?.Invoke(Instance);
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 3825ca5014b129b41995262f1d361a57
guid: 78e36c43349eaa84ebf1e3ae316b57b5
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -14,6 +14,7 @@ public partial class SharedResources : MonoBehaviour
public TimelineFrameContainer TimelineFrame ;
public UIPopupMessage PopupMessage ;
public PopupController HandlePopup ;
public UITextInput UITextInput ;
public SliderPanel SliderPanel ;
public SliderPanel TogglePanel ;
public MorphPanel MorphPanel ;

View File

@ -1,10 +1,11 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using static SerializableBone;
namespace KF3.UI.Panels
{
public class HandleSettingsPanel : UIPanels.UIToolbarPanel
public class HandleSettingsPanel : MonoBehaviour
{
public ScrollRect HandleVisibilityToggles;

View File

@ -1,12 +0,0 @@
using UIPanels;
using UnityEngine;
using UnityEngine.UI;
namespace UIPanels
{
public class UICameraSettingsPanel : UIToolbarPanel
{
}
}

View File

@ -1,4 +1,3 @@
using UIPanels;
using UnityEngine;
using UnityEngine.EventSystems;

View File

@ -8,113 +8,110 @@ using System.Linq;
using UnityEngine;
using UnityEngine.UI;
namespace UIPanels
public class UISaveLoadPanel : MonoBehaviour
{
public class UISaveLoadPanel : UIToolbarPanel
public ScrollRect ScrollScene;
public ScrollRect ScrollPose;
public Button ButtonScene;
public Button ButtonPose;
public List<UISceneContainer> ScenePresetEntries = new List<UISceneContainer>();
public List<UIPoseContainer> PosePresetEntries = new List<UIPoseContainer>();
public void AddPose(UIPoseContainer pose)
{
public ScrollRect ScrollScene;
public ScrollRect ScrollPose;
PosePresetEntries.Add(pose);
}
public Button ButtonScene;
public Button ButtonPose;
public void AddScene(UISceneContainer scene)
{
ScenePresetEntries.Add(scene);
}
public List<UISceneContainer> ScenePresetEntries = new List<UISceneContainer>();
public List<UIPoseContainer> PosePresetEntries = new List<UIPoseContainer>();
public void OnPoseButton()
{
ButtonScene.interactable = true;
ButtonPose.interactable = false;
ScrollScene.gameObject.SetActive(false);
ScrollPose.gameObject.SetActive(true);
}
public void AddPose(UIPoseContainer pose)
public void OnSceneButton()
{
ButtonScene.interactable = false;
ButtonPose.interactable = true;
ScrollScene.gameObject.SetActive(true);
ScrollPose.gameObject.SetActive(false);
}
public bool GetPoseByName(string name, out UIPoseContainer pose)
{
pose = PosePresetEntries.FirstOrDefault(p => p.PoseName == name);
return pose != null;
}
public bool GetSceneByName(string name, out UISceneContainer scene)
{
scene = ScenePresetEntries.FirstOrDefault(p => p.SceneData.Filename == name);
return scene != null;
}
public void Init()
{
InitPoses();
InitScenes();
}
private void InitPoses()
{
string path = Settings.SavePoseDirectory;
foreach (var fileName in Directory.GetFiles(path).Where(f => f.EndsWith(".pose")))
{
PosePresetEntries.Add(pose);
}
public void AddScene(UISceneContainer scene)
{
ScenePresetEntries.Add(scene);
}
public void OnPoseButton()
{
ButtonScene.interactable = true;
ButtonPose.interactable = false;
ScrollScene.gameObject.SetActive(false);
ScrollPose.gameObject.SetActive(true);
}
public void OnSceneButton()
{
ButtonScene.interactable = false;
ButtonPose.interactable = true;
ScrollScene.gameObject.SetActive(true);
ScrollPose.gameObject.SetActive(false);
}
public bool GetPoseByName(string name, out UIPoseContainer pose)
{
pose = PosePresetEntries.FirstOrDefault(p => p.PoseName == name);
return pose != null;
}
public bool GetSceneByName(string name, out UISceneContainer scene)
{
scene = ScenePresetEntries.FirstOrDefault(p => p.SceneData.Filename == name);
return scene != null;
}
public void Init()
{
InitPoses();
InitScenes();
}
private void InitPoses()
{
string path = Settings.SavePoseDirectory;
foreach (var fileName in Directory.GetFiles(path).Where(f => f.EndsWith(".pose")))
try
{
try
{
string fName = Path.GetFileNameWithoutExtension(fileName);
var settings = new JsonSerializerSettings() { TypeNameHandling = TypeNameHandling.Auto };
var bc = JsonConvert.DeserializeObject<KeyframeData>(File.ReadAllText(fileName), settings);
UIPoseContainer.CreateNew(fName, bc, false);
}
catch (Exception e)
{
Debug.LogWarning(e);
Error.Log(Color.red, "Loading " + fileName + " failed!");
}
string fName = Path.GetFileNameWithoutExtension(fileName);
var settings = new JsonSerializerSettings() { TypeNameHandling = TypeNameHandling.Auto };
var bc = JsonConvert.DeserializeObject<KeyframeData>(File.ReadAllText(fileName), settings);
UIPoseContainer.CreateNew(fName, bc, false);
}
}
private void InitScenes()
{
string path = Settings.SaveSceneDirectory;
List<SceneSerializable> scenes = new List<SceneSerializable>();
foreach (var fileName in Directory.GetFiles(path).Where(f => f.EndsWith(".scene")))
catch (Exception e)
{
try
{
string fName = Path.GetFileNameWithoutExtension(fileName);
var settings = new JsonSerializerSettings() { TypeNameHandling = TypeNameHandling.Auto };
var bc = JsonConvert.DeserializeObject<SceneSerializable>(File.ReadAllText(fileName), settings);
if (string.IsNullOrEmpty(bc.Date))
{
bc.Date = "1990-01-01 00:00";
}
scenes.Add(bc);
}
catch (Exception e)
{
Debug.LogWarning(e);
Error.Log(Color.red, "Loading " + fileName + " failed!");
}
}
foreach(var scene in scenes.OrderBy(s => DateTime.ParseExact(s.Date, "yyyy-MM-dd HH:mm", CultureInfo.InvariantCulture)).ThenBy(s=>s.Filename))
{
UISceneContainer.CreateNew(scene, false);
Debug.LogWarning(e);
Error.Log(Color.red, "Loading " + fileName + " failed!");
}
}
}
private void InitScenes()
{
string path = Settings.SaveSceneDirectory;
List<SceneSerializable> scenes = new List<SceneSerializable>();
foreach (var fileName in Directory.GetFiles(path).Where(f => f.EndsWith(".scene")))
{
try
{
string fName = Path.GetFileNameWithoutExtension(fileName);
var settings = new JsonSerializerSettings() { TypeNameHandling = TypeNameHandling.Auto };
var bc = JsonConvert.DeserializeObject<SceneSerializable>(File.ReadAllText(fileName), settings);
if (string.IsNullOrEmpty(bc.Date))
{
bc.Date = "1990-01-01 00:00";
}
scenes.Add(bc);
}
catch (Exception e)
{
Debug.LogWarning(e);
Error.Log(Color.red, "Loading " + fileName + " failed!");
}
}
foreach (var scene in scenes.OrderBy(s => DateTime.ParseExact(s.Date, "yyyy-MM-dd HH:mm", CultureInfo.InvariantCulture)).ThenBy(s => s.Filename))
{
UISceneContainer.CreateNew(scene, false);
}
}
}

View File

@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UISettingsPanel : MonoBehaviour
{
public Transform Content;
private void Start()
{
ModelViewerSettings.OnSettingsSaved += UpdateSettings;
}
private void OnEnable()
{
if(ModelViewerSettings.Instance != null)
{
UpdateSettings(ModelViewerSettings.Instance);
}
}
public void UpdateSettings(ModelViewerSettings settings)
{
Debug.Log("Updating");
for(int i = Content.childCount -1; i >= 0; i--)
{
Destroy(Content.GetChild(i).gameObject);
}
foreach(var entry in settings.Settings)
{
var setting = entry.Value;
var inputMode = setting.Type == ModelViewerSettings.SettingType.FilePath ? UITextInput.InputMode.FilePicker
: setting.Type == ModelViewerSettings.SettingType.FolderPath ? UITextInput.InputMode.FolderPicker
: UITextInput.InputMode.Text;
UITextInput.Create(entry.Key, setting.Value, setting.Editable, Content, inputMode).SetOnTextChanged((value) =>
{
ModelViewerSettings.Set(entry.Key, value, true);
});
}
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 075750077de5e3b4088ca0c9f1fdb524
guid: 4220394708fad7d4782a9f356cb06010
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -0,0 +1,67 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class UITextInput : MonoBehaviour
{
public bool Editable => InputField.interactable;
public TMPro.TMP_Text Label;
public TMPro.TMP_InputField InputField;
public InputMode Mode;
public enum InputMode
{
Text,
FilePicker,
FolderPicker
}
public static UITextInput Create(string name, string defaultText, bool editable, Transform parent, InputMode mode = InputMode.Text)
{
var input = Instantiate(SharedResources.Instance.UITextInput, parent);
input.Init(name, defaultText, editable, mode);
return input;
}
public void Init(string name, string defaultText, bool editable, InputMode mode)
{
Mode = mode;
Label.text = name;
InputField.text = defaultText;
InputField.interactable = editable;
switch (mode)
{
case InputMode.FilePicker:
{
InputField.onSelect.AddListener(
(text) =>
{
var result = SFB.StandaloneFileBrowser.OpenFilePanel(name, InputField.text, "", false);
if (result.Length == 0) return;
InputField.text = result[0];
}
);
break;
}
case InputMode.FolderPicker:
{
InputField.onSelect.AddListener(
(text) =>
{
var result = SFB.StandaloneFileBrowser.OpenFolderPanel(name, InputField.text, false);
if (result.Length == 0) return;
InputField.text = result[0] + "//";
}
);
break;
}
}
}
public void SetOnTextChanged(UnityAction<string> action)
{
InputField.onEndEdit.RemoveAllListeners();
InputField.onEndEdit.AddListener(action);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ce06bef1f916b3d45882cede8f8b1a07
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,20 +0,0 @@
using UnityEngine;
namespace UIPanels
{
public class UIToolbarPanel : MonoBehaviour
{
public bool IsOpen => gameObject.activeSelf;
public virtual void Open()
{
gameObject.SetActive(true);
}
public virtual void Close()
{
gameObject.SetActive(false);
}
}
}

View File

@ -6,9 +6,6 @@ using System.Collections;
using CommandUndoRedo;
using System.Linq;
using UnityEngine.EventSystems;
using UnityEditor.PackageManager;
using static UnityEngine.Rendering.VirtualTexturing.Debugging;
using static UnityEngine.GraphicsBuffer;
namespace RuntimeGizmos
{
@ -411,7 +408,9 @@ namespace RuntimeGizmos
{
if (mainTargetRoot != null)
{
if (nearAxis != Axis.None && Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
bool isModifyingSelection = Input.GetKey(AddSelection) || Input.GetKey(RemoveSelection);
if (nearAxis != Axis.None && !isModifyingSelection && Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
{
StartCoroutine(TransformSelected(translatingType));
}
@ -701,16 +700,16 @@ namespace RuntimeGizmos
void GetTarget()
{
if (nearAxis == Axis.None && !EventSystem.current.IsPointerOverGameObject())
bool isAdding = Input.GetKey(AddSelection);
bool isRemoving = Input.GetKey(RemoveSelection);
if ((nearAxis == Axis.None || isAdding || isRemoving) && !EventSystem.current.IsPointerOverGameObject())
{
bool leftClick = Input.GetMouseButtonDown(0);
bool rightClick = Input.GetMouseButtonDown(1);
if (!leftClick && !rightClick) return;
bool isAdding = Input.GetKey(AddSelection);
bool isRemoving = Input.GetKey(RemoveSelection);
RaycastHit[] hits = Physics.RaycastAll(myCamera.ScreenPointToRay(Input.mousePosition), Mathf.Infinity, selectionMask);
if (hits.Length > 0)
{

View File

@ -1,9 +1,9 @@
{
"dependencies": {
"com.unity.addressables": "1.18.19",
"com.unity.collab-proxy": "1.17.6",
"com.unity.ide.rider": "3.0.16",
"com.unity.ide.visualstudio": "2.0.16",
"com.unity.collab-proxy": "2.0.4",
"com.unity.ide.rider": "3.0.21",
"com.unity.ide.visualstudio": "2.0.18",
"com.unity.ide.vscode": "1.2.5",
"com.unity.render-pipelines.universal": "10.10.1",
"com.unity.test-framework": "1.1.33",

View File

@ -15,12 +15,10 @@
"url": "https://packages.unity.com"
},
"com.unity.collab-proxy": {
"version": "1.17.6",
"version": "2.0.4",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.services.core": "1.0.1"
},
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.ext.nunit": {
@ -31,7 +29,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.rider": {
"version": "3.0.16",
"version": "3.0.21",
"depth": 0,
"source": "registry",
"dependencies": {
@ -40,7 +38,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
"version": "2.0.16",
"version": "2.0.18",
"depth": 0,
"source": "registry",
"dependencies": {
@ -98,15 +96,6 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.services.core": {
"version": "1.0.1",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.modules.unitywebrequest": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.shadergraph": {
"version": "10.10.1",
"depth": 1,

View File

@ -606,7 +606,7 @@ PlayerSettings:
additionalCompilerArguments: {}
platformArchitecture: {}
scriptingBackend:
Standalone: 1
Standalone: 0
il2cppCompilerConfiguration: {}
managedStrippingLevel: {}
incrementalIl2cppBuild: {}
@ -620,7 +620,8 @@ PlayerSettings:
gcIncremental: 1
assemblyVersionValidation: 0
gcWBarrierValidation: 0
apiCompatibilityLevelPerPlatform: {}
apiCompatibilityLevelPerPlatform:
Standalone: 3
m_RenderingPath: 1
m_MobileRenderingPath: 1
metroPackageName: Template_3D

View File

@ -1,2 +1,2 @@
m_EditorVersion: 2020.3.42f1
m_EditorVersionWithRevision: 2020.3.42f1 (7ade1201f527)
m_EditorVersion: 2020.3.48f1
m_EditorVersionWithRevision: 2020.3.48f1 (b805b124c6b7)