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speed: 10 - damage: 67 - maxAdditionalDamage: 200 + speed: 14 + damage: 10 + maxAdditionalDamage: 30 pointLight: {fileID: 108569519831283328} - ps: {fileID: 198121465302706526} + FireRangePrefab: {fileID: 1673509378881658, guid: 1f33a090d0a27e74f954abe39f8629cf, + type: 2} + towerDiameter: 2.2 --- !u!135 &135151076508705686 SphereCollider: m_ObjectHideFlags: 1 @@ -323,7 +337,7 @@ SphereCollider: m_IsTrigger: 1 m_Enabled: 1 serializedVersion: 2 - m_Radius: 0.5 + m_Radius: 1 m_Center: {x: 0, y: 0, z: 0} --- !u!198 &198121465302706526 ParticleSystem: diff --git a/Assets/MagicBook/Prefabs/Spells/Fireball/FireballEffect.prefab b/Assets/MagicBook/Prefabs/Spells/Fireball/FireballEffect.prefab index 46fd4add..fdef092f 100644 --- a/Assets/MagicBook/Prefabs/Spells/Fireball/FireballEffect.prefab +++ b/Assets/MagicBook/Prefabs/Spells/Fireball/FireballEffect.prefab @@ -19,9 +19,9 @@ GameObject: serializedVersion: 5 m_Component: - component: {fileID: 4113095535572826} + - component: {fileID: 114107097949485434} - component: {fileID: 198342620694680766} - component: {fileID: 199893699604099760} - - component: {fileID: 114107097949485434} m_Layer: 0 m_Name: FireballEffect m_TagString: Untagged diff --git a/Assets/NatureStarterKit/Materials/cloud1.mat b/Assets/MagicBook/Prefabs/Spells/Fireball/FireballRange.mat similarity index 80% rename from Assets/NatureStarterKit/Materials/cloud1.mat rename to Assets/MagicBook/Prefabs/Spells/Fireball/FireballRange.mat index acaac9f1..3e8d0461 100644 --- a/Assets/NatureStarterKit/Materials/cloud1.mat +++ b/Assets/MagicBook/Prefabs/Spells/Fireball/FireballRange.mat @@ -6,13 +6,13 @@ Material: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} - m_Name: cloud1 - m_Shader: {fileID: 10750, guid: 0000000000000000f000000000000000, type: 0} + m_Name: FireballRange + m_Shader: {fileID: 200, guid: 0000000000000000f000000000000000, type: 0} m_ShaderKeywords: - m_LightmapFlags: 5 + m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 3000 + m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: @@ -39,7 +39,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MainTex: - m_Texture: {fileID: 2800000, guid: 331f9e0ea845d2141ad3bbe3f28189e2, type: 3} + m_Texture: {fileID: 2800000, guid: 7790c4d764c656c469be41890db32e93, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MetallicGlossMap: @@ -59,14 +59,20 @@ Material: - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _GlossMapScale: 1 - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _InvFade: 3 - _Metallic: 0 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 - _SrcBlend: 1 - _UVSec: 0 - _ZWrite: 1 m_Colors: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.403} diff --git a/Assets/MagicBook/Prefabs/Spells/Fireball/FireballRange.mat.meta b/Assets/MagicBook/Prefabs/Spells/Fireball/FireballRange.mat.meta new file mode 100644 index 00000000..8576e9b8 --- /dev/null +++ b/Assets/MagicBook/Prefabs/Spells/Fireball/FireballRange.mat.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c90de6dabfd17dd4583510232782ff4c +timeCreated: 1517582352 +licenseType: Free +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MagicBook/Prefabs/Spells/Iceball/Iceball.prefab b/Assets/MagicBook/Prefabs/Spells/Iceball/Iceball.prefab index eed5d8d6..2bb6e1f3 100644 --- a/Assets/MagicBook/Prefabs/Spells/Iceball/Iceball.prefab +++ b/Assets/MagicBook/Prefabs/Spells/Iceball/Iceball.prefab @@ -73,6 +73,7 @@ GameObject: - 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if (gestureTotalMoved.magnitude > 0.65f && gestureTimeSpent < 0.3f) // if the gesture is so fast and so long. + if (gestureTotalMoved.magnitude > 0.5f && gestureTimeSpent < 0.33f) // if the gesture is so fast and so long. { var dir = Mathf.Sign(gestureTotalMoved.x) == 1 ? "right" : "left"; isSwiped = true; diff --git a/Assets/MagicBook/Scripts/MagicBook_SpellController.cs b/Assets/MagicBook/Scripts/MagicBook_SpellController.cs index 817e0088..7c051e70 100644 --- a/Assets/MagicBook/Scripts/MagicBook_SpellController.cs +++ b/Assets/MagicBook/Scripts/MagicBook_SpellController.cs @@ -19,6 +19,7 @@ void Start() { Debug.LogError("No Spells added to the MagicBook_SpellController"); Destroy(this); + return; } } diff --git a/Assets/MagicBook/Scripts/Spells/Fireball/Fireball.cs b/Assets/MagicBook/Scripts/Spells/Fireball/Fireball.cs index b6c9cf57..b7f236e4 100644 --- a/Assets/MagicBook/Scripts/Spells/Fireball/Fireball.cs +++ b/Assets/MagicBook/Scripts/Spells/Fireball/Fireball.cs @@ -1,25 +1,35 @@ using System.Collections; using UnityEngine; +using Valve.VR.InteractionSystem; public class Fireball : Spell { public float speed = 10f; - public float damage = 67f; - public float maxAdditionalDamage = 200f; + public float damage = 15f; + public float maxAdditionalDamage = 30f; private Vector3 direction; + public Light pointLight; - #region ParticleSystem - public ParticleSystem ps; - //private float targetStartSize; + public GameObject FireRangePrefab; + private float damageRadius = 0.5f; + private float maxAdditionalDamageRadius = 3f; + + public float towerDiameter = 2.2f; + private float originalSphereColliderRadius; + private bool passedHead = false; + #region ParticleSystem private float maxScaleMultiplier = 7.1f; //double the size of fireball; private Vector3 maxAdditionalScale; #endregion protected override void Start_Derived() { - //targetStartSize = ps.main.startSize.constant; + SphereCollider sphereCollider = GetComponent(); + originalSphereColliderRadius = sphereCollider.radius; + sphereCollider.radius /= 2; + maxAdditionalScale = transform.lossyScale * maxScaleMultiplier; StartCoroutine(Show()); } @@ -28,15 +38,25 @@ protected override void Update_Derived() { if (Input.GetKey(KeyCode.Space)) OnPlayerHoldSpell(); + } + + protected override void FixedUpdate_Derived() + { if (fired) { transform.Translate(direction * (speed * Time.deltaTime), Space.World); + + if (!passedHead + && Vector3.Distance(transform.position, Player.instance.headCollider.transform.position) >= towerDiameter) + { + GetComponent().radius = originalSphereColliderRadius; + passedHead = true; + } + // TODO: edit gravity of fireball to get the moving feel } } - protected override void FixedUpdate_Derived() { } - public override void OnPlayerHoldSpell() { //move itself towards the hand position @@ -52,6 +72,7 @@ public override void OnPlayerHoldSpell() UpdateLoopSound(); damage += maxAdditionalDamage * Time.deltaTime / playerHoldScalingDuration; + damageRadius += maxAdditionalDamageRadius * 1.3f * Time.deltaTime / playerHoldScalingDuration; } } @@ -60,6 +81,10 @@ public override void Fire(Vector3 handDirection) transform.parent = null; direction = handDirection; fired = true; + + //rotate the transform towards the direction. to be able to use transform forward + transform.rotation = Quaternion.LookRotation(direction); + StartCoroutine(LifeTimeOut()); PlayThrowSound(); } @@ -72,7 +97,9 @@ void OnTriggerEnter(Collider collider) return; if (collider.GetComponent()) //don't collide with spells return; - IDamagable damagable = collider.gameObject.GetComponentInParent(); + if (collider.GetComponent()) //don't collide with spells + return; + /*IDamagable damagable = collider.gameObject.GetComponentInParent(); if (damagable != null) { damagable.InflictDamage(damage); @@ -89,7 +116,17 @@ void OnTriggerEnter(Collider collider) PlayImpactSound(); Destroy(gameObject); } - } + }*/ + PlayImpactSound(); + + FireballRange fireRange = Instantiate(FireRangePrefab).GetComponent(); + fireRange.transform.localScale *= damageRadius; + fireRange.attackDamage = damage; + fireRange.transform.position = transform.position; + + //print("damage:" + damage.ToString()); + //print("radius:" + damageRadius.ToString()); + Destroy(gameObject); } public override void ShowPreview() diff --git a/Assets/MagicBook/Scripts/Spells/Fireball/FireballRange.cs b/Assets/MagicBook/Scripts/Spells/Fireball/FireballRange.cs new file mode 100644 index 00000000..97c8b6c0 --- /dev/null +++ b/Assets/MagicBook/Scripts/Spells/Fireball/FireballRange.cs @@ -0,0 +1,95 @@ +using System.Collections; +using UnityEngine; + +[RequireComponent(typeof(SphereCollider))] +public class FireballRange : MonoBehaviour +{ + public ParticleSystemRenderer fireEffect; + public ParticleSystem smokeEffect; + + public AudioClip burnSound; + + public float attackDamage; // per second + public float totalBurnDuration; //slow for seconds + + private float particleLifetime; + + void Start() + { + #region changeDurationOfParticleSystems + ParticleSystem particleSystem = fireEffect.GetComponent(); + ParticleSystem.MainModule main = particleSystem.main; + particleLifetime = main.startLifetime.constant; + + particleSystem.Stop(); + main.duration = totalBurnDuration; + particleSystem.Play(); + smokeEffect.Stop(); + main = smokeEffect.main; + if (totalBurnDuration < particleLifetime) + main.duration = 0.01f; + else + main.duration = totalBurnDuration - particleLifetime; + smokeEffect.Play(); + #endregion + + AudioSource audio = GetComponent(); + audio.clip = burnSound; + audio.Play(); + + StartCoroutine(Chronology()); + } + + void OnTriggerStay(Collider col) + { + Enemy enemy = col.GetComponentInParent(); + if (enemy != null) + { + InflictDamage(enemy); + } + } + + private IEnumerator Chronology() + { + yield return new WaitForSeconds(totalBurnDuration); + + StartCoroutine(FadeAudio(particleLifetime)); + yield return new WaitForSeconds(particleLifetime); + + //remove the AOE + GetComponent().enabled = false; + /*Color c = fireEffect.material.GetColor("_TintColor"); //make the object fade object by turning down its opacity gradually + while (c.a > 0) + { + c.a *= 0.9f; + if (c.a < 0.001f) + break; + fireEffect.material.SetColor("_TintColor", c); + yield return null; + }*/ + + //wait till the smoke disappears + yield return new WaitForSeconds(smokeEffect.main.duration); + + Destroy(gameObject); + } + + private IEnumerator FadeAudio(float fadeTime) + { + AudioSource audio = GetComponent(); + float startVolume = audio.volume; + + while (audio.volume > 0) + { + audio.volume -= startVolume * Time.deltaTime / fadeTime; + yield return null; + } + + audio.Stop(); + } + + void InflictDamage(Enemy enemy) + { + enemy.InflictDamage(attackDamage * Time.deltaTime, this); + } +} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta b/Assets/MagicBook/Scripts/Spells/Fireball/FireballRange.cs.meta similarity index 55% rename from Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta rename to Assets/MagicBook/Scripts/Spells/Fireball/FireballRange.cs.meta index 2ea56f0f..a953bd90 100644 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta +++ b/Assets/MagicBook/Scripts/Spells/Fireball/FireballRange.cs.meta @@ -1,9 +1,13 @@ fileFormatVersion: 2 -guid: 18b91636de2ba3445913e4cf38528dc8 +guid: d75f3974df21baf43ba903ef1ff190ba +timeCreated: 1519044505 +licenseType: Free MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: + assetBundleVariant: diff --git a/Assets/MagicBook/Scripts/Spells/Iceball/Iceball.cs b/Assets/MagicBook/Scripts/Spells/Iceball/Iceball.cs index 6c59fb19..df23a622 100644 --- a/Assets/MagicBook/Scripts/Spells/Iceball/Iceball.cs +++ b/Assets/MagicBook/Scripts/Spells/Iceball/Iceball.cs @@ -5,7 +5,7 @@ public class Iceball : Spell { public float speed = 7f; public float slowAmount = 0.8f; //decrease 80% speed - public float slowRadius = 4f; //decrease 80% speed + public float slowRadius = 4f; private Vector3 direction; public Light pointLight; public GameObject SlowRangePrefab2; @@ -52,7 +52,7 @@ public override void OnPlayerHoldSpell() UpdateLoopSound(); audioSource.volume = (Time.time - playerHoldStartTime) / playerHoldScalingDuration; - slowRadius += maxAdditionalSlowRadius * 1.3f * Time.deltaTime / playerHoldScalingDuration; + slowRadius += maxAdditionalSlowRadius * Time.deltaTime / playerHoldScalingDuration; } } @@ -74,6 +74,8 @@ void OnTriggerEnter(Collider collider) return; if (collider.GetComponent()) //don't collide with spells return; + if (collider.GetComponent()) //don't collide with spells + return; var slowRange = Instantiate(SlowRangePrefab2); slowRange.transform.localScale *= slowRadius; slowRange.transform.position = transform.position; diff --git a/Assets/MagicBook/Scripts/Spells/Iceball/SlowRange.cs b/Assets/MagicBook/Scripts/Spells/Iceball/SlowRange.cs index 21fc067b..c77db4fe 100644 --- a/Assets/MagicBook/Scripts/Spells/Iceball/SlowRange.cs +++ b/Assets/MagicBook/Scripts/Spells/Iceball/SlowRange.cs @@ -10,7 +10,7 @@ public class SlowRange : MonoBehaviour private float increaseDuration = 2f; private float staticDuration = 2f; - public float slowAmount = 0.5f; // slow till speed percentage (0.1 = 10%) on enemy hit + public float slowAmount = 0.7f; // slow till speed percentage (0.1 = 10%) on enemy hit public float slowDuration = 8f; //slow for seconds private static List allSlowedEnemies = new List(); @@ -81,6 +81,8 @@ void AddEffectToEnemy(Enemy enemy) void RemoveEffectOnEnemy(Enemy enemy) { + if (enemy == null) + return; var navMesh = enemy.GetComponent(); navMesh.speed /= slowAmount; } diff --git a/Assets/Models/Decorations/level1/butterfly_blue.fbx b/Assets/Models/Decorations/level1/butterfly_blue.fbx index 24421e3a..cdb9b6e1 100644 Binary files a/Assets/Models/Decorations/level1/butterfly_blue.fbx and b/Assets/Models/Decorations/level1/butterfly_blue.fbx differ diff --git a/Assets/Models/Decorations/level1/butterfly_blue.fbx.meta b/Assets/Models/Decorations/level1/butterfly_blue.fbx.meta index 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Effects/Other/Antialiasing")] - public class Antialiasing : PostEffectsBase - { - public AAMode mode = AAMode.FXAA3Console; - - public bool showGeneratedNormals = false; - public float offsetScale = 0.2f; - public float blurRadius = 18.0f; - - public float edgeThresholdMin = 0.05f; - public float edgeThreshold = 0.2f; - public float edgeSharpness = 4.0f; - - public bool dlaaSharp = false; - - public Shader ssaaShader; - private Material ssaa; - public Shader dlaaShader; - private Material dlaa; - public Shader nfaaShader; - private Material nfaa; - public Shader shaderFXAAPreset2; - private Material materialFXAAPreset2; - public Shader shaderFXAAPreset3; - private Material materialFXAAPreset3; - public Shader shaderFXAAII; - private Material materialFXAAII; - public Shader shaderFXAAIII; - private Material materialFXAAIII; - - - public Material CurrentAAMaterial() - { - Material returnValue = null; - - switch (mode) - { - case AAMode.FXAA3Console: - returnValue = materialFXAAIII; - break; - case AAMode.FXAA2: - returnValue = materialFXAAII; - break; - case AAMode.FXAA1PresetA: - returnValue = materialFXAAPreset2; - break; - case AAMode.FXAA1PresetB: - returnValue = materialFXAAPreset3; - break; - case AAMode.NFAA: - returnValue = nfaa; - break; - case AAMode.SSAA: - returnValue = ssaa; - break; - case AAMode.DLAA: - returnValue = dlaa; - break; - default: - returnValue = null; - break; - } - - return returnValue; - } - - - public override bool CheckResources() - { - CheckSupport(false); - - materialFXAAPreset2 = CreateMaterial(shaderFXAAPreset2, materialFXAAPreset2); - materialFXAAPreset3 = CreateMaterial(shaderFXAAPreset3, materialFXAAPreset3); - materialFXAAII = CreateMaterial(shaderFXAAII, materialFXAAII); - materialFXAAIII = CreateMaterial(shaderFXAAIII, materialFXAAIII); - nfaa = CreateMaterial(nfaaShader, nfaa); - ssaa = CreateMaterial(ssaaShader, ssaa); - dlaa = CreateMaterial(dlaaShader, dlaa); - - if (!ssaaShader.isSupported) - { - NotSupported(); - ReportAutoDisable(); - } - - return isSupported; - } - - - public void OnRenderImage(RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit(source, destination); - return; - } - - // ---------------------------------------------------------------- - // FXAA antialiasing modes - - if (mode == AAMode.FXAA3Console && (materialFXAAIII != null)) - { - materialFXAAIII.SetFloat("_EdgeThresholdMin", edgeThresholdMin); - materialFXAAIII.SetFloat("_EdgeThreshold", edgeThreshold); - materialFXAAIII.SetFloat("_EdgeSharpness", edgeSharpness); - - Graphics.Blit(source, destination, materialFXAAIII); - } - else if (mode == AAMode.FXAA1PresetB && (materialFXAAPreset3 != null)) - { - Graphics.Blit(source, destination, materialFXAAPreset3); - } - else if (mode == AAMode.FXAA1PresetA && materialFXAAPreset2 != null) - { - source.anisoLevel = 4; - Graphics.Blit(source, destination, materialFXAAPreset2); - source.anisoLevel = 0; - } - else if (mode == AAMode.FXAA2 && materialFXAAII != null) - { - Graphics.Blit(source, destination, materialFXAAII); - } - else if (mode == AAMode.SSAA && ssaa != null) - { - // ---------------------------------------------------------------- - // SSAA antialiasing - Graphics.Blit(source, destination, ssaa); - } - else if (mode == AAMode.DLAA && dlaa != null) - { - // ---------------------------------------------------------------- - // DLAA antialiasing - - source.anisoLevel = 0; - RenderTexture interim = RenderTexture.GetTemporary(source.width, source.height); - Graphics.Blit(source, interim, dlaa, 0); - Graphics.Blit(interim, destination, dlaa, dlaaSharp ? 2 : 1); - RenderTexture.ReleaseTemporary(interim); - } - else if (mode == AAMode.NFAA && nfaa != null) - { - // ---------------------------------------------------------------- - // nfaa antialiasing - - source.anisoLevel = 0; - - nfaa.SetFloat("_OffsetScale", offsetScale); - nfaa.SetFloat("_BlurRadius", blurRadius); - - Graphics.Blit(source, destination, nfaa, showGeneratedNormals ? 1 : 0); - } - else - { - // none of the AA is supported, fallback to a simple blit - Graphics.Blit(source, destination); - } - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs.meta deleted file mode 100644 index 6284674d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 646b5bc27a658f447b1d929fd5ffbd70 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - ssaaShader: {fileID: 4800000, guid: b3728d1488b02490cbd196c7941bf1f8, type: 3} - - dlaaShader: {fileID: 4800000, guid: 017ca72b9e8a749058d13ebd527e98fa, type: 3} - - nfaaShader: {fileID: 4800000, guid: ce0cb2621f6d84e21a87414e471a3cce, type: 3} - - shaderFXAAPreset2: {fileID: 4800000, guid: 6f1418cffd12146f2a83be795f6fa5a7, type: 3} - - shaderFXAAPreset3: {fileID: 4800000, guid: c182fa94a5a0a4c02870641efcd38cd5, type: 3} - - shaderFXAAII: {fileID: 4800000, guid: cd5b323dcc592457790ff18b528f5e67, type: 3} - - shaderFXAAIII: {fileID: 4800000, guid: c547503fff0e8482ea5793727057041c, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs deleted file mode 100644 index d5fd7a6d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs +++ /dev/null @@ -1,358 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Bloom and Glow/Bloom")] - public class Bloom : PostEffectsBase - { - public enum LensFlareStyle - { - Ghosting = 0, - Anamorphic = 1, - Combined = 2, - } - - public enum TweakMode - { - Basic = 0, - Complex = 1, - } - - public enum HDRBloomMode - { - Auto = 0, - On = 1, - Off = 2, - } - - public enum BloomScreenBlendMode - { - Screen = 0, - Add = 1, - } - - public enum BloomQuality - { - Cheap = 0, - High = 1, - } - - public TweakMode tweakMode = 0; - public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add; - - public HDRBloomMode hdr = HDRBloomMode.Auto; - private bool doHdr = false; - public float sepBlurSpread = 2.5f; - - public BloomQuality quality = BloomQuality.High; - - public float bloomIntensity = 0.5f; - public float bloomThreshold = 0.5f; - public Color bloomThresholdColor = Color.white; - public int bloomBlurIterations = 2; - - public int hollywoodFlareBlurIterations = 2; - public float flareRotation = 0.0f; - public LensFlareStyle lensflareMode = (LensFlareStyle) 1; - public float hollyStretchWidth = 2.5f; - public float lensflareIntensity = 0.0f; - public float lensflareThreshold = 0.3f; - public float lensFlareSaturation = 0.75f; - public Color flareColorA = new Color (0.4f, 0.4f, 0.8f, 0.75f); - public Color flareColorB = new Color (0.4f, 0.8f, 0.8f, 0.75f); - public Color flareColorC = new Color (0.8f, 0.4f, 0.8f, 0.75f); - public Color flareColorD = new Color (0.8f, 0.4f, 0.0f, 0.75f); - public Texture2D lensFlareVignetteMask; - - public Shader lensFlareShader; - private Material lensFlareMaterial; - - public Shader screenBlendShader; - private Material screenBlend; - - public Shader blurAndFlaresShader; - private Material blurAndFlaresMaterial; - - public Shader brightPassFilterShader; - private Material brightPassFilterMaterial; - - - public override bool CheckResources () - { - CheckSupport (false); - - screenBlend = CheckShaderAndCreateMaterial (screenBlendShader, screenBlend); - lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader,lensFlareMaterial); - blurAndFlaresMaterial = CheckShaderAndCreateMaterial (blurAndFlaresShader, blurAndFlaresMaterial); - brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - public void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - // screen blend is not supported when HDR is enabled (will cap values) - - doHdr = false; - if (hdr == HDRBloomMode.Auto) - doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().hdr; - else { - doHdr = hdr == HDRBloomMode.On; - } - - doHdr = doHdr && supportHDRTextures; - - BloomScreenBlendMode realBlendMode = screenBlendMode; - if (doHdr) - realBlendMode = BloomScreenBlendMode.Add; - - var rtFormat= (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; - var rtW2= source.width/2; - var rtH2= source.height/2; - var rtW4= source.width/4; - var rtH4= source.height/4; - - float widthOverHeight = (1.0f * source.width) / (1.0f * source.height); - float oneOverBaseSize = 1.0f / 512.0f; - - // downsample - RenderTexture quarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - RenderTexture halfRezColorDown = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); - if (quality > BloomQuality.Cheap) { - Graphics.Blit (source, halfRezColorDown, screenBlend, 2); - RenderTexture rtDown4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - Graphics.Blit (halfRezColorDown, rtDown4, screenBlend, 2); - Graphics.Blit (rtDown4, quarterRezColor, screenBlend, 6); - RenderTexture.ReleaseTemporary(rtDown4); - } - else { - Graphics.Blit (source, halfRezColorDown); - Graphics.Blit (halfRezColorDown, quarterRezColor, screenBlend, 6); - } - RenderTexture.ReleaseTemporary (halfRezColorDown); - - // cut colors (thresholding) - RenderTexture secondQuarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - BrightFilter (bloomThreshold * bloomThresholdColor, quarterRezColor, secondQuarterRezColor); - - // blurring - - if (bloomBlurIterations < 1) bloomBlurIterations = 1; - else if (bloomBlurIterations > 10) bloomBlurIterations = 10; - - for (int iter = 0; iter < bloomBlurIterations; iter++) - { - float spreadForPass = (1.0f + (iter * 0.25f)) * sepBlurSpread; - - // vertical blur - RenderTexture blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); - RenderTexture.ReleaseTemporary(secondQuarterRezColor); - secondQuarterRezColor = blur4; - - // horizontal blur - blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); - RenderTexture.ReleaseTemporary (secondQuarterRezColor); - secondQuarterRezColor = blur4; - - if (quality > BloomQuality.Cheap) - { - if (iter == 0) - { - Graphics.SetRenderTarget(quarterRezColor); - GL.Clear(false, true, Color.black); // Clear to avoid RT restore - Graphics.Blit (secondQuarterRezColor, quarterRezColor); - } - else - { - quarterRezColor.MarkRestoreExpected(); // using max blending, RT restore expected - Graphics.Blit (secondQuarterRezColor, quarterRezColor, screenBlend, 10); - } - } - } - - if (quality > BloomQuality.Cheap) - { - Graphics.SetRenderTarget(secondQuarterRezColor); - GL.Clear(false, true, Color.black); // Clear to avoid RT restore - Graphics.Blit (quarterRezColor, secondQuarterRezColor, screenBlend, 6); - } - - // lens flares: ghosting, anamorphic or both (ghosted anamorphic flares) - - if (lensflareIntensity > Mathf.Epsilon) - { - - RenderTexture rtFlares4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - - if (lensflareMode == 0) - { - // ghosting only - - BrightFilter (lensflareThreshold, secondQuarterRezColor, rtFlares4); - - if (quality > BloomQuality.Cheap) - { - // smooth a little - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, (1.5f) / (1.0f * quarterRezColor.height), 0.0f, 0.0f)); - Graphics.SetRenderTarget(quarterRezColor); - GL.Clear(false, true, Color.black); // Clear to avoid RT restore - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((1.5f) / (1.0f * quarterRezColor.width), 0.0f, 0.0f, 0.0f)); - Graphics.SetRenderTarget(rtFlares4); - GL.Clear(false, true, Color.black); // Clear to avoid RT restore - Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); - } - - // no ugly edges! - Vignette (0.975f, rtFlares4, rtFlares4); - BlendFlares (rtFlares4, secondQuarterRezColor); - } - else - { - - //Vignette (0.975ff, rtFlares4, rtFlares4); - //DrawBorder(rtFlares4, screenBlend, 8); - - float flareXRot = 1.0f * Mathf.Cos(flareRotation); - float flareyRot = 1.0f * Mathf.Sin(flareRotation); - - float stretchWidth = (hollyStretchWidth * 1.0f / widthOverHeight) * oneOverBaseSize; - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot, flareyRot, 0.0f, 0.0f)); - blurAndFlaresMaterial.SetVector ("_Threshhold", new Vector4 (lensflareThreshold, 1.0f, 0.0f, 0.0f)); - blurAndFlaresMaterial.SetVector ("_TintColor", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity); - blurAndFlaresMaterial.SetFloat ("_Saturation", lensFlareSaturation); - - // "pre and cut" - quarterRezColor.DiscardContents(); - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 2); - // "post" - rtFlares4.DiscardContents(); - Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 3); - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot * stretchWidth, flareyRot * stretchWidth, 0.0f, 0.0f)); - // stretch 1st - blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth); - quarterRezColor.DiscardContents(); - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); - // stretch 2nd - blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 2.0f); - rtFlares4.DiscardContents(); - Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 1); - // stretch 3rd - blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 4.0f); - quarterRezColor.DiscardContents(); - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); - - // additional blur passes - for (int iter = 0; iter < hollywoodFlareBlurIterations; iter++) - { - stretchWidth = (hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize; - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); - rtFlares4.DiscardContents(); - Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); - quarterRezColor.DiscardContents(); - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); - } - - if (lensflareMode == (LensFlareStyle) 1) - // anamorphic lens flares - AddTo (1.0f, quarterRezColor, secondQuarterRezColor); - else - { - // "combined" lens flares - - Vignette (1.0f, quarterRezColor, rtFlares4); - BlendFlares (rtFlares4, quarterRezColor); - AddTo (1.0f, quarterRezColor, secondQuarterRezColor); - } - } - RenderTexture.ReleaseTemporary (rtFlares4); - } - - int blendPass = (int) realBlendMode; - //if (Mathf.Abs(chromaticBloom) < Mathf.Epsilon) - // blendPass += 4; - - screenBlend.SetFloat ("_Intensity", bloomIntensity); - screenBlend.SetTexture ("_ColorBuffer", source); - - if (quality > BloomQuality.Cheap) - { - RenderTexture halfRezColorUp = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); - Graphics.Blit (secondQuarterRezColor, halfRezColorUp); - Graphics.Blit (halfRezColorUp, destination, screenBlend, blendPass); - RenderTexture.ReleaseTemporary (halfRezColorUp); - } - else - Graphics.Blit (secondQuarterRezColor, destination, screenBlend, blendPass); - - RenderTexture.ReleaseTemporary (quarterRezColor); - RenderTexture.ReleaseTemporary (secondQuarterRezColor); - } - - private void AddTo (float intensity_, RenderTexture from, RenderTexture to) - { - screenBlend.SetFloat ("_Intensity", intensity_); - to.MarkRestoreExpected(); // additive blending, RT restore expected - Graphics.Blit (from, to, screenBlend, 9); - } - - private void BlendFlares (RenderTexture from, RenderTexture to) - { - lensFlareMaterial.SetVector ("colorA", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorB", new Vector4 (flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorC", new Vector4 (flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorD", new Vector4 (flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); - to.MarkRestoreExpected(); // additive blending, RT restore expected - Graphics.Blit (from, to, lensFlareMaterial); - } - - private void BrightFilter (float thresh, RenderTexture from, RenderTexture to) - { - brightPassFilterMaterial.SetVector ("_Threshhold", new Vector4 (thresh, thresh, thresh, thresh)); - Graphics.Blit (from, to, brightPassFilterMaterial, 0); - } - - private void BrightFilter (Color threshColor, RenderTexture from, RenderTexture to) - { - brightPassFilterMaterial.SetVector ("_Threshhold", threshColor); - Graphics.Blit (from, to, brightPassFilterMaterial, 1); - } - - private void Vignette (float amount, RenderTexture from, RenderTexture to) - { - if (lensFlareVignetteMask) - { - screenBlend.SetTexture ("_ColorBuffer", lensFlareVignetteMask); - to.MarkRestoreExpected(); // using blending, RT restore expected - Graphics.Blit (from == to ? null : from, to, screenBlend, from == to ? 7 : 3); - } - else if (from != to) - { - Graphics.SetRenderTarget (to); - GL.Clear(false, true, Color.black); // clear destination to avoid RT restore - Graphics.Blit (from, to); - } - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs.meta deleted file mode 100644 index edcd45d5..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs.meta +++ /dev/null @@ -1,17 +0,0 @@ -fileFormatVersion: 2 -guid: 7fceaeb339b971b429c4cc600acabd13 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - lensFlareVignetteMask: {fileID: 2800000, guid: 95ef4804fe0be4c999ddaa383536cde8, - type: 3} - - lensFlareShader: {fileID: 4800000, guid: 459fe69d2f6d74ddb92f04dbf45a866b, type: 3} - - screenBlendShader: {fileID: 4800000, guid: 7856cbff0a0ca45c787d5431eb805bb0, type: 3} - - blurAndFlaresShader: {fileID: 4800000, guid: be6e39cf196f146d5be72fbefb18ed75, - type: 3} - - brightPassFilterShader: {fileID: 4800000, guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs deleted file mode 100644 index 3769c21c..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs +++ /dev/null @@ -1,314 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - public enum LensflareStyle34 - { - Ghosting = 0, - Anamorphic = 1, - Combined = 2, - } - - public enum TweakMode34 - { - Basic = 0, - Complex = 1, - } - - public enum HDRBloomMode - { - Auto = 0, - On = 1, - Off = 2, - } - - public enum BloomScreenBlendMode - { - Screen = 0, - Add = 1, - } - - [ExecuteInEditMode] - [RequireComponent(typeof(Camera))] - [AddComponentMenu("Image Effects/Bloom and Glow/BloomAndFlares (3.5, Deprecated)")] - public class BloomAndFlares : PostEffectsBase - { - public TweakMode34 tweakMode = 0; - public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add; - - public HDRBloomMode hdr = HDRBloomMode.Auto; - private bool doHdr = false; - public float sepBlurSpread = 1.5f; - public float useSrcAlphaAsMask = 0.5f; - - public float bloomIntensity = 1.0f; - public float bloomThreshold = 0.5f; - public int bloomBlurIterations = 2; - - public bool lensflares = false; - public int hollywoodFlareBlurIterations = 2; - public LensflareStyle34 lensflareMode = (LensflareStyle34)1; - public float hollyStretchWidth = 3.5f; - public float lensflareIntensity = 1.0f; - public float lensflareThreshold = 0.3f; - public Color flareColorA = new Color(0.4f, 0.4f, 0.8f, 0.75f); - public Color flareColorB = new Color(0.4f, 0.8f, 0.8f, 0.75f); - public Color flareColorC = new Color(0.8f, 0.4f, 0.8f, 0.75f); - public Color flareColorD = new Color(0.8f, 0.4f, 0.0f, 0.75f); - public Texture2D lensFlareVignetteMask; - - public Shader lensFlareShader; - private Material lensFlareMaterial; - - public Shader vignetteShader; - private Material vignetteMaterial; - - public Shader separableBlurShader; - private Material separableBlurMaterial; - - public Shader addBrightStuffOneOneShader; - private Material addBrightStuffBlendOneOneMaterial; - - public Shader screenBlendShader; - private Material screenBlend; - - public Shader hollywoodFlaresShader; - private Material hollywoodFlaresMaterial; - - public Shader brightPassFilterShader; - private Material brightPassFilterMaterial; - - - public override bool CheckResources() - { - CheckSupport(false); - - screenBlend = CheckShaderAndCreateMaterial(screenBlendShader, screenBlend); - lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader, lensFlareMaterial); - vignetteMaterial = CheckShaderAndCreateMaterial(vignetteShader, vignetteMaterial); - separableBlurMaterial = CheckShaderAndCreateMaterial(separableBlurShader, separableBlurMaterial); - addBrightStuffBlendOneOneMaterial = CheckShaderAndCreateMaterial(addBrightStuffOneOneShader, addBrightStuffBlendOneOneMaterial); - hollywoodFlaresMaterial = CheckShaderAndCreateMaterial(hollywoodFlaresShader, hollywoodFlaresMaterial); - brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial); - - if (!isSupported) - ReportAutoDisable(); - return isSupported; - } - - void OnRenderImage(RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit(source, destination); - return; - } - - // screen blend is not supported when HDR is enabled (will cap values) - - doHdr = false; - if (hdr == HDRBloomMode.Auto) - doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().hdr; - else - { - doHdr = hdr == HDRBloomMode.On; - } - - doHdr = doHdr && supportHDRTextures; - - BloomScreenBlendMode realBlendMode = screenBlendMode; - if (doHdr) - realBlendMode = BloomScreenBlendMode.Add; - - var rtFormat = (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; - RenderTexture halfRezColor = RenderTexture.GetTemporary(source.width / 2, source.height / 2, 0, rtFormat); - RenderTexture quarterRezColor = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, rtFormat); - RenderTexture secondQuarterRezColor = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, rtFormat); - RenderTexture thirdQuarterRezColor = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, rtFormat); - - float widthOverHeight = (1.0f * source.width) / (1.0f * source.height); - float oneOverBaseSize = 1.0f / 512.0f; - - // downsample - - Graphics.Blit(source, halfRezColor, screenBlend, 2); // <- 2 is stable downsample - Graphics.Blit(halfRezColor, quarterRezColor, screenBlend, 2); // <- 2 is stable downsample - - RenderTexture.ReleaseTemporary(halfRezColor); - - // cut colors (thresholding) - - BrightFilter(bloomThreshold, useSrcAlphaAsMask, quarterRezColor, secondQuarterRezColor); - quarterRezColor.DiscardContents(); - - // blurring - - if (bloomBlurIterations < 1) bloomBlurIterations = 1; - - for (int iter = 0; iter < bloomBlurIterations; iter++) - { - float spreadForPass = (1.0f + (iter * 0.5f)) * sepBlurSpread; - separableBlurMaterial.SetVector("offsets", new Vector4(0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); - - RenderTexture src = iter == 0 ? secondQuarterRezColor : quarterRezColor; - Graphics.Blit(src, thirdQuarterRezColor, separableBlurMaterial); - src.DiscardContents(); - - separableBlurMaterial.SetVector("offsets", new Vector4((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(thirdQuarterRezColor, quarterRezColor, separableBlurMaterial); - thirdQuarterRezColor.DiscardContents(); - } - - // lens flares: ghosting, anamorphic or a combination - - if (lensflares) - { - - if (lensflareMode == 0) - { - - BrightFilter(lensflareThreshold, 0.0f, quarterRezColor, thirdQuarterRezColor); - quarterRezColor.DiscardContents(); - - // smooth a little, this needs to be resolution dependent - /* - separableBlurMaterial.SetVector ("offsets", Vector4 (0.0ff, (2.0ff) / (1.0ff * quarterRezColor.height), 0.0ff, 0.0ff)); - Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); - separableBlurMaterial.SetVector ("offsets", Vector4 ((2.0ff) / (1.0ff * quarterRezColor.width), 0.0ff, 0.0ff, 0.0ff)); - Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); - */ - // no ugly edges! - - Vignette(0.975f, thirdQuarterRezColor, secondQuarterRezColor); - thirdQuarterRezColor.DiscardContents(); - - BlendFlares(secondQuarterRezColor, quarterRezColor); - secondQuarterRezColor.DiscardContents(); - } - - // (b) hollywood/anamorphic flares? - - else - { - - // thirdQuarter has the brightcut unblurred colors - // quarterRezColor is the blurred, brightcut buffer that will end up as bloom - - hollywoodFlaresMaterial.SetVector("_threshold", new Vector4(lensflareThreshold, 1.0f / (1.0f - lensflareThreshold), 0.0f, 0.0f)); - hollywoodFlaresMaterial.SetVector("tintColor", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 2); - thirdQuarterRezColor.DiscardContents(); - - Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, hollywoodFlaresMaterial, 3); - secondQuarterRezColor.DiscardContents(); - - hollywoodFlaresMaterial.SetVector("offsets", new Vector4((sepBlurSpread * 1.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 1); - thirdQuarterRezColor.DiscardContents(); - - hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth * 2.0f); - Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, hollywoodFlaresMaterial, 1); - secondQuarterRezColor.DiscardContents(); - - hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth * 4.0f); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 1); - thirdQuarterRezColor.DiscardContents(); - - if (lensflareMode == (LensflareStyle34)1) - { - for (int itera = 0; itera < hollywoodFlareBlurIterations; itera++) - { - separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); - secondQuarterRezColor.DiscardContents(); - - separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); - thirdQuarterRezColor.DiscardContents(); - } - - AddTo(1.0f, secondQuarterRezColor, quarterRezColor); - secondQuarterRezColor.DiscardContents(); - } - else - { - - // (c) combined - - for (int ix = 0; ix < hollywoodFlareBlurIterations; ix++) - { - separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); - secondQuarterRezColor.DiscardContents(); - - separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); - thirdQuarterRezColor.DiscardContents(); - } - - Vignette(1.0f, secondQuarterRezColor, thirdQuarterRezColor); - secondQuarterRezColor.DiscardContents(); - - BlendFlares(thirdQuarterRezColor, secondQuarterRezColor); - thirdQuarterRezColor.DiscardContents(); - - AddTo(1.0f, secondQuarterRezColor, quarterRezColor); - secondQuarterRezColor.DiscardContents(); - } - } - } - - // screen blend bloom results to color buffer - - screenBlend.SetFloat("_Intensity", bloomIntensity); - screenBlend.SetTexture("_ColorBuffer", source); - Graphics.Blit(quarterRezColor, destination, screenBlend, (int)realBlendMode); - - RenderTexture.ReleaseTemporary(quarterRezColor); - RenderTexture.ReleaseTemporary(secondQuarterRezColor); - RenderTexture.ReleaseTemporary(thirdQuarterRezColor); - } - - private void AddTo(float intensity_, RenderTexture from, RenderTexture to) - { - addBrightStuffBlendOneOneMaterial.SetFloat("_Intensity", intensity_); - Graphics.Blit(from, to, addBrightStuffBlendOneOneMaterial); - } - - private void BlendFlares(RenderTexture from, RenderTexture to) - { - lensFlareMaterial.SetVector("colorA", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); - lensFlareMaterial.SetVector("colorB", new Vector4(flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); - lensFlareMaterial.SetVector("colorC", new Vector4(flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); - lensFlareMaterial.SetVector("colorD", new Vector4(flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); - Graphics.Blit(from, to, lensFlareMaterial); - } - - private void BrightFilter(float thresh, float useAlphaAsMask, RenderTexture from, RenderTexture to) - { - if (doHdr) - brightPassFilterMaterial.SetVector("threshold", new Vector4(thresh, 1.0f, 0.0f, 0.0f)); - else - brightPassFilterMaterial.SetVector("threshold", new Vector4(thresh, 1.0f / (1.0f - thresh), 0.0f, 0.0f)); - brightPassFilterMaterial.SetFloat("useSrcAlphaAsMask", useAlphaAsMask); - Graphics.Blit(from, to, brightPassFilterMaterial); - } - - private void Vignette(float amount, RenderTexture from, RenderTexture to) - { - if (lensFlareVignetteMask) - { - screenBlend.SetTexture("_ColorBuffer", lensFlareVignetteMask); - Graphics.Blit(from, to, screenBlend, 3); - } - else - { - vignetteMaterial.SetFloat("vignetteIntensity", amount); - Graphics.Blit(from, to, vignetteMaterial); - } - } - - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs.meta deleted file mode 100644 index d3b3c7b4..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: 02536f33053638549ab5c50ff3ecc0de -MonoImporter: - serializedVersion: 2 - defaultReferences: - - lensFlareVignetteMask: {fileID: 2800000, guid: 95ef4804fe0be4c999ddaa383536cde8, - type: 3} - - lensFlareShader: {fileID: 4800000, guid: 459fe69d2f6d74ddb92f04dbf45a866b, type: 3} - - vignetteShader: {fileID: 4800000, guid: 627943dc7a9a74286b70a4f694a0acd5, type: 3} - - separableBlurShader: {fileID: 4800000, guid: a9df009a214e24a5ebbf271595f8d5b6, - type: 3} - - addBrightStuffOneOneShader: {fileID: 4800000, guid: f7898d203e9b94c0dbe2bf9dd5cb32c0, - type: 3} - - screenBlendShader: {fileID: 4800000, guid: 53b3960ee3d3d4a5caa8d5473d120187, type: 3} - - hollywoodFlaresShader: {fileID: 4800000, guid: e2baf3cae8edc4daf94c9adc2154be00, - type: 3} - - brightPassFilterShader: {fileID: 4800000, guid: 186c4c0d31e314f049595dcbaf4ca129, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs deleted file mode 100644 index f7d9251b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs +++ /dev/null @@ -1,109 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Bloom and Glow/Bloom (Optimized)")] - public class BloomOptimized : PostEffectsBase - { - - public enum Resolution - { - Low = 0, - High = 1, - } - - public enum BlurType - { - Standard = 0, - Sgx = 1, - } - - [Range(0.0f, 1.5f)] - public float threshold = 0.25f; - [Range(0.0f, 2.5f)] - public float intensity = 0.75f; - - [Range(0.25f, 5.5f)] - public float blurSize = 1.0f; - - Resolution resolution = Resolution.Low; - [Range(1, 4)] - public int blurIterations = 1; - - public BlurType blurType= BlurType.Standard; - - public Shader fastBloomShader = null; - private Material fastBloomMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (false); - - fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnDisable () - { - if (fastBloomMaterial) - DestroyImmediate (fastBloomMaterial); - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit (source, destination); - return; - } - - int divider = resolution == Resolution.Low ? 4 : 2; - float widthMod = resolution == Resolution.Low ? 0.5f : 1.0f; - - fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, 0.0f, threshold, intensity)); - source.filterMode = FilterMode.Bilinear; - - var rtW= source.width/divider; - var rtH= source.height/divider; - - // downsample - RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt.filterMode = FilterMode.Bilinear; - Graphics.Blit (source, rt, fastBloomMaterial, 1); - - var passOffs= blurType == BlurType.Standard ? 0 : 2; - - for(int i = 0; i < blurIterations; i++) - { - fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshold, intensity)); - - // vertical blur - RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt2.filterMode = FilterMode.Bilinear; - Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs); - RenderTexture.ReleaseTemporary (rt); - rt = rt2; - - // horizontal blur - rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt2.filterMode = FilterMode.Bilinear; - Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs); - RenderTexture.ReleaseTemporary (rt); - rt = rt2; - } - - fastBloomMaterial.SetTexture ("_Bloom", rt); - - Graphics.Blit (source, destination, fastBloomMaterial, 0); - - RenderTexture.ReleaseTemporary (rt); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs.meta deleted file mode 100644 index 68dcfc14..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4975a6e437fc3b149a8cd508ce5bdd69 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - fastBloomShader: {fileID: 4800000, guid: 68a00c837b82e4c6d92e7da765dc5f1d, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs deleted file mode 100644 index 1db8a3f9..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs +++ /dev/null @@ -1,108 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Blur/Blur")] - public class Blur : MonoBehaviour - { - /// Blur iterations - larger number means more blur. - [Range(0,10)] - public int iterations = 3; - - /// Blur spread for each iteration. Lower values - /// give better looking blur, but require more iterations to - /// get large blurs. Value is usually between 0.5 and 1.0. - [Range(0.0f,1.0f)] - public float blurSpread = 0.6f; - - - // -------------------------------------------------------- - // The blur iteration shader. - // Basically it just takes 4 texture samples and averages them. - // By applying it repeatedly and spreading out sample locations - // we get a Gaussian blur approximation. - - public Shader blurShader = null; - - static Material m_Material = null; - protected Material material { - get { - if (m_Material == null) { - m_Material = new Material(blurShader); - m_Material.hideFlags = HideFlags.DontSave; - } - return m_Material; - } - } - - protected void OnDisable() { - if ( m_Material ) { - DestroyImmediate( m_Material ); - } - } - - // -------------------------------------------------------- - - protected void Start() - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) { - enabled = false; - return; - } - // Disable if the shader can't run on the users graphics card - if (!blurShader || !material.shader.isSupported) { - enabled = false; - return; - } - } - - // Performs one blur iteration. - public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration) - { - float off = 0.5f + iteration*blurSpread; - Graphics.BlitMultiTap (source, dest, material, - new Vector2(-off, -off), - new Vector2(-off, off), - new Vector2( off, off), - new Vector2( off, -off) - ); - } - - // Downsamples the texture to a quarter resolution. - private void DownSample4x (RenderTexture source, RenderTexture dest) - { - float off = 1.0f; - Graphics.BlitMultiTap (source, dest, material, - new Vector2(-off, -off), - new Vector2(-off, off), - new Vector2( off, off), - new Vector2( off, -off) - ); - } - - // Called by the camera to apply the image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) { - int rtW = source.width/4; - int rtH = source.height/4; - RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0); - - // Copy source to the 4x4 smaller texture. - DownSample4x (source, buffer); - - // Blur the small texture - for(int i = 0; i < iterations; i++) - { - RenderTexture buffer2 = RenderTexture.GetTemporary(rtW, rtH, 0); - FourTapCone (buffer, buffer2, i); - RenderTexture.ReleaseTemporary(buffer); - buffer = buffer2; - } - Graphics.Blit(buffer, destination); - - RenderTexture.ReleaseTemporary(buffer); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs.meta deleted file mode 100644 index c4bb7e77..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 34382083ad114a07d000fbfb8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blurShader: {fileID: 4800000, guid: 57e6deea7c2924e22a5138e2b70bb4dc, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs deleted file mode 100644 index c922dbe4..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs +++ /dev/null @@ -1,93 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Blur/Blur (Optimized)")] - public class BlurOptimized : PostEffectsBase - { - - [Range(0, 2)] - public int downsample = 1; - - public enum BlurType { - StandardGauss = 0, - SgxGauss = 1, - } - - [Range(0.0f, 10.0f)] - public float blurSize = 3.0f; - - [Range(1, 4)] - public int blurIterations = 2; - - public BlurType blurType= BlurType.StandardGauss; - - public Shader blurShader = null; - private Material blurMaterial = null; - - - public override bool CheckResources () { - CheckSupport (false); - - blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - public void OnDisable () { - if (blurMaterial) - DestroyImmediate (blurMaterial); - } - - public void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources() == false) { - Graphics.Blit (source, destination); - return; - } - - float widthMod = 1.0f / (1.0f * (1<> downsample; - int rtH = source.height >> downsample; - - // downsample - RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - - rt.filterMode = FilterMode.Bilinear; - Graphics.Blit (source, rt, blurMaterial, 0); - - var passOffs= blurType == BlurType.StandardGauss ? 0 : 2; - - for(int i = 0; i < blurIterations; i++) { - float iterationOffs = (i*1.0f); - blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + iterationOffs, -blurSize * widthMod - iterationOffs, 0.0f, 0.0f)); - - // vertical blur - RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt2.filterMode = FilterMode.Bilinear; - Graphics.Blit (rt, rt2, blurMaterial, 1 + passOffs); - RenderTexture.ReleaseTemporary (rt); - rt = rt2; - - // horizontal blur - rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt2.filterMode = FilterMode.Bilinear; - Graphics.Blit (rt, rt2, blurMaterial, 2 + passOffs); - RenderTexture.ReleaseTemporary (rt); - rt = rt2; - } - - Graphics.Blit (rt, destination); - - RenderTexture.ReleaseTemporary (rt); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs.meta deleted file mode 100644 index 47ca17b3..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 7fc6bde01469c7b4badee5362f191d96 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blurShader: {fileID: 4800000, guid: f9d5fa183cd6b45eeb1491f74863cd91, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs deleted file mode 100644 index 09090010..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs +++ /dev/null @@ -1,381 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Camera Motion Blur") ] - public class CameraMotionBlur : PostEffectsBase - { - // make sure to match this to MAX_RADIUS in shader ('k' in paper) - static float MAX_RADIUS = 10.0f; - - public enum MotionBlurFilter { - CameraMotion = 0, // global screen blur based on cam motion - LocalBlur = 1, // cheap blur, no dilation or scattering - Reconstruction = 2, // advanced filter (simulates scattering) as in plausible motion blur paper - ReconstructionDX11 = 3, // advanced filter (simulates scattering) as in plausible motion blur paper - ReconstructionDisc = 4, // advanced filter using scaled poisson disc sampling - } - - // settings - public MotionBlurFilter filterType = MotionBlurFilter.Reconstruction; - public bool preview = false; // show how blur would look like in action ... - public Vector3 previewScale = Vector3.one; // ... given this movement vector - - // params - public float movementScale = 0.0f; - public float rotationScale = 1.0f; - public float maxVelocity = 8.0f; // maximum velocity in pixels - public float minVelocity = 0.1f; // minimum velocity in pixels - public float velocityScale = 0.375f; // global velocity scale - public float softZDistance = 0.005f; // for z overlap check softness (reconstruction filter only) - public int velocityDownsample = 1; // low resolution velocity buffer? (optimization) - public LayerMask excludeLayers = 0; - private GameObject tmpCam = null; - - // resources - public Shader shader; - public Shader dx11MotionBlurShader; - public Shader replacementClear; - - private Material motionBlurMaterial = null; - private Material dx11MotionBlurMaterial = null; - - public Texture2D noiseTexture = null; - public float jitter = 0.05f; - - // (internal) debug - public bool showVelocity = false; - public float showVelocityScale = 1.0f; - - // camera transforms - private Matrix4x4 currentViewProjMat; - private Matrix4x4 prevViewProjMat; - private int prevFrameCount; - private bool wasActive; - // shortcuts to calculate global blur direction when using 'CameraMotion' - private Vector3 prevFrameForward = Vector3.forward; - private Vector3 prevFrameUp = Vector3.up; - private Vector3 prevFramePos = Vector3.zero; - private Camera _camera; - - - private void CalculateViewProjection () { - Matrix4x4 viewMat = _camera.worldToCameraMatrix; - Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true); - currentViewProjMat = projMat * viewMat; - } - - - new void Start () { - CheckResources (); - - if (_camera == null) - _camera = GetComponent(); - - wasActive = gameObject.activeInHierarchy; - CalculateViewProjection (); - Remember (); - wasActive = false; // hack to fake position/rotation update and prevent bad blurs - } - - void OnEnable () { - - if (_camera == null) - _camera = GetComponent(); - - _camera.depthTextureMode |= DepthTextureMode.Depth; - } - - void OnDisable () { - if (null != motionBlurMaterial) { - DestroyImmediate (motionBlurMaterial); - motionBlurMaterial = null; - } - if (null != dx11MotionBlurMaterial) { - DestroyImmediate (dx11MotionBlurMaterial); - dx11MotionBlurMaterial = null; - } - if (null != tmpCam) { - DestroyImmediate (tmpCam); - tmpCam = null; - } - } - - - public override bool CheckResources () { - CheckSupport (true, true); // depth & hdr needed - motionBlurMaterial = CheckShaderAndCreateMaterial (shader, motionBlurMaterial); - - if (supportDX11 && filterType == MotionBlurFilter.ReconstructionDX11) { - dx11MotionBlurMaterial = CheckShaderAndCreateMaterial (dx11MotionBlurShader, dx11MotionBlurMaterial); - } - - if (!isSupported) - ReportAutoDisable (); - - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (false == CheckResources ()) { - Graphics.Blit (source, destination); - return; - } - - if (filterType == MotionBlurFilter.CameraMotion) - StartFrame (); - - // use if possible new RG format ... fallback to half otherwise - var rtFormat= SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf; - - // get temp textures - RenderTexture velBuffer = RenderTexture.GetTemporary (divRoundUp (source.width, velocityDownsample), divRoundUp (source.height, velocityDownsample), 0, rtFormat); - int tileWidth = 1; - int tileHeight = 1; - maxVelocity = Mathf.Max (2.0f, maxVelocity); - - float _maxVelocity = maxVelocity; // calculate 'k' - // note: 's' is hardcoded in shaders except for DX11 path - - // auto DX11 fallback! - bool fallbackFromDX11 = filterType == MotionBlurFilter.ReconstructionDX11 && dx11MotionBlurMaterial == null; - - if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11 || filterType == MotionBlurFilter.ReconstructionDisc) { - maxVelocity = Mathf.Min (maxVelocity, MAX_RADIUS); - tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity); - tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity); - _maxVelocity = velBuffer.width/tileWidth; - } - else { - tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity); - tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity); - _maxVelocity = velBuffer.width/tileWidth; - } - - RenderTexture tileMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat); - RenderTexture neighbourMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat); - velBuffer.filterMode = FilterMode.Point; - tileMax.filterMode = FilterMode.Point; - neighbourMax.filterMode = FilterMode.Point; - if (noiseTexture) noiseTexture.filterMode = FilterMode.Point; - source.wrapMode = TextureWrapMode.Clamp; - velBuffer.wrapMode = TextureWrapMode.Clamp; - neighbourMax.wrapMode = TextureWrapMode.Clamp; - tileMax.wrapMode = TextureWrapMode.Clamp; - - // calc correct viewprj matrix - CalculateViewProjection (); - - // just started up? - if (gameObject.activeInHierarchy && !wasActive) { - Remember (); - } - wasActive = gameObject.activeInHierarchy; - - // matrices - Matrix4x4 invViewPrj = Matrix4x4.Inverse (currentViewProjMat); - motionBlurMaterial.SetMatrix ("_InvViewProj", invViewPrj); - motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat); - motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj); - - motionBlurMaterial.SetFloat ("_MaxVelocity", _maxVelocity); - motionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity); - motionBlurMaterial.SetFloat ("_MinVelocity", minVelocity); - motionBlurMaterial.SetFloat ("_VelocityScale", velocityScale); - motionBlurMaterial.SetFloat ("_Jitter", jitter); - - // texture samplers - motionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture); - motionBlurMaterial.SetTexture ("_VelTex", velBuffer); - motionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax); - motionBlurMaterial.SetTexture ("_TileTexDebug", tileMax); - - if (preview) { - // generate an artifical 'previous' matrix to simulate blur look - Matrix4x4 viewMat = _camera.worldToCameraMatrix; - Matrix4x4 offset = Matrix4x4.identity; - offset.SetTRS(previewScale * 0.3333f, Quaternion.identity, Vector3.one); // using only translation - Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true); - prevViewProjMat = projMat * offset * viewMat; - motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat); - motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj); - } - - if (filterType == MotionBlurFilter.CameraMotion) - { - // build blur vector to be used in shader to create a global blur direction - Vector4 blurVector = Vector4.zero; - - float lookUpDown = Vector3.Dot (transform.up, Vector3.up); - Vector3 distanceVector = prevFramePos-transform.position; - - float distMag = distanceVector.magnitude; - - float farHeur = 1.0f; - - // pitch (vertical) - farHeur = (Vector3.Angle (transform.up, prevFrameUp) / _camera.fieldOfView) * (source.width * 0.75f); - blurVector.x = rotationScale * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.up, prevFrameUp))); - - // yaw #1 (horizontal, faded by pitch) - farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f); - blurVector.y = rotationScale * lookUpDown * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward))); - - // yaw #2 (when looking down, faded by 1-pitch) - farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f); - blurVector.z = rotationScale * (1.0f- lookUpDown) * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward))); - - if (distMag > Mathf.Epsilon && movementScale > Mathf.Epsilon) { - // forward (probably most important) - blurVector.w = movementScale * (Vector3.Dot (transform.forward, distanceVector) ) * (source.width * 0.5f); - // jump (maybe scale down further) - blurVector.x += movementScale * (Vector3.Dot (transform.up, distanceVector) ) * (source.width * 0.5f); - // strafe (maybe scale down further) - blurVector.y += movementScale * (Vector3.Dot (transform.right, distanceVector) ) * (source.width * 0.5f); - } - - if (preview) // crude approximation - motionBlurMaterial.SetVector ("_BlurDirectionPacked", new Vector4 (previewScale.y, previewScale.x, 0.0f, previewScale.z) * 0.5f * _camera.fieldOfView); - else - motionBlurMaterial.SetVector ("_BlurDirectionPacked", blurVector); - } - else { - // generate velocity buffer - Graphics.Blit (source, velBuffer, motionBlurMaterial, 0); - - // patch up velocity buffer: - - // exclude certain layers (e.g. skinned objects as we cant really support that atm) - - Camera cam = null; - if (excludeLayers.value != 0)// || dynamicLayers.value) - cam = GetTmpCam (); - - if (cam && excludeLayers.value != 0 && replacementClear && replacementClear.isSupported) { - cam.targetTexture = velBuffer; - cam.cullingMask = excludeLayers; - cam.RenderWithShader (replacementClear, ""); - } - } - - if (!preview && Time.frameCount != prevFrameCount) { - // remember current transformation data for next frame - prevFrameCount = Time.frameCount; - Remember (); - } - - source.filterMode = FilterMode.Bilinear; - - // debug vel buffer: - if (showVelocity) { - // generate tile max and neighbour max - //Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2); - //Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3); - motionBlurMaterial.SetFloat ("_DisplayVelocityScale", showVelocityScale); - Graphics.Blit (velBuffer, destination, motionBlurMaterial, 1); - } - else { - if (filterType == MotionBlurFilter.ReconstructionDX11 && !fallbackFromDX11) { - // need to reset some parameters for dx11 shader - dx11MotionBlurMaterial.SetFloat ("_MinVelocity", minVelocity); - dx11MotionBlurMaterial.SetFloat ("_VelocityScale", velocityScale); - dx11MotionBlurMaterial.SetFloat ("_Jitter", jitter); - - // texture samplers - dx11MotionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture); - dx11MotionBlurMaterial.SetTexture ("_VelTex", velBuffer); - dx11MotionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax); - - dx11MotionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) ); - dx11MotionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity); - - // generate tile max and neighbour max - Graphics.Blit (velBuffer, tileMax, dx11MotionBlurMaterial, 0); - Graphics.Blit (tileMax, neighbourMax, dx11MotionBlurMaterial, 1); - - // final blur - Graphics.Blit (source, destination, dx11MotionBlurMaterial, 2); - } - else if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11) { - // 'reconstructing' properly integrated color - motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) ); - - // generate tile max and neighbour max - Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2); - Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3); - - // final blur - Graphics.Blit (source, destination, motionBlurMaterial, 4); - } - else if (filterType == MotionBlurFilter.CameraMotion) { - // orange box style motion blur - Graphics.Blit (source, destination, motionBlurMaterial, 6); - } - else if (filterType == MotionBlurFilter.ReconstructionDisc) { - // dof style motion blur defocuing and ellipse around the princical blur direction - // 'reconstructing' properly integrated color - motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) ); - - // generate tile max and neighbour max - Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2); - Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3); - - Graphics.Blit (source, destination, motionBlurMaterial, 7); - } - else { - // simple & fast blur (low quality): just blurring along velocity - Graphics.Blit (source, destination, motionBlurMaterial, 5); - } - } - - // cleanup - RenderTexture.ReleaseTemporary (velBuffer); - RenderTexture.ReleaseTemporary (tileMax); - RenderTexture.ReleaseTemporary (neighbourMax); - } - - void Remember () { - prevViewProjMat = currentViewProjMat; - prevFrameForward = transform.forward; - prevFrameUp = transform.up; - prevFramePos = transform.position; - } - - Camera GetTmpCam () { - if (tmpCam == null) { - string name = "_" + _camera.name + "_MotionBlurTmpCam"; - GameObject go = GameObject.Find (name); - if (null == go) // couldn't find, recreate - tmpCam = new GameObject (name, typeof (Camera)); - else - tmpCam = go; - } - - tmpCam.hideFlags = HideFlags.DontSave; - tmpCam.transform.position = _camera.transform.position; - tmpCam.transform.rotation = _camera.transform.rotation; - tmpCam.transform.localScale = _camera.transform.localScale; - tmpCam.GetComponent().CopyFrom(_camera); - - tmpCam.GetComponent().enabled = false; - tmpCam.GetComponent().depthTextureMode = DepthTextureMode.None; - tmpCam.GetComponent().clearFlags = CameraClearFlags.Nothing; - - return tmpCam.GetComponent(); - } - - void StartFrame () { - // take only x% of positional changes into account (camera motion) - // TODO: possibly do the same for rotational part - prevFramePos = Vector3.Slerp(prevFramePos, transform.position, 0.75f); - } - - static int divRoundUp (int x, int d) - { - return (x + d - 1) / d; - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs.meta deleted file mode 100644 index ef182009..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: 97e9b95cf609d96409b6c40519432957 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 85a88efa8c871af4a9d17c64791b6f4f, type: 3} - - dx11MotionBlurShader: {fileID: 4800000, guid: f1b13d7a80660504a858ea24cfa418c6, - type: 3} - - replacementClear: {fileID: 4800000, guid: 7699c5fbfa27745a1abe111ab7bf9785, type: 3} - - noiseTexture: {fileID: 2800000, guid: 31f5a8611c4ed1245b18456206e798dc, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs deleted file mode 100644 index 0425da96..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs +++ /dev/null @@ -1,181 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu ("Image Effects/Color Adjustments/Color Correction (Curves, Saturation)")] - public class ColorCorrectionCurves : PostEffectsBase - { - public enum ColorCorrectionMode - { - Simple = 0, - Advanced = 1 - } - - public AnimationCurve redChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve greenChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve blueChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - - public bool useDepthCorrection = false; - - public AnimationCurve zCurve = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve depthRedChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve depthGreenChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve depthBlueChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - - private Material ccMaterial; - private Material ccDepthMaterial; - private Material selectiveCcMaterial; - - private Texture2D rgbChannelTex; - private Texture2D rgbDepthChannelTex; - private Texture2D zCurveTex; - - public float saturation = 1.0f; - - public bool selectiveCc = false; - - public Color selectiveFromColor = Color.white; - public Color selectiveToColor = Color.white; - - public ColorCorrectionMode mode; - - public bool updateTextures = true; - - public Shader colorCorrectionCurvesShader = null; - public Shader simpleColorCorrectionCurvesShader = null; - public Shader colorCorrectionSelectiveShader = null; - - private bool updateTexturesOnStartup = true; - - - new void Start () - { - base.Start (); - updateTexturesOnStartup = true; - } - - void Awake () { } - - - public override bool CheckResources () - { - CheckSupport (mode == ColorCorrectionMode.Advanced); - - ccMaterial = CheckShaderAndCreateMaterial (simpleColorCorrectionCurvesShader, ccMaterial); - ccDepthMaterial = CheckShaderAndCreateMaterial (colorCorrectionCurvesShader, ccDepthMaterial); - selectiveCcMaterial = CheckShaderAndCreateMaterial (colorCorrectionSelectiveShader, selectiveCcMaterial); - - if (!rgbChannelTex) - rgbChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true); - if (!rgbDepthChannelTex) - rgbDepthChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true); - if (!zCurveTex) - zCurveTex = new Texture2D (256, 1, TextureFormat.ARGB32, false, true); - - rgbChannelTex.hideFlags = HideFlags.DontSave; - rgbDepthChannelTex.hideFlags = HideFlags.DontSave; - zCurveTex.hideFlags = HideFlags.DontSave; - - rgbChannelTex.wrapMode = TextureWrapMode.Clamp; - rgbDepthChannelTex.wrapMode = TextureWrapMode.Clamp; - zCurveTex.wrapMode = TextureWrapMode.Clamp; - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - public void UpdateParameters () - { - CheckResources(); // textures might not be created if we're tweaking UI while disabled - - if (redChannel != null && greenChannel != null && blueChannel != null) - { - for (float i = 0.0f; i <= 1.0f; i += 1.0f / 255.0f) - { - float rCh = Mathf.Clamp (redChannel.Evaluate(i), 0.0f, 1.0f); - float gCh = Mathf.Clamp (greenChannel.Evaluate(i), 0.0f, 1.0f); - float bCh = Mathf.Clamp (blueChannel.Evaluate(i), 0.0f, 1.0f); - - rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(rCh,rCh,rCh) ); - rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 1, new Color(gCh,gCh,gCh) ); - rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 2, new Color(bCh,bCh,bCh) ); - - float zC = Mathf.Clamp (zCurve.Evaluate(i), 0.0f,1.0f); - - zCurveTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(zC,zC,zC) ); - - rCh = Mathf.Clamp (depthRedChannel.Evaluate(i), 0.0f,1.0f); - gCh = Mathf.Clamp (depthGreenChannel.Evaluate(i), 0.0f,1.0f); - bCh = Mathf.Clamp (depthBlueChannel.Evaluate(i), 0.0f,1.0f); - - rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(rCh,rCh,rCh) ); - rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 1, new Color(gCh,gCh,gCh) ); - rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 2, new Color(bCh,bCh,bCh) ); - } - - rgbChannelTex.Apply (); - rgbDepthChannelTex.Apply (); - zCurveTex.Apply (); - } - } - - void UpdateTextures () - { - UpdateParameters (); - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - if (updateTexturesOnStartup) - { - UpdateParameters (); - updateTexturesOnStartup = false; - } - - if (useDepthCorrection) - GetComponent().depthTextureMode |= DepthTextureMode.Depth; - - RenderTexture renderTarget2Use = destination; - - if (selectiveCc) - { - renderTarget2Use = RenderTexture.GetTemporary (source.width, source.height); - } - - if (useDepthCorrection) - { - ccDepthMaterial.SetTexture ("_RgbTex", rgbChannelTex); - ccDepthMaterial.SetTexture ("_ZCurve", zCurveTex); - ccDepthMaterial.SetTexture ("_RgbDepthTex", rgbDepthChannelTex); - ccDepthMaterial.SetFloat ("_Saturation", saturation); - - Graphics.Blit (source, renderTarget2Use, ccDepthMaterial); - } - else - { - ccMaterial.SetTexture ("_RgbTex", rgbChannelTex); - ccMaterial.SetFloat ("_Saturation", saturation); - - Graphics.Blit (source, renderTarget2Use, ccMaterial); - } - - if (selectiveCc) - { - selectiveCcMaterial.SetColor ("selColor", selectiveFromColor); - selectiveCcMaterial.SetColor ("targetColor", selectiveToColor); - Graphics.Blit (renderTarget2Use, destination, selectiveCcMaterial); - - RenderTexture.ReleaseTemporary (renderTarget2Use); - } - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs.meta deleted file mode 100644 index e60e1660..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs.meta +++ /dev/null @@ -1,15 +0,0 @@ -fileFormatVersion: 2 -guid: 1fd999d1b2cf94a45a5b0a47ce074bef -MonoImporter: - serializedVersion: 2 - defaultReferences: - - colorCorrectionCurvesShader: {fileID: 4800000, guid: 62bcade1028c24ca1a39760ed84b9487, - type: 3} - - simpleColorCorrectionCurvesShader: {fileID: 4800000, guid: 438ddd58d82c84d9eb1fdc56111702e1, - type: 3} - - colorCorrectionSelectiveShader: {fileID: 4800000, guid: e515e0f94cefc4c0db54b45cba621544, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs deleted file mode 100644 index e85bb595..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs +++ /dev/null @@ -1,130 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu ("Image Effects/Color Adjustments/Color Correction (3D Lookup Texture)")] - public class ColorCorrectionLookup : PostEffectsBase - { - public Shader shader; - private Material material; - - // serialize this instead of having another 2d texture ref'ed - public Texture3D converted3DLut = null; - public string basedOnTempTex = ""; - - - public override bool CheckResources () { - CheckSupport (false); - - material = CheckShaderAndCreateMaterial (shader, material); - - if (!isSupported || !SystemInfo.supports3DTextures) - ReportAutoDisable (); - return isSupported; - } - - void OnDisable () { - if (material) { - DestroyImmediate (material); - material = null; - } - } - - void OnDestroy () { - if (converted3DLut) - DestroyImmediate (converted3DLut); - converted3DLut = null; - } - - public void SetIdentityLut () { - int dim = 16; - var newC = new Color[dim*dim*dim]; - float oneOverDim = 1.0f / (1.0f * dim - 1.0f); - - for(int i = 0; i < dim; i++) { - for(int j = 0; j < dim; j++) { - for(int k = 0; k < dim; k++) { - newC[i + (j*dim) + (k*dim*dim)] = new Color((i*1.0f)*oneOverDim, (j*1.0f)*oneOverDim, (k*1.0f)*oneOverDim, 1.0f); - } - } - } - - if (converted3DLut) - DestroyImmediate (converted3DLut); - converted3DLut = new Texture3D (dim, dim, dim, TextureFormat.ARGB32, false); - converted3DLut.SetPixels (newC); - converted3DLut.Apply (); - basedOnTempTex = ""; - } - - public bool ValidDimensions ( Texture2D tex2d) { - if (!tex2d) return false; - int h = tex2d.height; - if (h != Mathf.FloorToInt(Mathf.Sqrt(tex2d.width))) { - return false; - } - return true; - } - - public void Convert ( Texture2D temp2DTex, string path) { - - // conversion fun: the given 2D texture needs to be of the format - // w * h, wheras h is the 'depth' (or 3d dimension 'dim') and w = dim * dim - - if (temp2DTex) { - int dim = temp2DTex.width * temp2DTex.height; - dim = temp2DTex.height; - - if (!ValidDimensions(temp2DTex)) { - Debug.LogWarning ("The given 2D texture " + temp2DTex.name + " cannot be used as a 3D LUT."); - basedOnTempTex = ""; - return; - } - - var c = temp2DTex.GetPixels(); - var newC = new Color[c.Length]; - - for(int i = 0; i < dim; i++) { - for(int j = 0; j < dim; j++) { - for(int k = 0; k < dim; k++) { - int j_ = dim-j-1; - newC[i + (j*dim) + (k*dim*dim)] = c[k*dim+i+j_*dim*dim]; - } - } - } - - if (converted3DLut) - DestroyImmediate (converted3DLut); - converted3DLut = new Texture3D (dim, dim, dim, TextureFormat.ARGB32, false); - converted3DLut.SetPixels (newC); - converted3DLut.Apply (); - basedOnTempTex = path; - } - else { - // error, something went terribly wrong - Debug.LogError ("Couldn't color correct with 3D LUT texture. Image Effect will be disabled."); - } - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources () == false || !SystemInfo.supports3DTextures) { - Graphics.Blit (source, destination); - return; - } - - if (converted3DLut == null) { - SetIdentityLut (); - } - - int lutSize = converted3DLut.width; - converted3DLut.wrapMode = TextureWrapMode.Clamp; - material.SetFloat("_Scale", (lutSize - 1) / (1.0f*lutSize)); - material.SetFloat("_Offset", 1.0f / (2.0f * lutSize)); - material.SetTexture("_ClutTex", converted3DLut); - - Graphics.Blit (source, destination, material, QualitySettings.activeColorSpace == ColorSpace.Linear ? 1 : 0); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta deleted file mode 100644 index 82f6837f..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8cde8c0fd649d9b46bb403ba5e157391 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: b61f0d8d8244b4b28aa66b0c8cb46a8d, type: 3} - - converted3DLut: {instanceID: 0} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs deleted file mode 100644 index ae594f8b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs +++ /dev/null @@ -1,17 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Color Adjustments/Color Correction (Ramp)")] - public class ColorCorrectionRamp : ImageEffectBase { - public Texture textureRamp; - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) { - material.SetTexture ("_RampTex", textureRamp); - Graphics.Blit (source, destination, material); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta deleted file mode 100644 index 009d8415..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: ea59781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 67f8781cad112c75d0008dfa8d76c639, type: 3} - - textureRamp: {fileID: 2800000, guid: d440902fad11e807d00044888d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs deleted file mode 100644 index 00c28201..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs +++ /dev/null @@ -1,80 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent(typeof(Camera))] - [AddComponentMenu("Image Effects/Color Adjustments/Contrast Enhance (Unsharp Mask)")] - public class ContrastEnhance : PostEffectsBase - { - [Range(0.0f, 1.0f)] - public float intensity = 0.5f; - [Range(0.0f,0.999f)] - public float threshold = 0.0f; - - private Material separableBlurMaterial; - private Material contrastCompositeMaterial; - - [Range(0.0f,1.0f)] - public float blurSpread = 1.0f; - - public Shader separableBlurShader = null; - public Shader contrastCompositeShader = null; - - - public override bool CheckResources () - { - CheckSupport (false); - - contrastCompositeMaterial = CheckShaderAndCreateMaterial (contrastCompositeShader, contrastCompositeMaterial); - separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - int rtW = source.width; - int rtH = source.height; - - RenderTexture color2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); - - // downsample - - Graphics.Blit (source, color2); - RenderTexture color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0); - Graphics.Blit (color2, color4a); - RenderTexture.ReleaseTemporary (color2); - - // blur - - separableBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, (blurSpread * 1.0f) / color4a.height, 0.0f, 0.0f)); - RenderTexture color4b = RenderTexture.GetTemporary (rtW/4, rtH/4, 0); - Graphics.Blit (color4a, color4b, separableBlurMaterial); - RenderTexture.ReleaseTemporary (color4a); - - separableBlurMaterial.SetVector ("offsets", new Vector4 ((blurSpread * 1.0f) / color4a.width, 0.0f, 0.0f, 0.0f)); - color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0); - Graphics.Blit (color4b, color4a, separableBlurMaterial); - RenderTexture.ReleaseTemporary (color4b); - - // composite - - contrastCompositeMaterial.SetTexture ("_MainTexBlurred", color4a); - contrastCompositeMaterial.SetFloat ("intensity", intensity); - contrastCompositeMaterial.SetFloat ("threshold", threshold); - Graphics.Blit (source, destination, contrastCompositeMaterial); - - RenderTexture.ReleaseTemporary (color4a); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta deleted file mode 100644 index c469a7cf..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 3309686a9fbbe6e42a182d5e0257704c -MonoImporter: - serializedVersion: 2 - defaultReferences: - - separableBlurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, - type: 3} - - contrastCompositeShader: {fileID: 4800000, guid: 273404942eede4ea1883ca1fb2942507, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs deleted file mode 100644 index a349d5c0..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs +++ /dev/null @@ -1,200 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Color Adjustments/Contrast Stretch")] - public class ContrastStretch : MonoBehaviour - { - /// Adaptation speed - percents per frame, if playing at 30FPS. - /// Default is 0.02 (2% each 1/30s). - [Range(0.0001f, 1.0f)] - public float adaptationSpeed = 0.02f; - - /// If our scene is really dark (or really bright), we might not want to - /// stretch its contrast to the full range. - /// limitMinimum=0, limitMaximum=1 is the same as not applying the effect at all. - /// limitMinimum=1, limitMaximum=0 is always stretching colors to full range. - - /// The limit on the minimum luminance (0...1) - we won't go above this. - [Range(0.0f,1.0f)] - public float limitMinimum = 0.2f; - - /// The limit on the maximum luminance (0...1) - we won't go below this. - [Range(0.0f, 1.0f)] - public float limitMaximum = 0.6f; - - - // To maintain adaptation levels over time, we need two 1x1 render textures - // and ping-pong between them. - private RenderTexture[] adaptRenderTex = new RenderTexture[2]; - private int curAdaptIndex = 0; - - - // Computes scene luminance (grayscale) image - public Shader shaderLum; - private Material m_materialLum; - protected Material materialLum { - get { - if ( m_materialLum == null ) { - m_materialLum = new Material(shaderLum); - m_materialLum.hideFlags = HideFlags.HideAndDontSave; - } - return m_materialLum; - } - } - - // Reduces size of the image by 2x2, while computing maximum/minimum values. - // By repeatedly applying this shader, we reduce the initial luminance image - // to 1x1 image with minimum/maximum luminances found. - public Shader shaderReduce; - private Material m_materialReduce; - protected Material materialReduce { - get { - if ( m_materialReduce == null ) { - m_materialReduce = new Material(shaderReduce); - m_materialReduce.hideFlags = HideFlags.HideAndDontSave; - } - return m_materialReduce; - } - } - - // Adaptation shader - gradually "adapts" minimum/maximum luminances, - // based on currently adapted 1x1 image and the actual 1x1 image of the current scene. - public Shader shaderAdapt; - private Material m_materialAdapt; - protected Material materialAdapt { - get { - if ( m_materialAdapt == null ) { - m_materialAdapt = new Material(shaderAdapt); - m_materialAdapt.hideFlags = HideFlags.HideAndDontSave; - } - return m_materialAdapt; - } - } - - // Final pass - stretches the color values of the original scene, based on currently - // adpated minimum/maximum values. - public Shader shaderApply; - private Material m_materialApply; - protected Material materialApply { - get { - if ( m_materialApply == null ) { - m_materialApply = new Material(shaderApply); - m_materialApply.hideFlags = HideFlags.HideAndDontSave; - } - return m_materialApply; - } - } - - void Start() - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) { - enabled = false; - return; - } - - if (!shaderAdapt.isSupported || !shaderApply.isSupported || !shaderLum.isSupported || !shaderReduce.isSupported) { - enabled = false; - return; - } - } - - void OnEnable() - { - for( int i = 0; i < 2; ++i ) - { - if ( !adaptRenderTex[i] ) { - adaptRenderTex[i] = new RenderTexture(1, 1, 0); - adaptRenderTex[i].hideFlags = HideFlags.HideAndDontSave; - } - } - } - - void OnDisable() - { - for( int i = 0; i < 2; ++i ) - { - DestroyImmediate( adaptRenderTex[i] ); - adaptRenderTex[i] = null; - } - if ( m_materialLum ) - DestroyImmediate( m_materialLum ); - if ( m_materialReduce ) - DestroyImmediate( m_materialReduce ); - if ( m_materialAdapt ) - DestroyImmediate( m_materialAdapt ); - if ( m_materialApply ) - DestroyImmediate( m_materialApply ); - } - - - /// Apply the filter - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - // Blit to smaller RT and convert to luminance on the way - const int TEMP_RATIO = 1; // 4x4 smaller - RenderTexture rtTempSrc = RenderTexture.GetTemporary(source.width/TEMP_RATIO, source.height/TEMP_RATIO); - Graphics.Blit (source, rtTempSrc, materialLum); - - // Repeatedly reduce this image in size, computing min/max luminance values - // In the end we'll have 1x1 image with min/max luminances found. - const int FINAL_SIZE = 1; - //const int FINAL_SIZE = 1; - while( rtTempSrc.width > FINAL_SIZE || rtTempSrc.height > FINAL_SIZE ) - { - const int REDUCE_RATIO = 2; // our shader does 2x2 reduction - int destW = rtTempSrc.width / REDUCE_RATIO; - if ( destW < FINAL_SIZE ) destW = FINAL_SIZE; - int destH = rtTempSrc.height / REDUCE_RATIO; - if ( destH < FINAL_SIZE ) destH = FINAL_SIZE; - RenderTexture rtTempDst = RenderTexture.GetTemporary(destW,destH); - Graphics.Blit (rtTempSrc, rtTempDst, materialReduce); - - // Release old src temporary, and make new temporary the source - RenderTexture.ReleaseTemporary( rtTempSrc ); - rtTempSrc = rtTempDst; - } - - // Update viewer's adaptation level - CalculateAdaptation( rtTempSrc ); - - // Apply contrast strech to the original scene, using currently adapted parameters - materialApply.SetTexture("_AdaptTex", adaptRenderTex[curAdaptIndex] ); - Graphics.Blit (source, destination, materialApply); - - RenderTexture.ReleaseTemporary( rtTempSrc ); - } - - - /// Helper function to do gradual adaptation to min/max luminances - private void CalculateAdaptation( Texture curTexture ) - { - int prevAdaptIndex = curAdaptIndex; - curAdaptIndex = (curAdaptIndex+1) % 2; - - // Adaptation speed is expressed in percents/frame, based on 30FPS. - // Calculate the adaptation lerp, based on current FPS. - float adaptLerp = 1.0f - Mathf.Pow( 1.0f - adaptationSpeed, 30.0f * Time.deltaTime ); - const float kMinAdaptLerp = 0.01f; - adaptLerp = Mathf.Clamp( adaptLerp, kMinAdaptLerp, 1 ); - - materialAdapt.SetTexture("_CurTex", curTexture ); - materialAdapt.SetVector("_AdaptParams", new Vector4( - adaptLerp, - limitMinimum, - limitMaximum, - 0.0f - )); - // clear destination RT so its contents don't need to be restored - Graphics.SetRenderTarget(adaptRenderTex[curAdaptIndex]); - GL.Clear(false, true, Color.black); - Graphics.Blit ( - adaptRenderTex[prevAdaptIndex], - adaptRenderTex[curAdaptIndex], - materialAdapt); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta deleted file mode 100644 index a9285bb9..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: ec92b071d2d424aecb3e46f28eb63174 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shaderLum: {fileID: 4800000, guid: befbb4b9c320b4b18a08ef7afb93b6c9, type: 3} - - shaderReduce: {fileID: 4800000, guid: 57b33a14b6d5347c5a85c36f6cb3b280, type: 3} - - shaderAdapt: {fileID: 4800000, guid: 257bc83cbeb544540bd0e558aa9b1383, type: 3} - - shaderApply: {fileID: 4800000, guid: f4901f25d4e1542589348bbb89563d8e, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs deleted file mode 100644 index a26d007d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs +++ /dev/null @@ -1,82 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Edge Detection/Crease Shading")] - public class CreaseShading : PostEffectsBase - { - public float intensity = 0.5f; - public int softness = 1; - public float spread = 1.0f; - - public Shader blurShader = null; - private Material blurMaterial = null; - - public Shader depthFetchShader = null; - private Material depthFetchMaterial = null; - - public Shader creaseApplyShader = null; - private Material creaseApplyMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (true); - - blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); - depthFetchMaterial = CheckShaderAndCreateMaterial (depthFetchShader, depthFetchMaterial); - creaseApplyMaterial = CheckShaderAndCreateMaterial (creaseApplyShader, creaseApplyMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - int rtW = source.width; - int rtH = source.height; - - float widthOverHeight = (1.0f * rtW) / (1.0f * rtH); - float oneOverBaseSize = 1.0f / 512.0f; - - RenderTexture hrTex = RenderTexture.GetTemporary (rtW, rtH, 0); - RenderTexture lrTex1 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); - - Graphics.Blit (source,hrTex, depthFetchMaterial); - Graphics.Blit (hrTex, lrTex1); - - for(int i = 0; i < softness; i++) - { - RenderTexture lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); - blurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (lrTex1, lrTex2, blurMaterial); - RenderTexture.ReleaseTemporary (lrTex1); - lrTex1 = lrTex2; - - lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); - blurMaterial.SetVector ("offsets", new Vector4 (spread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (lrTex1, lrTex2, blurMaterial); - RenderTexture.ReleaseTemporary (lrTex1); - lrTex1 = lrTex2; - } - - creaseApplyMaterial.SetTexture ("_HrDepthTex", hrTex); - creaseApplyMaterial.SetTexture ("_LrDepthTex", lrTex1); - creaseApplyMaterial.SetFloat ("intensity", intensity); - Graphics.Blit (source,destination, creaseApplyMaterial); - - RenderTexture.ReleaseTemporary (hrTex); - RenderTexture.ReleaseTemporary (lrTex1); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta deleted file mode 100644 index c6ebebe0..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d64b4f3a592f28b44bf19223ac8b6cd2 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, type: 3} - - depthFetchShader: {fileID: 4800000, guid: 14768d3865b1342e3a861fbe19ba2db2, type: 3} - - creaseApplyShader: {fileID: 4800000, guid: b59984d82af624bd3b0c777f038276f2, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs deleted file mode 100644 index 59aee655..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs +++ /dev/null @@ -1,387 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Depth of Field (Lens Blur, Scatter, DX11)") ] - public class DepthOfField : PostEffectsBase { - - public bool visualizeFocus = false; - public float focalLength = 10.0f; - public float focalSize = 0.05f; - public float aperture = 0.5f; - public Transform focalTransform = null; - public float maxBlurSize = 2.0f; - public bool highResolution = false; - - public enum BlurType { - DiscBlur = 0, - DX11 = 1, - } - - public enum BlurSampleCount { - Low = 0, - Medium = 1, - High = 2, - } - - public BlurType blurType = BlurType.DiscBlur; - public BlurSampleCount blurSampleCount = BlurSampleCount.High; - - public bool nearBlur = false; - public float foregroundOverlap = 1.0f; - - public Shader dofHdrShader; - private Material dofHdrMaterial = null; - - public Shader dx11BokehShader; - private Material dx11bokehMaterial; - - public float dx11BokehThreshold = 0.5f; - public float dx11SpawnHeuristic = 0.0875f; - public Texture2D dx11BokehTexture = null; - public float dx11BokehScale = 1.2f; - public float dx11BokehIntensity = 2.5f; - - private float focalDistance01 = 10.0f; - private ComputeBuffer cbDrawArgs; - private ComputeBuffer cbPoints; - private float internalBlurWidth = 1.0f; - - private Camera cachedCamera; - - public override bool CheckResources () { - CheckSupport (true); // only requires depth, not HDR - - dofHdrMaterial = CheckShaderAndCreateMaterial (dofHdrShader, dofHdrMaterial); - if (supportDX11 && blurType == BlurType.DX11) { - dx11bokehMaterial = CheckShaderAndCreateMaterial(dx11BokehShader, dx11bokehMaterial); - CreateComputeResources (); - } - - if (!isSupported) - ReportAutoDisable (); - - return isSupported; - } - - void OnEnable () { - cachedCamera = GetComponent(); - cachedCamera.depthTextureMode |= DepthTextureMode.Depth; - } - - void OnDisable () { - ReleaseComputeResources (); - - if (dofHdrMaterial) DestroyImmediate(dofHdrMaterial); - dofHdrMaterial = null; - if (dx11bokehMaterial) DestroyImmediate(dx11bokehMaterial); - dx11bokehMaterial = null; - } - - void ReleaseComputeResources () { - if (cbDrawArgs != null) cbDrawArgs.Release(); - cbDrawArgs = null; - if (cbPoints != null) cbPoints.Release(); - cbPoints = null; - } - - void CreateComputeResources () { - if (cbDrawArgs == null) - { - cbDrawArgs = new ComputeBuffer (1, 16, ComputeBufferType.IndirectArguments); - var args= new int[4]; - args[0] = 0; args[1] = 1; args[2] = 0; args[3] = 0; - cbDrawArgs.SetData (args); - } - if (cbPoints == null) - { - cbPoints = new ComputeBuffer (90000, 12+16, ComputeBufferType.Append); - } - } - - float FocalDistance01 ( float worldDist) { - return cachedCamera.WorldToViewportPoint((worldDist-cachedCamera.nearClipPlane) * cachedCamera.transform.forward + cachedCamera.transform.position).z / (cachedCamera.farClipPlane-cachedCamera.nearClipPlane); - } - - private void WriteCoc ( RenderTexture fromTo, bool fgDilate) { - dofHdrMaterial.SetTexture("_FgOverlap", null); - - if (nearBlur && fgDilate) { - - int rtW = fromTo.width/2; - int rtH = fromTo.height/2; - - // capture fg coc - RenderTexture temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); - Graphics.Blit (fromTo, temp2, dofHdrMaterial, 4); - - // special blur - float fgAdjustment = internalBlurWidth * foregroundOverlap; - - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgAdjustment , 0.0f, fgAdjustment)); - RenderTexture temp1 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); - Graphics.Blit (temp2, temp1, dofHdrMaterial, 2); - RenderTexture.ReleaseTemporary(temp2); - - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgAdjustment, 0.0f, 0.0f, fgAdjustment)); - temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); - Graphics.Blit (temp1, temp2, dofHdrMaterial, 2); - RenderTexture.ReleaseTemporary(temp1); - - // "merge up" with background COC - dofHdrMaterial.SetTexture("_FgOverlap", temp2); - fromTo.MarkRestoreExpected(); // only touching alpha channel, RT restore expected - Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 13); - RenderTexture.ReleaseTemporary(temp2); - } - else { - // capture full coc in alpha channel (fromTo is not read, but bound to detect screen flip) - fromTo.MarkRestoreExpected(); // only touching alpha channel, RT restore expected - Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 0); - } - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (!CheckResources ()) { - Graphics.Blit (source, destination); - return; - } - - // clamp & prepare values so they make sense - - if (aperture < 0.0f) aperture = 0.0f; - if (maxBlurSize < 0.1f) maxBlurSize = 0.1f; - focalSize = Mathf.Clamp(focalSize, 0.0f, 2.0f); - internalBlurWidth = Mathf.Max(maxBlurSize, 0.0f); - - // focal & coc calculations - - focalDistance01 = (focalTransform) ? (cachedCamera.WorldToViewportPoint (focalTransform.position)).z / (cachedCamera.farClipPlane) : FocalDistance01 (focalLength); - dofHdrMaterial.SetVector("_CurveParams", new Vector4(1.0f, focalSize, (1.0f / (1.0f - aperture) - 1.0f), focalDistance01)); - - // possible render texture helpers - - RenderTexture rtLow = null; - RenderTexture rtLow2 = null; - RenderTexture rtSuperLow1 = null; - RenderTexture rtSuperLow2 = null; - float fgBlurDist = internalBlurWidth * foregroundOverlap; - - if (visualizeFocus) - { - - // - // 2. - // visualize coc - // - // - - WriteCoc (source, true); - Graphics.Blit (source, destination, dofHdrMaterial, 16); - } - else if ((blurType == BlurType.DX11) && dx11bokehMaterial) - { - - // - // 1. - // optimized dx11 bokeh scatter - // - // - - - if (highResolution) { - - internalBlurWidth = internalBlurWidth < 0.1f ? 0.1f : internalBlurWidth; - fgBlurDist = internalBlurWidth * foregroundOverlap; - - rtLow = RenderTexture.GetTemporary (source.width, source.height, 0, source.format); - - var dest2= RenderTexture.GetTemporary (source.width, source.height, 0, source.format); - - // capture COC - WriteCoc (source, false); - - // blur a bit so we can do a frequency check - rtSuperLow1 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format); - rtSuperLow2 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format); - - Graphics.Blit(source, rtSuperLow1, dofHdrMaterial, 15); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (1.5f, 0.0f, 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19); - - // capture fg coc - if (nearBlur) - Graphics.Blit (source, rtSuperLow2, dofHdrMaterial, 4); - - dx11bokehMaterial.SetTexture ("_BlurredColor", rtSuperLow1); - dx11bokehMaterial.SetFloat ("_SpawnHeuristic", dx11SpawnHeuristic); - dx11bokehMaterial.SetVector ("_BokehParams", new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshold, 0.005f, 4.0f), internalBlurWidth)); - dx11bokehMaterial.SetTexture ("_FgCocMask", nearBlur ? rtSuperLow2 : null); - - // collect bokeh candidates and replace with a darker pixel - Graphics.SetRandomWriteTarget (1, cbPoints); - Graphics.Blit (source, rtLow, dx11bokehMaterial, 0); - Graphics.ClearRandomWriteTargets (); - - // fg coc blur happens here (after collect!) - if (nearBlur) { - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); - Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 2); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist)); - Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 2); - - // merge fg coc with bg coc - Graphics.Blit (rtSuperLow2, rtLow, dofHdrMaterial, 3); - } - - // NEW: LAY OUT ALPHA on destination target so we get nicer outlines for the high rez version - Graphics.Blit (rtLow, dest2, dofHdrMaterial, 20); - - // box blur (easier to merge with bokeh buffer) - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); - Graphics.Blit (rtLow, source, dofHdrMaterial, 5); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth)); - Graphics.Blit (source, dest2, dofHdrMaterial, 21); - - // apply bokeh candidates - Graphics.SetRenderTarget (dest2); - ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0); - dx11bokehMaterial.SetBuffer ("pointBuffer", cbPoints); - dx11bokehMaterial.SetTexture ("_MainTex", dx11BokehTexture); - dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*source.width), 1.0f/(1.0f*source.height), internalBlurWidth)); - dx11bokehMaterial.SetPass (2); - - Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); - - Graphics.Blit (dest2, destination); // hackaround for DX11 high resolution flipfun (OPTIMIZEME) - - RenderTexture.ReleaseTemporary(dest2); - RenderTexture.ReleaseTemporary(rtSuperLow1); - RenderTexture.ReleaseTemporary(rtSuperLow2); - } - else { - rtLow = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); - rtLow2 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); - - fgBlurDist = internalBlurWidth * foregroundOverlap; - - // capture COC & color in low resolution - WriteCoc (source, false); - source.filterMode = FilterMode.Bilinear; - Graphics.Blit (source, rtLow, dofHdrMaterial, 6); - - // blur a bit so we can do a frequency check - rtSuperLow1 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format); - rtSuperLow2 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format); - - Graphics.Blit(rtLow, rtSuperLow1, dofHdrMaterial, 15); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (1.5f, 0.0f, 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19); - - RenderTexture rtLow3 = null; - - if (nearBlur) { - // capture fg coc - rtLow3 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); - Graphics.Blit (source, rtLow3, dofHdrMaterial, 4); - } - - dx11bokehMaterial.SetTexture ("_BlurredColor", rtSuperLow1); - dx11bokehMaterial.SetFloat ("_SpawnHeuristic", dx11SpawnHeuristic); - dx11bokehMaterial.SetVector ("_BokehParams", new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshold, 0.005f, 4.0f), internalBlurWidth)); - dx11bokehMaterial.SetTexture ("_FgCocMask", rtLow3); - - // collect bokeh candidates and replace with a darker pixel - Graphics.SetRandomWriteTarget (1, cbPoints); - Graphics.Blit (rtLow, rtLow2, dx11bokehMaterial, 0); - Graphics.ClearRandomWriteTargets (); - - RenderTexture.ReleaseTemporary(rtSuperLow1); - RenderTexture.ReleaseTemporary(rtSuperLow2); - - // fg coc blur happens here (after collect!) - if (nearBlur) { - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); - Graphics.Blit (rtLow3, rtLow, dofHdrMaterial, 2); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist)); - Graphics.Blit (rtLow, rtLow3, dofHdrMaterial, 2); - - // merge fg coc with bg coc - Graphics.Blit (rtLow3, rtLow2, dofHdrMaterial, 3); - } - - // box blur (easier to merge with bokeh buffer) - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); - Graphics.Blit (rtLow2, rtLow, dofHdrMaterial, 5); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth)); - Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, 5); - - // apply bokeh candidates - Graphics.SetRenderTarget (rtLow2); - ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0); - dx11bokehMaterial.SetBuffer ("pointBuffer", cbPoints); - dx11bokehMaterial.SetTexture ("_MainTex", dx11BokehTexture); - dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*rtLow2.width), 1.0f/(1.0f*rtLow2.height), internalBlurWidth)); - dx11bokehMaterial.SetPass (1); - Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); - - // upsample & combine - dofHdrMaterial.SetTexture ("_LowRez", rtLow2); - dofHdrMaterial.SetTexture ("_FgOverlap", rtLow3); - dofHdrMaterial.SetVector ("_Offsets", ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth * Vector4.one); - Graphics.Blit (source, destination, dofHdrMaterial, 9); - - if (rtLow3) RenderTexture.ReleaseTemporary(rtLow3); - } - } - else - { - - // - // 2. - // poisson disc style blur in low resolution - // - // - - source.filterMode = FilterMode.Bilinear; - - if (highResolution) internalBlurWidth *= 2.0f; - - WriteCoc (source, true); - - rtLow = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); - rtLow2 = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); - - int blurPass = (blurSampleCount == BlurSampleCount.High || blurSampleCount == BlurSampleCount.Medium) ? 17 : 11; - - if (highResolution) { - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.025f, internalBlurWidth)); - Graphics.Blit (source, destination, dofHdrMaterial, blurPass); - } - else { - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.1f, internalBlurWidth)); - - // blur - Graphics.Blit (source, rtLow, dofHdrMaterial, 6); - Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, blurPass); - - // cheaper blur in high resolution, upsample and combine - dofHdrMaterial.SetTexture("_LowRez", rtLow2); - dofHdrMaterial.SetTexture("_FgOverlap", null); - dofHdrMaterial.SetVector ("_Offsets", Vector4.one * ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth); - Graphics.Blit (source, destination, dofHdrMaterial, blurSampleCount == BlurSampleCount.High ? 18 : 12); - } - } - - if (rtLow) RenderTexture.ReleaseTemporary(rtLow); - if (rtLow2) RenderTexture.ReleaseTemporary(rtLow2); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs.meta deleted file mode 100644 index 82a4f57d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: bd70d448b18cfbc46af26466f752332c -MonoImporter: - serializedVersion: 2 - defaultReferences: - - focalTransform: {instanceID: 0} - - dofHdrShader: {fileID: 4800000, guid: acd613035ff3e455e8abf23fdc8c8c24, type: 3} - - dx11BokehShader: {fileID: 4800000, guid: d8e82664aa8686642a424c88ab10164a, type: 3} - - dx11BokehTexture: {fileID: 2800000, guid: a4cdca73d61814d33ac1587f6c163bca, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs deleted file mode 100644 index c0953df6..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs +++ /dev/null @@ -1,427 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Depth of Field (deprecated)") ] - public class DepthOfFieldDeprecated : PostEffectsBase - { - public enum Dof34QualitySetting - { - OnlyBackground = 1, - BackgroundAndForeground = 2, - } - - public enum DofResolution - { - High = 2, - Medium = 3, - Low = 4, - } - - public enum DofBlurriness - { - Low = 1, - High = 2, - VeryHigh = 4, - } - - public enum BokehDestination - { - Background = 0x1, - Foreground = 0x2, - BackgroundAndForeground = 0x3, - } - - static private int SMOOTH_DOWNSAMPLE_PASS = 6; - static private float BOKEH_EXTRA_BLUR = 2.0f; - - public Dof34QualitySetting quality = Dof34QualitySetting.OnlyBackground; - public DofResolution resolution = DofResolution.Low; - public bool simpleTweakMode = true; - - public float focalPoint = 1.0f; - public float smoothness = 0.5f; - - public float focalZDistance = 0.0f; - public float focalZStartCurve = 1.0f; - public float focalZEndCurve = 1.0f; - - private float focalStartCurve = 2.0f; - private float focalEndCurve = 2.0f; - private float focalDistance01 = 0.1f; - - public Transform objectFocus = null; - public float focalSize = 0.0f; - - public DofBlurriness bluriness = DofBlurriness.High; - public float maxBlurSpread = 1.75f; - - public float foregroundBlurExtrude = 1.15f; - - public Shader dofBlurShader; - private Material dofBlurMaterial = null; - - public Shader dofShader; - private Material dofMaterial = null; - - public bool visualize = false; - public BokehDestination bokehDestination = BokehDestination.Background; - - private float widthOverHeight = 1.25f; - private float oneOverBaseSize = 1.0f / 512.0f; - - public bool bokeh = false; - public bool bokehSupport = true; - public Shader bokehShader; - public Texture2D bokehTexture; - public float bokehScale = 2.4f; - public float bokehIntensity = 0.15f; - public float bokehThresholdContrast = 0.1f; - public float bokehThresholdLuminance = 0.55f; - public int bokehDownsample = 1; - private Material bokehMaterial; - - private Camera _camera; - - void CreateMaterials () { - dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial); - dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial); - bokehSupport = bokehShader.isSupported; - - if (bokeh && bokehSupport && bokehShader) - bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial); - } - - - public override bool CheckResources () { - CheckSupport (true); - - dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial); - dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial); - bokehSupport = bokehShader.isSupported; - - if (bokeh && bokehSupport && bokehShader) - bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnDisable () { - Quads.Cleanup (); - } - - void OnEnable () { - _camera = GetComponent(); - _camera.depthTextureMode |= DepthTextureMode.Depth; - } - - float FocalDistance01 ( float worldDist) { - return _camera.WorldToViewportPoint((worldDist-_camera.nearClipPlane) * _camera.transform.forward + _camera.transform.position).z / (_camera.farClipPlane-_camera.nearClipPlane); - } - - int GetDividerBasedOnQuality () { - int divider = 1; - if (resolution == DofResolution.Medium) - divider = 2; - else if (resolution == DofResolution.Low) - divider = 2; - return divider; - } - - int GetLowResolutionDividerBasedOnQuality ( int baseDivider) { - int lowTexDivider = baseDivider; - if (resolution == DofResolution.High) - lowTexDivider *= 2; - if (resolution == DofResolution.Low) - lowTexDivider *= 2; - return lowTexDivider; - } - - private RenderTexture foregroundTexture = null; - private RenderTexture mediumRezWorkTexture = null; - private RenderTexture finalDefocus = null; - private RenderTexture lowRezWorkTexture = null; - private RenderTexture bokehSource = null; - private RenderTexture bokehSource2 = null; - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - if (smoothness < 0.1f) - smoothness = 0.1f; - - // update needed focal & rt size parameter - - bokeh = bokeh && bokehSupport; - float bokehBlurAmplifier = bokeh ? BOKEH_EXTRA_BLUR : 1.0f; - - bool blurForeground = quality > Dof34QualitySetting.OnlyBackground; - float focal01Size = focalSize / (_camera.farClipPlane - _camera.nearClipPlane);; - - if (simpleTweakMode) { - focalDistance01 = objectFocus ? (_camera.WorldToViewportPoint (objectFocus.position)).z / (_camera.farClipPlane) : FocalDistance01 (focalPoint); - focalStartCurve = focalDistance01 * smoothness; - focalEndCurve = focalStartCurve; - blurForeground = blurForeground && (focalPoint > (_camera.nearClipPlane + Mathf.Epsilon)); - } - else { - if (objectFocus) { - var vpPoint= _camera.WorldToViewportPoint (objectFocus.position); - vpPoint.z = (vpPoint.z) / (_camera.farClipPlane); - focalDistance01 = vpPoint.z; - } - else - focalDistance01 = FocalDistance01 (focalZDistance); - - focalStartCurve = focalZStartCurve; - focalEndCurve = focalZEndCurve; - blurForeground = blurForeground && (focalPoint > (_camera.nearClipPlane + Mathf.Epsilon)); - } - - widthOverHeight = (1.0f * source.width) / (1.0f * source.height); - oneOverBaseSize = 1.0f / 512.0f; - - dofMaterial.SetFloat ("_ForegroundBlurExtrude", foregroundBlurExtrude); - dofMaterial.SetVector ("_CurveParams", new Vector4 (simpleTweakMode ? 1.0f / focalStartCurve : focalStartCurve, simpleTweakMode ? 1.0f / focalEndCurve : focalEndCurve, focal01Size * 0.5f, focalDistance01)); - dofMaterial.SetVector ("_InvRenderTargetSize", new Vector4 (1.0f / (1.0f * source.width), 1.0f / (1.0f * source.height),0.0f,0.0f)); - - int divider = GetDividerBasedOnQuality (); - int lowTexDivider = GetLowResolutionDividerBasedOnQuality (divider); - - AllocateTextures (blurForeground, source, divider, lowTexDivider); - - // WRITE COC to alpha channel - // source is only being bound to detect y texcoord flip - Graphics.Blit (source, source, dofMaterial, 3); - - // better DOWNSAMPLE (could actually be weighted for higher quality) - Downsample (source, mediumRezWorkTexture); - - // BLUR A LITTLE first, which has two purposes - // 1.) reduce jitter, noise, aliasing - // 2.) produce the little-blur buffer used in composition later - Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread); - - if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) - { - dofMaterial.SetVector ("_Threshhold", new Vector4(bokehThresholdContrast, bokehThresholdLuminance, 0.95f, 0.0f)); - - // add and mark the parts that should end up as bokeh shapes - Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11); - - // remove those parts (maybe even a little tittle bittle more) from the regurlarly blurred buffer - //Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10); - Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10); - - // maybe you want to reblur the small blur ... but not really needed. - //Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread); - - // bigger BLUR - Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread * bokehBlurAmplifier); - } - else { - // bigger BLUR - Downsample (mediumRezWorkTexture, lowRezWorkTexture); - Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread); - } - - dofBlurMaterial.SetTexture ("_TapLow", lowRezWorkTexture); - dofBlurMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture); - Graphics.Blit (null, finalDefocus, dofBlurMaterial, 3); - - // we are only adding bokeh now if the background is the only part we have to deal with - if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) - AddBokeh (bokehSource2, bokehSource, finalDefocus); - - dofMaterial.SetTexture ("_TapLowBackground", finalDefocus); - dofMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture); // needed for debugging/visualization - - // FINAL DEFOCUS (background) - Graphics.Blit (source, blurForeground ? foregroundTexture : destination, dofMaterial, visualize ? 2 : 0); - - // FINAL DEFOCUS (foreground) - if (blurForeground) { - // WRITE COC to alpha channel - Graphics.Blit (foregroundTexture, source, dofMaterial, 5); - - // DOWNSAMPLE (unweighted) - Downsample (source, mediumRezWorkTexture); - - // BLUR A LITTLE first, which has two purposes - // 1.) reduce jitter, noise, aliasing - // 2.) produce the little-blur buffer used in composition later - BlurFg (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 2, maxBlurSpread); - - if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) - { - dofMaterial.SetVector ("_Threshhold", new Vector4(bokehThresholdContrast * 0.5f, bokehThresholdLuminance, 0.0f, 0.0f)); - - // add and mark the parts that should end up as bokeh shapes - Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11); - - // remove the parts (maybe even a little tittle bittle more) that will end up in bokeh space - //Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10); - Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10); - - // big BLUR - BlurFg (lowRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread * bokehBlurAmplifier); - } - else { - // big BLUR - BlurFg (mediumRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread); - } - - // simple upsample once - Graphics.Blit (lowRezWorkTexture, finalDefocus); - - dofMaterial.SetTexture ("_TapLowForeground", finalDefocus); - Graphics.Blit (source, destination, dofMaterial, visualize ? 1 : 4); - - if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) - AddBokeh (bokehSource2, bokehSource, destination); - } - - ReleaseTextures (); - } - - void Blur ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) { - RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height); - if ((int)iterations > 1) { - BlurHex (from, to, blurPass, spread, tmp); - if ((int)iterations > 2) { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - } - else { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - RenderTexture.ReleaseTemporary (tmp); - } - - void BlurFg ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) { - // we want a nice, big coc, hence we need to tap once from this (higher resolution) texture - dofBlurMaterial.SetTexture ("_TapHigh", from); - - RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height); - if ((int)iterations > 1) { - BlurHex (from, to, blurPass, spread, tmp); - if ((int)iterations > 2) { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - } - else { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - RenderTexture.ReleaseTemporary (tmp); - } - - void BlurHex ( RenderTexture from, RenderTexture to, int blurPass, float spread, RenderTexture tmp) { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, -spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - - void Downsample ( RenderTexture from, RenderTexture to) { - dofMaterial.SetVector ("_InvRenderTargetSize", new Vector4 (1.0f / (1.0f * to.width), 1.0f / (1.0f * to.height), 0.0f, 0.0f)); - Graphics.Blit (from, to, dofMaterial, SMOOTH_DOWNSAMPLE_PASS); - } - - void AddBokeh ( RenderTexture bokehInfo, RenderTexture tempTex, RenderTexture finalTarget) { - if (bokehMaterial) { - var meshes = Quads.GetMeshes (tempTex.width, tempTex.height); // quads: exchanging more triangles with less overdraw - - RenderTexture.active = tempTex; - GL.Clear (false, true, new Color (0.0f, 0.0f, 0.0f, 0.0f)); - - GL.PushMatrix (); - GL.LoadIdentity (); - - // point filter mode is important, otherwise we get bokeh shape & size artefacts - bokehInfo.filterMode = FilterMode.Point; - - float arW = (bokehInfo.width * 1.0f) / (bokehInfo.height * 1.0f); - float sc = 2.0f / (1.0f * bokehInfo.width); - sc += bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize; - - bokehMaterial.SetTexture ("_Source", bokehInfo); - bokehMaterial.SetTexture ("_MainTex", bokehTexture); - bokehMaterial.SetVector ("_ArScale",new Vector4 (sc, sc * arW, 0.5f, 0.5f * arW)); - bokehMaterial.SetFloat ("_Intensity", bokehIntensity); - bokehMaterial.SetPass (0); - - foreach(Mesh m in meshes) - if (m) Graphics.DrawMeshNow (m, Matrix4x4.identity); - - GL.PopMatrix (); - - Graphics.Blit (tempTex, finalTarget, dofMaterial, 8); - - // important to set back as we sample from this later on - bokehInfo.filterMode = FilterMode.Bilinear; - } - } - - - void ReleaseTextures () { - if (foregroundTexture) RenderTexture.ReleaseTemporary (foregroundTexture); - if (finalDefocus) RenderTexture.ReleaseTemporary (finalDefocus); - if (mediumRezWorkTexture) RenderTexture.ReleaseTemporary (mediumRezWorkTexture); - if (lowRezWorkTexture) RenderTexture.ReleaseTemporary (lowRezWorkTexture); - if (bokehSource) RenderTexture.ReleaseTemporary (bokehSource); - if (bokehSource2) RenderTexture.ReleaseTemporary (bokehSource2); - } - - void AllocateTextures ( bool blurForeground, RenderTexture source, int divider, int lowTexDivider) { - foregroundTexture = null; - if (blurForeground) - foregroundTexture = RenderTexture.GetTemporary (source.width, source.height, 0); - mediumRezWorkTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0); - finalDefocus = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0); - lowRezWorkTexture = RenderTexture.GetTemporary (source.width / lowTexDivider, source.height / lowTexDivider, 0); - bokehSource = null; - bokehSource2 = null; - if (bokeh) { - bokehSource = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf); - bokehSource2 = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf); - bokehSource.filterMode = FilterMode.Bilinear; - bokehSource2.filterMode = FilterMode.Bilinear; - RenderTexture.active = bokehSource2; - GL.Clear (false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f)); - } - - // to make sure: always use bilinear filter setting - - source.filterMode = FilterMode.Bilinear; - finalDefocus.filterMode = FilterMode.Bilinear; - mediumRezWorkTexture.filterMode = FilterMode.Bilinear; - lowRezWorkTexture.filterMode = FilterMode.Bilinear; - if (foregroundTexture) - foregroundTexture.filterMode = FilterMode.Bilinear; - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta deleted file mode 100644 index b252a6ce..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: 83d8db0ec466c14429f58c68c16398a1 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - objectFocus: {instanceID: 0} - - dofBlurShader: {fileID: 4800000, guid: bb4af680337344a4abad65a4e8873c50, type: 3} - - dofShader: {fileID: 4800000, guid: 987fb0677d01f43ce8a9dbf12271e668, type: 3} - - bokehShader: {fileID: 4800000, guid: 57cdacf9b217546aaa18edf39a6151c0, type: 3} - - bokehTexture: {fileID: 2800000, guid: fc00ec05a89da4ff695a4273715cd5ce, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs deleted file mode 100644 index 9f95aa0f..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs +++ /dev/null @@ -1,89 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof (Camera))] - [AddComponentMenu ("Image Effects/Edge Detection/Edge Detection")] - public class EdgeDetection : PostEffectsBase - { - public enum EdgeDetectMode - { - TriangleDepthNormals = 0, - RobertsCrossDepthNormals = 1, - SobelDepth = 2, - SobelDepthThin = 3, - TriangleLuminance = 4, - } - - - public EdgeDetectMode mode = EdgeDetectMode.SobelDepthThin; - public float sensitivityDepth = 1.0f; - public float sensitivityNormals = 1.0f; - public float lumThreshold = 0.2f; - public float edgeExp = 1.0f; - public float sampleDist = 1.0f; - public float edgesOnly = 0.0f; - public Color edgesOnlyBgColor = Color.white; - - public Shader edgeDetectShader; - private Material edgeDetectMaterial = null; - private EdgeDetectMode oldMode = EdgeDetectMode.SobelDepthThin; - - - public override bool CheckResources () - { - CheckSupport (true); - - edgeDetectMaterial = CheckShaderAndCreateMaterial (edgeDetectShader,edgeDetectMaterial); - if (mode != oldMode) - SetCameraFlag (); - - oldMode = mode; - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - - new void Start () - { - oldMode = mode; - } - - void SetCameraFlag () - { - if (mode == EdgeDetectMode.SobelDepth || mode == EdgeDetectMode.SobelDepthThin) - GetComponent().depthTextureMode |= DepthTextureMode.Depth; - else if (mode == EdgeDetectMode.TriangleDepthNormals || mode == EdgeDetectMode.RobertsCrossDepthNormals) - GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals; - } - - void OnEnable () - { - SetCameraFlag(); - } - - [ImageEffectOpaque] - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources () == false) - { - Graphics.Blit (source, destination); - return; - } - - Vector2 sensitivity = new Vector2 (sensitivityDepth, sensitivityNormals); - edgeDetectMaterial.SetVector ("_Sensitivity", new Vector4 (sensitivity.x, sensitivity.y, 1.0f, sensitivity.y)); - edgeDetectMaterial.SetFloat ("_BgFade", edgesOnly); - edgeDetectMaterial.SetFloat ("_SampleDistance", sampleDist); - edgeDetectMaterial.SetVector ("_BgColor", edgesOnlyBgColor); - edgeDetectMaterial.SetFloat ("_Exponent", edgeExp); - edgeDetectMaterial.SetFloat ("_Threshold", lumThreshold); - - Graphics.Blit (source, destination, edgeDetectMaterial, (int) mode); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta deleted file mode 100644 index 22ad6e8d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 730475ee64f9a894bbac0d9e6f22e813 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - edgeDetectShader: {fileID: 4800000, guid: 0d1644bdf064147baa97f235fc5b4903, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs deleted file mode 100644 index 069affa7..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs +++ /dev/null @@ -1,46 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Displacement/Fisheye")] - public class Fisheye : PostEffectsBase - { - [Range(0.0f, 1.5f)] - public float strengthX = 0.05f; - [Range(0.0f, 1.5f)] - public float strengthY = 0.05f; - - public Shader fishEyeShader = null; - private Material fisheyeMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (false); - fisheyeMaterial = CheckShaderAndCreateMaterial(fishEyeShader,fisheyeMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - float oneOverBaseSize = 80.0f / 512.0f; // to keep values more like in the old version of fisheye - - float ar = (source.width * 1.0f) / (source.height * 1.0f); - - fisheyeMaterial.SetVector ("intensity", new Vector4 (strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize)); - Graphics.Blit (source, destination, fisheyeMaterial); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta deleted file mode 100644 index deb7976c..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4739c22ef73ad62488fe344c8fe9addd -MonoImporter: - serializedVersion: 2 - defaultReferences: - - fishEyeShader: {fileID: 4800000, guid: 874ceab4425f64bccb1d14032f4452b1, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs deleted file mode 100644 index 8a1bd96d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs +++ /dev/null @@ -1,150 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Rendering/Global Fog")] - class GlobalFog : PostEffectsBase - { - [Tooltip("Apply distance-based fog?")] - public bool distanceFog = true; - [Tooltip("Exclude far plane pixels from distance-based fog? (Skybox or clear color)")] - public bool excludeFarPixels = true; - [Tooltip("Distance fog is based on radial distance from camera when checked")] - public bool useRadialDistance = false; - [Tooltip("Apply height-based fog?")] - public bool heightFog = true; - [Tooltip("Fog top Y coordinate")] - public float height = 1.0f; - [Range(0.001f,10.0f)] - public float heightDensity = 2.0f; - [Tooltip("Push fog away from the camera by this amount")] - public float startDistance = 0.0f; - - public Shader fogShader = null; - private Material fogMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (true); - - fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - [ImageEffectOpaque] - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false || (!distanceFog && !heightFog)) - { - Graphics.Blit (source, destination); - return; - } - - Camera cam = GetComponent(); - Transform camtr = cam.transform; - float camNear = cam.nearClipPlane; - float camFar = cam.farClipPlane; - float camFov = cam.fieldOfView; - float camAspect = cam.aspect; - - Matrix4x4 frustumCorners = Matrix4x4.identity; - - float fovWHalf = camFov * 0.5f; - - Vector3 toRight = camtr.right * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * camAspect; - Vector3 toTop = camtr.up * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad); - - Vector3 topLeft = (camtr.forward * camNear - toRight + toTop); - float camScale = topLeft.magnitude * camFar/camNear; - - topLeft.Normalize(); - topLeft *= camScale; - - Vector3 topRight = (camtr.forward * camNear + toRight + toTop); - topRight.Normalize(); - topRight *= camScale; - - Vector3 bottomRight = (camtr.forward * camNear + toRight - toTop); - bottomRight.Normalize(); - bottomRight *= camScale; - - Vector3 bottomLeft = (camtr.forward * camNear - toRight - toTop); - bottomLeft.Normalize(); - bottomLeft *= camScale; - - frustumCorners.SetRow (0, topLeft); - frustumCorners.SetRow (1, topRight); - frustumCorners.SetRow (2, bottomRight); - frustumCorners.SetRow (3, bottomLeft); - - var camPos= camtr.position; - float FdotC = camPos.y-height; - float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f); - float excludeDepth = (excludeFarPixels ? 1.0f : 2.0f); - fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners); - fogMaterial.SetVector ("_CameraWS", camPos); - fogMaterial.SetVector ("_HeightParams", new Vector4 (height, FdotC, paramK, heightDensity*0.5f)); - fogMaterial.SetVector ("_DistanceParams", new Vector4 (-Mathf.Max(startDistance,0.0f), excludeDepth, 0, 0)); - - var sceneMode= RenderSettings.fogMode; - var sceneDensity= RenderSettings.fogDensity; - var sceneStart= RenderSettings.fogStartDistance; - var sceneEnd= RenderSettings.fogEndDistance; - Vector4 sceneParams; - bool linear = (sceneMode == FogMode.Linear); - float diff = linear ? sceneEnd - sceneStart : 0.0f; - float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f; - sceneParams.x = sceneDensity * 1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode - sceneParams.y = sceneDensity * 1.4426950408f; // density / ln(2), used by Exp fog mode - sceneParams.z = linear ? -invDiff : 0.0f; - sceneParams.w = linear ? sceneEnd * invDiff : 0.0f; - fogMaterial.SetVector ("_SceneFogParams", sceneParams); - fogMaterial.SetVector ("_SceneFogMode", new Vector4((int)sceneMode, useRadialDistance ? 1 : 0, 0, 0)); - - int pass = 0; - if (distanceFog && heightFog) - pass = 0; // distance + height - else if (distanceFog) - pass = 1; // distance only - else - pass = 2; // height only - CustomGraphicsBlit (source, destination, fogMaterial, pass); - } - - static void CustomGraphicsBlit (RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr) - { - RenderTexture.active = dest; - - fxMaterial.SetTexture ("_MainTex", source); - - GL.PushMatrix (); - GL.LoadOrtho (); - - fxMaterial.SetPass (passNr); - - GL.Begin (GL.QUADS); - - GL.MultiTexCoord2 (0, 0.0f, 0.0f); - GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL - - GL.MultiTexCoord2 (0, 1.0f, 0.0f); - GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR - - GL.MultiTexCoord2 (0, 1.0f, 1.0f); - GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR - - GL.MultiTexCoord2 (0, 0.0f, 1.0f); - GL.Vertex3 (0.0f, 1.0f, 0.0f); // TL - - GL.End (); - GL.PopMatrix (); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta deleted file mode 100644 index fa21d256..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 76b5ec6153a1d55438228df10fe66844 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - fogShader: {fileID: 4800000, guid: 70d8568987ac0499f952b54c7c13e265, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs deleted file mode 100644 index 369d5cde..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs +++ /dev/null @@ -1,21 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Color Adjustments/Grayscale")] - public class Grayscale : ImageEffectBase { - public Texture textureRamp; - - [Range(-1.0f,1.0f)] - public float rampOffset; - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) { - material.SetTexture("_RampTex", textureRamp); - material.SetFloat("_RampOffset", rampOffset); - Graphics.Blit (source, destination, material); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta deleted file mode 100644 index b23db623..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 243a781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: daf9781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs deleted file mode 100644 index 0158215f..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [RequireComponent(typeof (Camera))] - [AddComponentMenu("")] - public class ImageEffectBase : MonoBehaviour - { - /// Provides a shader property that is set in the inspector - /// and a material instantiated from the shader - public Shader shader; - - private Material m_Material; - - - protected virtual void Start() - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) - { - enabled = false; - return; - } - - // Disable the image effect if the shader can't - // run on the users graphics card - if (!shader || !shader.isSupported) - enabled = false; - } - - - protected Material material - { - get - { - if (m_Material == null) - { - m_Material = new Material(shader); - m_Material.hideFlags = HideFlags.HideAndDontSave; - } - return m_Material; - } - } - - - protected virtual void OnDisable() - { - if (m_Material) - { - DestroyImmediate(m_Material); - } - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta deleted file mode 100644 index f3c00250..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f6469eb0ad1119d6d00011d98d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs deleted file mode 100644 index c8d4afce..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs +++ /dev/null @@ -1,42 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - /// A Utility class for performing various image based rendering tasks. - [AddComponentMenu("")] - public class ImageEffects - { - public static void RenderDistortion(Material material, RenderTexture source, RenderTexture destination, float angle, Vector2 center, Vector2 radius) - { - bool invertY = source.texelSize.y < 0.0f; - if (invertY) - { - center.y = 1.0f - center.y; - angle = -angle; - } - - Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle), Vector3.one); - - material.SetMatrix("_RotationMatrix", rotationMatrix); - material.SetVector("_CenterRadius", new Vector4(center.x, center.y, radius.x, radius.y)); - material.SetFloat("_Angle", angle*Mathf.Deg2Rad); - - Graphics.Blit(source, destination, material); - } - - - [Obsolete("Use Graphics.Blit(source,dest) instead")] - public static void Blit(RenderTexture source, RenderTexture dest) - { - Graphics.Blit(source, dest); - } - - - [Obsolete("Use Graphics.Blit(source, destination, material) instead")] - public static void BlitWithMaterial(Material material, RenderTexture source, RenderTexture dest) - { - Graphics.Blit(source, dest, material); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta deleted file mode 100644 index 9d82a111..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta +++ /dev/null @@ -1,17 +0,0 @@ -fileFormatVersion: 2 -guid: 89a037199d11087f1100e2b844295342 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blitCopyShader: {fileID: 4800000, guid: 3338b5ea2f3cb594698fae65cf060346, type: 3} - - blitMultiplyShader: {fileID: 4800000, guid: 7034c801b78acab448cdcf845f7c352d, - type: 3} - - blitMultiply2XShader: {fileID: 4800000, guid: cde82987e0a884c4788c65f7b54390e8, - type: 3} - - blitAddShader: {fileID: 4800000, guid: c7515f214a63bdb42b6ae6335a00a8a4, type: 3} - - blitAddSmoothShader: {fileID: 4800000, guid: 7741a77a7c455d0418bc429bd508dc87, - type: 3} - - blitBlendShader: {fileID: 4800000, guid: f1cf7e9c98754c4429ff0f7cc1d9dd7b, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs deleted file mode 100644 index 39148685..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs +++ /dev/null @@ -1,76 +0,0 @@ -using System; -using UnityEngine; - -// This class implements simple ghosting type Motion Blur. -// If Extra Blur is selected, the scene will allways be a little blurred, -// as it is scaled to a smaller resolution. -// The effect works by accumulating the previous frames in an accumulation -// texture. -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Blur/Motion Blur (Color Accumulation)")] - [RequireComponent(typeof(Camera))] - public class MotionBlur : ImageEffectBase - { - [Range(0.0f, 0.92f)] - public float blurAmount = 0.8f; - public bool extraBlur = false; - - private RenderTexture accumTexture; - - override protected void Start() - { - if (!SystemInfo.supportsRenderTextures) - { - enabled = false; - return; - } - base.Start(); - } - - override protected void OnDisable() - { - base.OnDisable(); - DestroyImmediate(accumTexture); - } - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - // Create the accumulation texture - if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height) - { - DestroyImmediate(accumTexture); - accumTexture = new RenderTexture(source.width, source.height, 0); - accumTexture.hideFlags = HideFlags.HideAndDontSave; - Graphics.Blit( source, accumTexture ); - } - - // If Extra Blur is selected, downscale the texture to 4x4 smaller resolution. - if (extraBlur) - { - RenderTexture blurbuffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - accumTexture.MarkRestoreExpected(); - Graphics.Blit(accumTexture, blurbuffer); - Graphics.Blit(blurbuffer,accumTexture); - RenderTexture.ReleaseTemporary(blurbuffer); - } - - // Clamp the motion blur variable, so it can never leave permanent trails in the image - blurAmount = Mathf.Clamp( blurAmount, 0.0f, 0.92f ); - - // Setup the texture and floating point values in the shader - material.SetTexture("_MainTex", accumTexture); - material.SetFloat("_AccumOrig", 1.0F-blurAmount); - - // We are accumulating motion over frames without clear/discard - // by design, so silence any performance warnings from Unity - accumTexture.MarkRestoreExpected(); - - // Render the image using the motion blur shader - Graphics.Blit (source, accumTexture, material); - Graphics.Blit (accumTexture, destination); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta deleted file mode 100644 index 5fe9ed8a..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 478a2083ad114a07d000fbfb8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: e9ba2083ad114a07d000fbfb8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs deleted file mode 100644 index 3230bdb9..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs +++ /dev/null @@ -1,181 +0,0 @@ -using System; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Noise/Noise And Grain (Filmic)")] - public class NoiseAndGrain : PostEffectsBase - { - - public float intensityMultiplier = 0.25f; - - public float generalIntensity = 0.5f; - public float blackIntensity = 1.0f; - public float whiteIntensity = 1.0f; - public float midGrey = 0.2f; - - public bool dx11Grain = false; - public float softness = 0.0f; - public bool monochrome = false; - - public Vector3 intensities = new Vector3(1.0f, 1.0f, 1.0f); - public Vector3 tiling = new Vector3(64.0f, 64.0f, 64.0f); - public float monochromeTiling = 64.0f; - - public FilterMode filterMode = FilterMode.Bilinear; - - public Texture2D noiseTexture; - - public Shader noiseShader; - private Material noiseMaterial = null; - - public Shader dx11NoiseShader; - private Material dx11NoiseMaterial = null; - - private static float TILE_AMOUNT = 64.0f; - - - public override bool CheckResources () - { - CheckSupport (false); - - noiseMaterial = CheckShaderAndCreateMaterial (noiseShader, noiseMaterial); - - if (dx11Grain && supportDX11) - { -#if UNITY_EDITOR - dx11NoiseShader = Shader.Find("Hidden/NoiseAndGrainDX11"); -#endif - dx11NoiseMaterial = CheckShaderAndCreateMaterial (dx11NoiseShader, dx11NoiseMaterial); - } - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false || (null==noiseTexture)) - { - Graphics.Blit (source, destination); - if (null==noiseTexture) { - Debug.LogWarning("Noise & Grain effect failing as noise texture is not assigned. please assign.", transform); - } - return; - } - - softness = Mathf.Clamp(softness, 0.0f, 0.99f); - - if (dx11Grain && supportDX11) - { - // We have a fancy, procedural noise pattern in this version, so no texture needed - - dx11NoiseMaterial.SetFloat("_DX11NoiseTime", Time.frameCount); - dx11NoiseMaterial.SetTexture ("_NoiseTex", noiseTexture); - dx11NoiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities); - dx11NoiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey)); - dx11NoiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); - - if (softness > Mathf.Epsilon) - { - RenderTexture rt = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness))); - DrawNoiseQuadGrid (source, rt, dx11NoiseMaterial, noiseTexture, monochrome ? 3 : 2); - dx11NoiseMaterial.SetTexture("_NoiseTex", rt); - Graphics.Blit(source, destination, dx11NoiseMaterial, 4); - RenderTexture.ReleaseTemporary(rt); - } - else - DrawNoiseQuadGrid (source, destination, dx11NoiseMaterial, noiseTexture, (monochrome ? 1 : 0)); - } - else - { - // normal noise (DX9 style) - - if (noiseTexture) { - noiseTexture.wrapMode = TextureWrapMode.Repeat; - noiseTexture.filterMode = filterMode; - } - - noiseMaterial.SetTexture ("_NoiseTex", noiseTexture); - noiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities); - noiseMaterial.SetVector ("_NoiseTilingPerChannel", monochrome ? Vector3.one * monochromeTiling : tiling); - noiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey)); - noiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); - - if (softness > Mathf.Epsilon) - { - RenderTexture rt2 = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness))); - DrawNoiseQuadGrid (source, rt2, noiseMaterial, noiseTexture, 2); - noiseMaterial.SetTexture("_NoiseTex", rt2); - Graphics.Blit(source, destination, noiseMaterial, 1); - RenderTexture.ReleaseTemporary(rt2); - } - else - DrawNoiseQuadGrid (source, destination, noiseMaterial, noiseTexture, 0); - } - } - - static void DrawNoiseQuadGrid (RenderTexture source, RenderTexture dest, Material fxMaterial, Texture2D noise, int passNr) - { - RenderTexture.active = dest; - - float noiseSize = (noise.width * 1.0f); - float subDs = (1.0f * source.width) / TILE_AMOUNT; - - fxMaterial.SetTexture ("_MainTex", source); - - GL.PushMatrix (); - GL.LoadOrtho (); - - float aspectCorrection = (1.0f * source.width) / (1.0f * source.height); - float stepSizeX = 1.0f / subDs; - float stepSizeY = stepSizeX * aspectCorrection; - float texTile = noiseSize / (noise.width * 1.0f); - - fxMaterial.SetPass (passNr); - - GL.Begin (GL.QUADS); - - for (float x1 = 0.0f; x1 < 1.0f; x1 += stepSizeX) - { - for (float y1 = 0.0f; y1 < 1.0f; y1 += stepSizeY) - { - float tcXStart = Random.Range (0.0f, 1.0f); - float tcYStart = Random.Range (0.0f, 1.0f); - - //Vector3 v3 = Random.insideUnitSphere; - //Color c = new Color(v3.x, v3.y, v3.z); - - tcXStart = Mathf.Floor(tcXStart*noiseSize) / noiseSize; - tcYStart = Mathf.Floor(tcYStart*noiseSize) / noiseSize; - - float texTileMod = 1.0f / noiseSize; - - GL.MultiTexCoord2 (0, tcXStart, tcYStart); - GL.MultiTexCoord2 (1, 0.0f, 0.0f); - //GL.Color( c ); - GL.Vertex3 (x1, y1, 0.1f); - GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart); - GL.MultiTexCoord2 (1, 1.0f, 0.0f); - //GL.Color( c ); - GL.Vertex3 (x1 + stepSizeX, y1, 0.1f); - GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart + texTile * texTileMod); - GL.MultiTexCoord2 (1, 1.0f, 1.0f); - //GL.Color( c ); - GL.Vertex3 (x1 + stepSizeX, y1 + stepSizeY, 0.1f); - GL.MultiTexCoord2 (0, tcXStart, tcYStart + texTile * texTileMod); - GL.MultiTexCoord2 (1, 0.0f, 1.0f); - //GL.Color( c ); - GL.Vertex3 (x1, y1 + stepSizeY, 0.1f); - } - } - - GL.End (); - GL.PopMatrix (); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta deleted file mode 100644 index 6d740fca..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 9191284b058eef549b7108b5f04e1117 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - noiseTexture: {fileID: 2800000, guid: 7a632f967e8ad42f5bd275898151ab6a, type: 3} - - noiseShader: {fileID: 4800000, guid: b0249d8c935344451aa4de6db76f0688, type: 3} - - dx11NoiseShader: {fileID: 4800000, guid: 8b30686bb4322ab42ad5eb50a0210b58, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs deleted file mode 100644 index 4f894a93..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs +++ /dev/null @@ -1,142 +0,0 @@ -using System; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu("Image Effects/Noise/Noise and Scratches")] - public class NoiseAndScratches : MonoBehaviour - { - /// Monochrome noise just adds grain. Non-monochrome noise - /// more resembles VCR as it adds noise in YUV color space, - /// thus introducing magenta/green colors. - public bool monochrome = true; - private bool rgbFallback = false; - - // Noise grain takes random intensity from Min to Max. - [Range(0.0f,5.0f)] - public float grainIntensityMin = 0.1f; - [Range(0.0f, 5.0f)] - public float grainIntensityMax = 0.2f; - - /// The size of the noise grains (1 = one pixel). - [Range(0.1f, 50.0f)] - public float grainSize = 2.0f; - - // Scratches take random intensity from Min to Max. - [Range(0.0f, 5.0f)] - public float scratchIntensityMin = 0.05f; - [Range(0.0f, 5.0f)] - public float scratchIntensityMax = 0.25f; - - /// Scratches jump to another locations at this times per second. - [Range(1.0f, 30.0f)] - public float scratchFPS = 10.0f; - /// While scratches are in the same location, they jitter a bit. - [Range(0.0f, 1.0f)] - public float scratchJitter = 0.01f; - - public Texture grainTexture; - public Texture scratchTexture; - public Shader shaderRGB; - public Shader shaderYUV; - private Material m_MaterialRGB; - private Material m_MaterialYUV; - - private float scratchTimeLeft = 0.0f; - private float scratchX, scratchY; - - protected void Start () - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) { - enabled = false; - return; - } - - if ( shaderRGB == null || shaderYUV == null ) - { - Debug.Log( "Noise shaders are not set up! Disabling noise effect." ); - enabled = false; - } - else - { - if ( !shaderRGB.isSupported ) // disable effect if RGB shader is not supported - enabled = false; - else if ( !shaderYUV.isSupported ) // fallback to RGB if YUV is not supported - rgbFallback = true; - } - } - - protected Material material { - get { - if ( m_MaterialRGB == null ) { - m_MaterialRGB = new Material( shaderRGB ); - m_MaterialRGB.hideFlags = HideFlags.HideAndDontSave; - } - if ( m_MaterialYUV == null && !rgbFallback ) { - m_MaterialYUV = new Material( shaderYUV ); - m_MaterialYUV.hideFlags = HideFlags.HideAndDontSave; - } - return (!rgbFallback && !monochrome) ? m_MaterialYUV : m_MaterialRGB; - } - } - - protected void OnDisable() { - if ( m_MaterialRGB ) - DestroyImmediate( m_MaterialRGB ); - if ( m_MaterialYUV ) - DestroyImmediate( m_MaterialYUV ); - } - - private void SanitizeParameters() - { - grainIntensityMin = Mathf.Clamp( grainIntensityMin, 0.0f, 5.0f ); - grainIntensityMax = Mathf.Clamp( grainIntensityMax, 0.0f, 5.0f ); - scratchIntensityMin = Mathf.Clamp( scratchIntensityMin, 0.0f, 5.0f ); - scratchIntensityMax = Mathf.Clamp( scratchIntensityMax, 0.0f, 5.0f ); - scratchFPS = Mathf.Clamp( scratchFPS, 1, 30 ); - scratchJitter = Mathf.Clamp( scratchJitter, 0.0f, 1.0f ); - grainSize = Mathf.Clamp( grainSize, 0.1f, 50.0f ); - } - - // Called by the camera to apply the image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - SanitizeParameters(); - - if ( scratchTimeLeft <= 0.0f ) - { - scratchTimeLeft = Random.value * 2 / scratchFPS; // we have sanitized it earlier, won't be zero - scratchX = Random.value; - scratchY = Random.value; - } - scratchTimeLeft -= Time.deltaTime; - - Material mat = material; - - mat.SetTexture("_GrainTex", grainTexture); - mat.SetTexture("_ScratchTex", scratchTexture); - float grainScale = 1.0f / grainSize; // we have sanitized it earlier, won't be zero - mat.SetVector("_GrainOffsetScale", new Vector4( - Random.value, - Random.value, - (float)Screen.width / (float)grainTexture.width * grainScale, - (float)Screen.height / (float)grainTexture.height * grainScale - )); - mat.SetVector("_ScratchOffsetScale", new Vector4( - scratchX + Random.value*scratchJitter, - scratchY + Random.value*scratchJitter, - (float)Screen.width / (float) scratchTexture.width, - (float)Screen.height / (float) scratchTexture.height - )); - mat.SetVector("_Intensity", new Vector4( - Random.Range(grainIntensityMin, grainIntensityMax), - Random.Range(scratchIntensityMin, scratchIntensityMax), - 0, 0 )); - Graphics.Blit (source, destination, mat); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta deleted file mode 100644 index 6d5b8214..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: a88a26a276b4e47619ce2c5adad33fab -MonoImporter: - serializedVersion: 2 - defaultReferences: - - grainTexture: {fileID: 2800000, guid: ffa9c02760c2b4e8eb9814ec06c4b05b, type: 3} - - scratchTexture: {fileID: 2800000, guid: 6205c27cc031f4e66b8ea90d1bfaa158, type: 3} - - shaderRGB: {fileID: 4800000, guid: 5d7f4c401ae8946bcb0d6ff68a9e7466, type: 3} - - shaderYUV: {fileID: 4800000, guid: 0e447868506ba49f0a73235b8a8b647a, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs deleted file mode 100644 index 4909fd23..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs +++ /dev/null @@ -1,243 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - public class PostEffectsBase : MonoBehaviour - { - protected bool supportHDRTextures = true; - protected bool supportDX11 = false; - protected bool isSupported = true; - - protected Material CheckShaderAndCreateMaterial ( Shader s, Material m2Create) - { - if (!s) - { - Debug.Log("Missing shader in " + ToString ()); - enabled = false; - return null; - } - - if (s.isSupported && m2Create && m2Create.shader == s) - return m2Create; - - if (!s.isSupported) - { - NotSupported (); - Debug.Log("The shader " + s.ToString() + " on effect "+ToString()+" is not supported on this platform!"); - return null; - } - else - { - m2Create = new Material (s); - m2Create.hideFlags = HideFlags.DontSave; - if (m2Create) - return m2Create; - else return null; - } - } - - - protected Material CreateMaterial (Shader s, Material m2Create) - { - if (!s) - { - Debug.Log ("Missing shader in " + ToString ()); - return null; - } - - if (m2Create && (m2Create.shader == s) && (s.isSupported)) - return m2Create; - - if (!s.isSupported) - { - return null; - } - else - { - m2Create = new Material (s); - m2Create.hideFlags = HideFlags.DontSave; - if (m2Create) - return m2Create; - else return null; - } - } - - void OnEnable () - { - isSupported = true; - } - - protected bool CheckSupport () - { - return CheckSupport (false); - } - - - public virtual bool CheckResources () - { - Debug.LogWarning ("CheckResources () for " + ToString() + " should be overwritten."); - return isSupported; - } - - - protected void Start () - { - CheckResources (); - } - - protected bool CheckSupport (bool needDepth) - { - isSupported = true; - supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); - supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; - - if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) - { - NotSupported (); - return false; - } - - if (needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) - { - NotSupported (); - return false; - } - - if (needDepth) - GetComponent().depthTextureMode |= DepthTextureMode.Depth; - - return true; - } - - protected bool CheckSupport (bool needDepth, bool needHdr) - { - if (!CheckSupport(needDepth)) - return false; - - if (needHdr && !supportHDRTextures) - { - NotSupported (); - return false; - } - - return true; - } - - - public bool Dx11Support () - { - return supportDX11; - } - - - protected void ReportAutoDisable () - { - Debug.LogWarning ("The image effect " + ToString() + " has been disabled as it's not supported on the current platform."); - } - - // deprecated but needed for old effects to survive upgrading - bool CheckShader (Shader s) - { - Debug.Log("The shader " + s.ToString () + " on effect "+ ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); - if (!s.isSupported) - { - NotSupported (); - return false; - } - else - { - return false; - } - } - - - protected void NotSupported () - { - enabled = false; - isSupported = false; - return; - } - - - protected void DrawBorder (RenderTexture dest, Material material) - { - float x1; - float x2; - float y1; - float y2; - - RenderTexture.active = dest; - bool invertY = true; // source.texelSize.y < 0.0ff; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadOrtho(); - - for (int i = 0; i < material.passCount; i++) - { - material.SetPass(i); - - float y1_; float y2_; - if (invertY) - { - y1_ = 1.0f; y2_ = 0.0f; - } - else - { - y1_ = 0.0f; y2_ = 1.0f; - } - - // left - x1 = 0.0f; - x2 = 0.0f + 1.0f/(dest.width*1.0f); - y1 = 0.0f; - y2 = 1.0f; - GL.Begin(GL.QUADS); - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // right - x1 = 1.0f - 1.0f/(dest.width*1.0f); - x2 = 1.0f; - y1 = 0.0f; - y2 = 1.0f; - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // top - x1 = 0.0f; - x2 = 1.0f; - y1 = 0.0f; - y2 = 0.0f + 1.0f/(dest.height*1.0f); - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // bottom - x1 = 0.0f; - x2 = 1.0f; - y1 = 1.0f - 1.0f/(dest.height*1.0f); - y2 = 1.0f; - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - GL.End(); - } - - GL.PopMatrix(); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs deleted file mode 100644 index 156370f3..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs +++ /dev/null @@ -1,188 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - class PostEffectsHelper : MonoBehaviour - { - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - Debug.Log("OnRenderImage in Helper called ..."); - } - - static void DrawLowLevelPlaneAlignedWithCamera ( - float dist , - RenderTexture source, RenderTexture dest , - Material material , - Camera cameraForProjectionMatrix ) - { - // Make the destination texture the target for all rendering - RenderTexture.active = dest; - // Assign the source texture to a property from a shader - material.SetTexture("_MainTex", source); - bool invertY = true; // source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadIdentity(); - GL.LoadProjectionMatrix(cameraForProjectionMatrix.projectionMatrix); - - float fovYHalfRad = cameraForProjectionMatrix.fieldOfView * 0.5f * Mathf.Deg2Rad; - float cotangent = Mathf.Cos(fovYHalfRad) / Mathf.Sin(fovYHalfRad); - float asp = cameraForProjectionMatrix.aspect; - - float x1 = asp/-cotangent; - float x2 = asp/cotangent; - float y1 = 1.0f/-cotangent; - float y2 = 1.0f/cotangent; - - float sc = 1.0f; // magic constant (for now) - - x1 *= dist * sc; - x2 *= dist * sc; - y1 *= dist * sc; - y2 *= dist * sc; - - float z1 = -dist; - - for (int i = 0; i < material.passCount; i++) - { - material.SetPass(i); - - GL.Begin(GL.QUADS); - float y1_; float y2_; - if (invertY) - { - y1_ = 1.0f; y2_ = 0.0f; - } - else - { - y1_ = 0.0f; y2_ = 1.0f; - } - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, z1); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, z1); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, z1); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, z1); - GL.End(); - } - - GL.PopMatrix(); - } - - static void DrawBorder ( - RenderTexture dest , - Material material ) - { - float x1; - float x2; - float y1; - float y2; - - RenderTexture.active = dest; - bool invertY = true; // source.texelSize.y < 0.0ff; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadOrtho(); - - for (int i = 0; i < material.passCount; i++) - { - material.SetPass(i); - - float y1_; float y2_; - if (invertY) - { - y1_ = 1.0f; y2_ = 0.0f; - } - else - { - y1_ = 0.0f; y2_ = 1.0f; - } - - // left - x1 = 0.0f; - x2 = 0.0f + 1.0f/(dest.width*1.0f); - y1 = 0.0f; - y2 = 1.0f; - GL.Begin(GL.QUADS); - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // right - x1 = 1.0f - 1.0f/(dest.width*1.0f); - x2 = 1.0f; - y1 = 0.0f; - y2 = 1.0f; - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // top - x1 = 0.0f; - x2 = 1.0f; - y1 = 0.0f; - y2 = 0.0f + 1.0f/(dest.height*1.0f); - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // bottom - x1 = 0.0f; - x2 = 1.0f; - y1 = 1.0f - 1.0f/(dest.height*1.0f); - y2 = 1.0f; - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - GL.End(); - } - - GL.PopMatrix(); - } - - static void DrawLowLevelQuad ( float x1, float x2, float y1, float y2, RenderTexture source, RenderTexture dest, Material material ) - { - // Make the destination texture the target for all rendering - RenderTexture.active = dest; - // Assign the source texture to a property from a shader - material.SetTexture("_MainTex", source); - bool invertY = true; // source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadOrtho(); - - for (int i = 0; i < material.passCount; i++) - { - material.SetPass(i); - - GL.Begin(GL.QUADS); - float y1_; float y2_; - if (invertY) - { - y1_ = 1.0f; y2_ = 0.0f; - } - else - { - y1_ = 0.0f; y2_ = 1.0f; - } - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - GL.End(); - } - - GL.PopMatrix(); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs deleted file mode 100644 index 3d2cacac..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs +++ /dev/null @@ -1,125 +0,0 @@ -using System; -using UnityEngine; -using Object = UnityEngine.Object; - -// same as Triangles but creates quads instead which generally -// saves fillrate at the expense for more triangles to issue -namespace UnityStandardAssets.ImageEffects -{ - class Quads - { - static Mesh[] meshes; - static int currentQuads = 0; - - static bool HasMeshes () - { - if (meshes == null) - return false; - foreach (Mesh m in meshes) - if (null == m) - return false; - return true; - } - - - public static void Cleanup () - { - if (meshes == null) - return; - - for (int i = 0; i < meshes.Length; i++) - { - if (null != meshes[i]) - { - Object.DestroyImmediate (meshes[i]); - meshes[i] = null; - } - } - meshes = null; - } - - - public static Mesh[] GetMeshes ( int totalWidth, int totalHeight) - { - if (HasMeshes () && (currentQuads == (totalWidth * totalHeight))) { - return meshes; - } - - int maxQuads = 65000 / 6; - int totalQuads = totalWidth * totalHeight; - currentQuads = totalQuads; - - int meshCount = Mathf.CeilToInt ((1.0f * totalQuads) / (1.0f * maxQuads)); - - meshes = new Mesh [meshCount]; - - int i = 0; - int index = 0; - for (i = 0; i < totalQuads; i += maxQuads) - { - int quads = Mathf.FloorToInt (Mathf.Clamp ((totalQuads-i), 0, maxQuads)); - - meshes[index] = GetMesh (quads, i, totalWidth, totalHeight); - index++; - } - - return meshes; - } - - static Mesh GetMesh (int triCount, int triOffset, int totalWidth, int totalHeight) - { - var mesh = new Mesh (); - mesh.hideFlags = HideFlags.DontSave; - - var verts = new Vector3[triCount * 4]; - var uvs = new Vector2[triCount * 4]; - var uvs2 = new Vector2[triCount * 4]; - var tris = new int[triCount * 6]; - - for (int i = 0; i < triCount; i++) - { - int i4 = i * 4; - int i6 = i * 6; - - int vertexWithOffset = triOffset + i; - - float x = Mathf.Floor (vertexWithOffset % totalWidth) / totalWidth; - float y = Mathf.Floor (vertexWithOffset / totalWidth) / totalHeight; - - Vector3 position = new Vector3 (x * 2 - 1, y * 2 - 1, 1.0f); - - verts[i4 + 0] = position; - verts[i4 + 1] = position; - verts[i4 + 2] = position; - verts[i4 + 3] = position; - - uvs[i4 + 0] = new Vector2 (0.0f, 0.0f); - uvs[i4 + 1] = new Vector2 (1.0f, 0.0f); - uvs[i4 + 2] = new Vector2 (0.0f, 1.0f); - uvs[i4 + 3] = new Vector2 (1.0f, 1.0f); - - uvs2[i4 + 0] = new Vector2 (x, y); - uvs2[i4 + 1] = new Vector2 (x, y); - uvs2[i4 + 2] = new Vector2 (x, y); - uvs2[i4 + 3] = new Vector2 (x, y); - - tris[i6 + 0] = i4 + 0; - tris[i6 + 1] = i4 + 1; - tris[i6 + 2] = i4 + 2; - - tris[i6 + 3] = i4 + 1; - tris[i6 + 4] = i4 + 2; - tris[i6 + 5] = i4 + 3; - - } - - mesh.vertices = verts; - mesh.triangles = tris; - mesh.uv = uvs; - mesh.uv2 = uvs2; - - return mesh; - } - - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta deleted file mode 100644 index 14c9d592..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a20852ce049f64e4695a48b6a354be83 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs deleted file mode 100644 index 790593ce..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs +++ /dev/null @@ -1,69 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Other/Screen Overlay")] - public class ScreenOverlay : PostEffectsBase - { - public enum OverlayBlendMode - { - Additive = 0, - ScreenBlend = 1, - Multiply = 2, - Overlay = 3, - AlphaBlend = 4, - } - - public OverlayBlendMode blendMode = OverlayBlendMode.Overlay; - public float intensity = 1.0f; - public Texture2D texture = null; - - public Shader overlayShader = null; - private Material overlayMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (false); - - overlayMaterial = CheckShaderAndCreateMaterial (overlayShader, overlayMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit (source, destination); - return; - } - - Vector4 UV_Transform = new Vector4(1, 0, 0, 1); - - #if UNITY_WP8 - // WP8 has no OS support for rotating screen with device orientation, - // so we do those transformations ourselves. - if (Screen.orientation == ScreenOrientation.LandscapeLeft) { - UV_Transform = new Vector4(0, -1, 1, 0); - } - if (Screen.orientation == ScreenOrientation.LandscapeRight) { - UV_Transform = new Vector4(0, 1, -1, 0); - } - if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) { - UV_Transform = new Vector4(-1, 0, 0, -1); - } - #endif - - overlayMaterial.SetVector("_UV_Transform", UV_Transform); - overlayMaterial.SetFloat ("_Intensity", intensity); - overlayMaterial.SetTexture ("_Overlay", texture); - Graphics.Blit (source, destination, overlayMaterial, (int) blendMode); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta deleted file mode 100644 index 75c03f9a..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6f19108706fdce9469603d07980eb8ad -MonoImporter: - serializedVersion: 2 - defaultReferences: - - texture: {instanceID: 0} - - overlayShader: {fileID: 4800000, guid: 8c81db0e527d24acc9bcec04e87781bd, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs deleted file mode 100644 index a6e6f789..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs +++ /dev/null @@ -1,101 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Rendering/Screen Space Ambient Obscurance")] - class ScreenSpaceAmbientObscurance : PostEffectsBase { - [Range (0,3)] - public float intensity = 0.5f; - [Range (0.1f,3)] - public float radius = 0.2f; - [Range (0,3)] - public int blurIterations = 1; - [Range (0,5)] - public float blurFilterDistance = 1.25f; - [Range (0,1)] - public int downsample = 0; - - public Texture2D rand = null; - public Shader aoShader= null; - - private Material aoMaterial = null; - - public override bool CheckResources () { - CheckSupport (true); - - aoMaterial = CheckShaderAndCreateMaterial (aoShader, aoMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnDisable () { - if (aoMaterial) - DestroyImmediate (aoMaterial); - aoMaterial = null; - } - - [ImageEffectOpaque] - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources () == false) { - Graphics.Blit (source, destination); - return; - } - - Matrix4x4 P = GetComponent().projectionMatrix; - var invP= P.inverse; - Vector4 projInfo = new Vector4 - ((-2.0f / (Screen.width * P[0])), - (-2.0f / (Screen.height * P[5])), - ((1.0f - P[2]) / P[0]), - ((1.0f + P[6]) / P[5])); - - aoMaterial.SetVector ("_ProjInfo", projInfo); // used for unprojection - aoMaterial.SetMatrix ("_ProjectionInv", invP); // only used for reference - aoMaterial.SetTexture ("_Rand", rand); // not needed for DX11 :) - aoMaterial.SetFloat ("_Radius", radius); - aoMaterial.SetFloat ("_Radius2", radius*radius); - aoMaterial.SetFloat ("_Intensity", intensity); - aoMaterial.SetFloat ("_BlurFilterDistance", blurFilterDistance); - - int rtW = source.width; - int rtH = source.height; - - RenderTexture tmpRt = RenderTexture.GetTemporary (rtW>>downsample, rtH>>downsample); - RenderTexture tmpRt2; - - Graphics.Blit (source, tmpRt, aoMaterial, 0); - - if (downsample > 0) { - tmpRt2 = RenderTexture.GetTemporary (rtW, rtH); - Graphics.Blit(tmpRt, tmpRt2, aoMaterial, 4); - RenderTexture.ReleaseTemporary (tmpRt); - tmpRt = tmpRt2; - - // @NOTE: it's probably worth a shot to blur in low resolution - // instead with a bilat-upsample afterwards ... - } - - for (int i = 0; i < blurIterations; i++) { - aoMaterial.SetVector("_Axis", new Vector2(1.0f,0.0f)); - tmpRt2 = RenderTexture.GetTemporary (rtW, rtH); - Graphics.Blit (tmpRt, tmpRt2, aoMaterial, 1); - RenderTexture.ReleaseTemporary (tmpRt); - - aoMaterial.SetVector("_Axis", new Vector2(0.0f,1.0f)); - tmpRt = RenderTexture.GetTemporary (rtW, rtH); - Graphics.Blit (tmpRt2, tmpRt, aoMaterial, 1); - RenderTexture.ReleaseTemporary (tmpRt2); - } - - aoMaterial.SetTexture ("_AOTex", tmpRt); - Graphics.Blit (source, destination, aoMaterial, 2); - - RenderTexture.ReleaseTemporary (tmpRt); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta deleted file mode 100644 index 99d44527..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 75febd242c999f04d9654522a10c006b -MonoImporter: - serializedVersion: 2 - defaultReferences: - - rand: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} - - aoShader: {fileID: 4800000, guid: 95616c020c5604dda96cf76afbbc0272, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs deleted file mode 100644 index 7981ff8f..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs +++ /dev/null @@ -1,205 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu("Image Effects/Rendering/Screen Space Ambient Occlusion")] - public class ScreenSpaceAmbientOcclusion : MonoBehaviour - { - public enum SSAOSamples - { - Low = 0, - Medium = 1, - High = 2, - } - - [Range(0.05f, 1.0f)] - public float m_Radius = 0.4f; - public SSAOSamples m_SampleCount = SSAOSamples.Medium; - [Range(0.5f, 4.0f)] - public float m_OcclusionIntensity = 1.5f; - [Range(0, 4)] - public int m_Blur = 2; - [Range(1,6)] - public int m_Downsampling = 2; - [Range(0.2f, 2.0f)] - public float m_OcclusionAttenuation = 1.0f; - [Range(0.00001f, 0.5f)] - public float m_MinZ = 0.01f; - - public Shader m_SSAOShader; - private Material m_SSAOMaterial; - - public Texture2D m_RandomTexture; - - private bool m_Supported; - - private static Material CreateMaterial (Shader shader) - { - if (!shader) - return null; - Material m = new Material (shader); - m.hideFlags = HideFlags.HideAndDontSave; - return m; - } - private static void DestroyMaterial (Material mat) - { - if (mat) - { - DestroyImmediate (mat); - mat = null; - } - } - - - void OnDisable() - { - DestroyMaterial (m_SSAOMaterial); - } - - void Start() - { - if (!SystemInfo.supportsImageEffects || !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) - { - m_Supported = false; - enabled = false; - return; - } - - CreateMaterials (); - if (!m_SSAOMaterial || m_SSAOMaterial.passCount != 5) - { - m_Supported = false; - enabled = false; - return; - } - - //CreateRandomTable (26, 0.2f); - - m_Supported = true; - } - - void OnEnable () { - GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals; - } - - private void CreateMaterials () - { - if (!m_SSAOMaterial && m_SSAOShader.isSupported) - { - m_SSAOMaterial = CreateMaterial (m_SSAOShader); - m_SSAOMaterial.SetTexture ("_RandomTexture", m_RandomTexture); - } - } - - [ImageEffectOpaque] - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (!m_Supported || !m_SSAOShader.isSupported) { - enabled = false; - return; - } - CreateMaterials (); - - m_Downsampling = Mathf.Clamp (m_Downsampling, 1, 6); - m_Radius = Mathf.Clamp (m_Radius, 0.05f, 1.0f); - m_MinZ = Mathf.Clamp (m_MinZ, 0.00001f, 0.5f); - m_OcclusionIntensity = Mathf.Clamp (m_OcclusionIntensity, 0.5f, 4.0f); - m_OcclusionAttenuation = Mathf.Clamp (m_OcclusionAttenuation, 0.2f, 2.0f); - m_Blur = Mathf.Clamp (m_Blur, 0, 4); - - // Render SSAO term into a smaller texture - RenderTexture rtAO = RenderTexture.GetTemporary (source.width / m_Downsampling, source.height / m_Downsampling, 0); - float fovY = GetComponent().fieldOfView; - float far = GetComponent().farClipPlane; - float y = Mathf.Tan (fovY * Mathf.Deg2Rad * 0.5f) * far; - float x = y * GetComponent().aspect; - m_SSAOMaterial.SetVector ("_FarCorner", new Vector3(x,y,far)); - int noiseWidth, noiseHeight; - if (m_RandomTexture) { - noiseWidth = m_RandomTexture.width; - noiseHeight = m_RandomTexture.height; - } else { - noiseWidth = 1; noiseHeight = 1; - } - m_SSAOMaterial.SetVector ("_NoiseScale", new Vector3 ((float)rtAO.width / noiseWidth, (float)rtAO.height / noiseHeight, 0.0f)); - m_SSAOMaterial.SetVector ("_Params", new Vector4( - m_Radius, - m_MinZ, - 1.0f / m_OcclusionAttenuation, - m_OcclusionIntensity)); - - bool doBlur = m_Blur > 0; - Graphics.Blit (doBlur ? null : source, rtAO, m_SSAOMaterial, (int)m_SampleCount); - - if (doBlur) - { - // Blur SSAO horizontally - RenderTexture rtBlurX = RenderTexture.GetTemporary (source.width, source.height, 0); - m_SSAOMaterial.SetVector ("_TexelOffsetScale", - new Vector4 ((float)m_Blur / source.width, 0,0,0)); - m_SSAOMaterial.SetTexture ("_SSAO", rtAO); - Graphics.Blit (null, rtBlurX, m_SSAOMaterial, 3); - RenderTexture.ReleaseTemporary (rtAO); // original rtAO not needed anymore - - // Blur SSAO vertically - RenderTexture rtBlurY = RenderTexture.GetTemporary (source.width, source.height, 0); - m_SSAOMaterial.SetVector ("_TexelOffsetScale", - new Vector4 (0, (float)m_Blur/source.height, 0,0)); - m_SSAOMaterial.SetTexture ("_SSAO", rtBlurX); - Graphics.Blit (source, rtBlurY, m_SSAOMaterial, 3); - RenderTexture.ReleaseTemporary (rtBlurX); // blurX RT not needed anymore - - rtAO = rtBlurY; // AO is the blurred one now - } - - // Modulate scene rendering with SSAO - m_SSAOMaterial.SetTexture ("_SSAO", rtAO); - Graphics.Blit (source, destination, m_SSAOMaterial, 4); - - RenderTexture.ReleaseTemporary (rtAO); - } - - /* - private void CreateRandomTable (int count, float minLength) - { - Random.seed = 1337; - Vector3[] samples = new Vector3[count]; - // initial samples - for (int i = 0; i < count; ++i) - samples[i] = Random.onUnitSphere; - // energy minimization: push samples away from others - int iterations = 100; - while (iterations-- > 0) { - for (int i = 0; i < count; ++i) { - Vector3 vec = samples[i]; - Vector3 res = Vector3.zero; - // minimize with other samples - for (int j = 0; j < count; ++j) { - Vector3 force = vec - samples[j]; - float fac = Vector3.Dot (force, force); - if (fac > 0.00001f) - res += force * (1.0f / fac); - } - samples[i] = (samples[i] + res * 0.5f).normalized; - } - } - // now scale samples between minLength and 1.0 - for (int i = 0; i < count; ++i) { - samples[i] = samples[i] * Random.Range (minLength, 1.0f); - } - - string table = string.Format ("#define SAMPLE_COUNT {0}\n", count); - table += "const float3 RAND_SAMPLES[SAMPLE_COUNT] = {\n"; - for (int i = 0; i < count; ++i) { - Vector3 v = samples[i]; - table += string.Format("\tfloat3({0},{1},{2}),\n", v.x, v.y, v.z); - } - table += "};\n"; - Debug.Log (table); - } - */ - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta deleted file mode 100644 index 8fda23ba..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: b0923359e9e352a4b9b11c7b7161ad67 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - m_SSAOShader: {fileID: 4800000, guid: 43ca18288c424f645aaa1e9e07f04c50, type: 3} - - m_RandomTexture: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs deleted file mode 100644 index 86ac0c12..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs +++ /dev/null @@ -1,16 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Color Adjustments/Sepia Tone")] - public class SepiaTone : ImageEffectBase - { - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - Graphics.Blit (source, destination, material); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta deleted file mode 100644 index 94ff94c8..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a07a781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: b6aa781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs deleted file mode 100644 index 480ef259..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs +++ /dev/null @@ -1,147 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Rendering/Sun Shafts")] - public class SunShafts : PostEffectsBase - { - public enum SunShaftsResolution - { - Low = 0, - Normal = 1, - High = 2, - } - - public enum ShaftsScreenBlendMode - { - Screen = 0, - Add = 1, - } - - - public SunShaftsResolution resolution = SunShaftsResolution.Normal; - public ShaftsScreenBlendMode screenBlendMode = ShaftsScreenBlendMode.Screen; - - public Transform sunTransform; - public int radialBlurIterations = 2; - public Color sunColor = Color.white; - public Color sunThreshold = new Color(0.87f,0.74f,0.65f); - public float sunShaftBlurRadius = 2.5f; - public float sunShaftIntensity = 1.15f; - - public float maxRadius = 0.75f; - - public bool useDepthTexture = true; - - public Shader sunShaftsShader; - private Material sunShaftsMaterial; - - public Shader simpleClearShader; - private Material simpleClearMaterial; - - - public override bool CheckResources () { - CheckSupport (useDepthTexture); - - sunShaftsMaterial = CheckShaderAndCreateMaterial (sunShaftsShader, sunShaftsMaterial); - simpleClearMaterial = CheckShaderAndCreateMaterial (simpleClearShader, simpleClearMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - // we actually need to check this every frame - if (useDepthTexture) - GetComponent().depthTextureMode |= DepthTextureMode.Depth; - - int divider = 4; - if (resolution == SunShaftsResolution.Normal) - divider = 2; - else if (resolution == SunShaftsResolution.High) - divider = 1; - - Vector3 v = Vector3.one * 0.5f; - if (sunTransform) - v = GetComponent().WorldToViewportPoint (sunTransform.position); - else - v = new Vector3(0.5f, 0.5f, 0.0f); - - int rtW = source.width / divider; - int rtH = source.height / divider; - - RenderTexture lrColorB; - RenderTexture lrDepthBuffer = RenderTexture.GetTemporary (rtW, rtH, 0); - - // mask out everything except the skybox - // we have 2 methods, one of which requires depth buffer support, the other one is just comparing images - - sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (1.0f, 1.0f, 0.0f, 0.0f) * sunShaftBlurRadius ); - sunShaftsMaterial.SetVector ("_SunPosition", new Vector4 (v.x, v.y, v.z, maxRadius)); - sunShaftsMaterial.SetVector ("_SunThreshold", sunThreshold); - - if (!useDepthTexture) { - var format= GetComponent().hdr ? RenderTextureFormat.DefaultHDR: RenderTextureFormat.Default; - RenderTexture tmpBuffer = RenderTexture.GetTemporary (source.width, source.height, 0, format); - RenderTexture.active = tmpBuffer; - GL.ClearWithSkybox (false, GetComponent()); - - sunShaftsMaterial.SetTexture ("_Skybox", tmpBuffer); - Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 3); - RenderTexture.ReleaseTemporary (tmpBuffer); - } - else { - Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 2); - } - - // paint a small black small border to get rid of clamping problems - DrawBorder (lrDepthBuffer, simpleClearMaterial); - - // radial blur: - - radialBlurIterations = Mathf.Clamp (radialBlurIterations, 1, 4); - - float ofs = sunShaftBlurRadius * (1.0f / 768.0f); - - sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f)); - sunShaftsMaterial.SetVector ("_SunPosition", new Vector4 (v.x, v.y, v.z, maxRadius)); - - for (int it2 = 0; it2 < radialBlurIterations; it2++ ) { - // each iteration takes 2 * 6 samples - // we update _BlurRadius each time to cheaply get a very smooth look - - lrColorB = RenderTexture.GetTemporary (rtW, rtH, 0); - Graphics.Blit (lrDepthBuffer, lrColorB, sunShaftsMaterial, 1); - RenderTexture.ReleaseTemporary (lrDepthBuffer); - ofs = sunShaftBlurRadius * (((it2 * 2.0f + 1.0f) * 6.0f)) / 768.0f; - sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f) ); - - lrDepthBuffer = RenderTexture.GetTemporary (rtW, rtH, 0); - Graphics.Blit (lrColorB, lrDepthBuffer, sunShaftsMaterial, 1); - RenderTexture.ReleaseTemporary (lrColorB); - ofs = sunShaftBlurRadius * (((it2 * 2.0f + 2.0f) * 6.0f)) / 768.0f; - sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f) ); - } - - // put together: - - if (v.z >= 0.0f) - sunShaftsMaterial.SetVector ("_SunColor", new Vector4 (sunColor.r, sunColor.g, sunColor.b, sunColor.a) * sunShaftIntensity); - else - sunShaftsMaterial.SetVector ("_SunColor", Vector4.zero); // no backprojection ! - sunShaftsMaterial.SetTexture ("_ColorBuffer", lrDepthBuffer); - Graphics.Blit (source, destination, sunShaftsMaterial, (screenBlendMode == ShaftsScreenBlendMode.Screen) ? 0 : 4); - - RenderTexture.ReleaseTemporary (lrDepthBuffer); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta deleted file mode 100644 index acf1863d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 60e318a6043c1cb4a8ce1c8805bab930 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - sunTransform: {instanceID: 0} - - sunShaftsShader: {fileID: 4800000, guid: d3b1c8c1036784176946f5cfbfb7fe4c, type: 3} - - simpleClearShader: {fileID: 4800000, guid: f688f89ed5eb847c5b19c934a0f1e772, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs deleted file mode 100644 index 41fde70d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs +++ /dev/null @@ -1,75 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Tilt Shift (Lens Blur)")] - class TiltShift : PostEffectsBase { - public enum TiltShiftMode - { - TiltShiftMode, - IrisMode, - } - public enum TiltShiftQuality - { - Preview, - Normal, - High, - } - - public TiltShiftMode mode = TiltShiftMode.TiltShiftMode; - public TiltShiftQuality quality = TiltShiftQuality.Normal; - - [Range(0.0f, 15.0f)] - public float blurArea = 1.0f; - - [Range(0.0f, 25.0f)] - public float maxBlurSize = 5.0f; - - [Range(0, 1)] - public int downsample = 0; - - public Shader tiltShiftShader = null; - private Material tiltShiftMaterial = null; - - - public override bool CheckResources () { - CheckSupport (true); - - tiltShiftMaterial = CheckShaderAndCreateMaterial (tiltShiftShader, tiltShiftMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources() == false) { - Graphics.Blit (source, destination); - return; - } - - tiltShiftMaterial.SetFloat("_BlurSize", maxBlurSize < 0.0f ? 0.0f : maxBlurSize); - tiltShiftMaterial.SetFloat("_BlurArea", blurArea); - source.filterMode = FilterMode.Bilinear; - - RenderTexture rt = destination; - if (downsample > 0f) { - rt = RenderTexture.GetTemporary (source.width>>downsample, source.height>>downsample, 0, source.format); - rt.filterMode = FilterMode.Bilinear; - } - - int basePassNr = (int) quality; basePassNr *= 2; - Graphics.Blit (source, rt, tiltShiftMaterial, mode == TiltShiftMode.TiltShiftMode ? basePassNr : basePassNr + 1); - - if (downsample > 0) { - tiltShiftMaterial.SetTexture ("_Blurred", rt); - Graphics.Blit (source, destination, tiltShiftMaterial, 6); - } - - if (rt != destination) - RenderTexture.ReleaseTemporary (rt); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta deleted file mode 100644 index 6fb44f41..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: a22b3a7095a744a428c134b5e26ad68e -MonoImporter: - serializedVersion: 2 - defaultReferences: - - tiltShiftShader: {fileID: 4800000, guid: bf34d2a25450349699e8ae6456fa7ca9, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs deleted file mode 100644 index 665ee987..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs +++ /dev/null @@ -1,274 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent(typeof (Camera))] - [AddComponentMenu("Image Effects/Color Adjustments/Tonemapping")] - public class Tonemapping : PostEffectsBase - { - public enum TonemapperType - { - SimpleReinhard, - UserCurve, - Hable, - Photographic, - OptimizedHejiDawson, - AdaptiveReinhard, - AdaptiveReinhardAutoWhite, - }; - - public enum AdaptiveTexSize - { - Square16 = 16, - Square32 = 32, - Square64 = 64, - Square128 = 128, - Square256 = 256, - Square512 = 512, - Square1024 = 1024, - }; - - public TonemapperType type = TonemapperType.Photographic; - public AdaptiveTexSize adaptiveTextureSize = AdaptiveTexSize.Square256; - - // CURVE parameter - public AnimationCurve remapCurve; - private Texture2D curveTex = null; - - // UNCHARTED parameter - public float exposureAdjustment = 1.5f; - - // REINHARD parameter - public float middleGrey = 0.4f; - public float white = 2.0f; - public float adaptionSpeed = 1.5f; - - // usual & internal stuff - public Shader tonemapper = null; - public bool validRenderTextureFormat = true; - private Material tonemapMaterial = null; - private RenderTexture rt = null; - private RenderTextureFormat rtFormat = RenderTextureFormat.ARGBHalf; - - - public override bool CheckResources() - { - CheckSupport(false, true); - - tonemapMaterial = CheckShaderAndCreateMaterial(tonemapper, tonemapMaterial); - if (!curveTex && type == TonemapperType.UserCurve) - { - curveTex = new Texture2D(256, 1, TextureFormat.ARGB32, false, true); - curveTex.filterMode = FilterMode.Bilinear; - curveTex.wrapMode = TextureWrapMode.Clamp; - curveTex.hideFlags = HideFlags.DontSave; - } - - if (!isSupported) - ReportAutoDisable(); - return isSupported; - } - - - public float UpdateCurve() - { - float range = 1.0f; - if (remapCurve.keys.Length < 1) - remapCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(2, 1)); - if (remapCurve != null) - { - if (remapCurve.length > 0) - range = remapCurve[remapCurve.length - 1].time; - for (float i = 0.0f; i <= 1.0f; i += 1.0f/255.0f) - { - float c = remapCurve.Evaluate(i*1.0f*range); - curveTex.SetPixel((int) Mathf.Floor(i*255.0f), 0, new Color(c, c, c)); - } - curveTex.Apply(); - } - return 1.0f/range; - } - - - private void OnDisable() - { - if (rt) - { - DestroyImmediate(rt); - rt = null; - } - if (tonemapMaterial) - { - DestroyImmediate(tonemapMaterial); - tonemapMaterial = null; - } - if (curveTex) - { - DestroyImmediate(curveTex); - curveTex = null; - } - } - - - private bool CreateInternalRenderTexture() - { - if (rt) - { - return false; - } - rtFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf; - rt = new RenderTexture(1, 1, 0, rtFormat); - rt.hideFlags = HideFlags.DontSave; - return true; - } - - - // attribute indicates that the image filter chain will continue in LDR - [ImageEffectTransformsToLDR] - private void OnRenderImage(RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit(source, destination); - return; - } - -#if UNITY_EDITOR - validRenderTextureFormat = true; - if (source.format != RenderTextureFormat.ARGBHalf) - { - validRenderTextureFormat = false; - } -#endif - - // clamp some values to not go out of a valid range - - exposureAdjustment = exposureAdjustment < 0.001f ? 0.001f : exposureAdjustment; - - // SimpleReinhard tonemappers (local, non adaptive) - - if (type == TonemapperType.UserCurve) - { - float rangeScale = UpdateCurve(); - tonemapMaterial.SetFloat("_RangeScale", rangeScale); - tonemapMaterial.SetTexture("_Curve", curveTex); - Graphics.Blit(source, destination, tonemapMaterial, 4); - return; - } - - if (type == TonemapperType.SimpleReinhard) - { - tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment); - Graphics.Blit(source, destination, tonemapMaterial, 6); - return; - } - - if (type == TonemapperType.Hable) - { - tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment); - Graphics.Blit(source, destination, tonemapMaterial, 5); - return; - } - - if (type == TonemapperType.Photographic) - { - tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment); - Graphics.Blit(source, destination, tonemapMaterial, 8); - return; - } - - if (type == TonemapperType.OptimizedHejiDawson) - { - tonemapMaterial.SetFloat("_ExposureAdjustment", 0.5f*exposureAdjustment); - Graphics.Blit(source, destination, tonemapMaterial, 7); - return; - } - - // still here? - // => adaptive tone mapping: - // builds an average log luminance, tonemaps according to - // middle grey and white values (user controlled) - - // AdaptiveReinhardAutoWhite will calculate white value automagically - - bool freshlyBrewedInternalRt = CreateInternalRenderTexture(); // this retrieves rtFormat, so should happen before rt allocations - - RenderTexture rtSquared = RenderTexture.GetTemporary((int) adaptiveTextureSize, (int) adaptiveTextureSize, 0, rtFormat); - Graphics.Blit(source, rtSquared); - - int downsample = (int) Mathf.Log(rtSquared.width*1.0f, 2); - - int div = 2; - var rts = new RenderTexture[downsample]; - for (int i = 0; i < downsample; i++) - { - rts[i] = RenderTexture.GetTemporary(rtSquared.width/div, rtSquared.width/div, 0, rtFormat); - div *= 2; - } - - // downsample pyramid - - var lumRt = rts[downsample - 1]; - Graphics.Blit(rtSquared, rts[0], tonemapMaterial, 1); - if (type == TonemapperType.AdaptiveReinhardAutoWhite) - { - for (int i = 0; i < downsample - 1; i++) - { - Graphics.Blit(rts[i], rts[i + 1], tonemapMaterial, 9); - lumRt = rts[i + 1]; - } - } - else if (type == TonemapperType.AdaptiveReinhard) - { - for (int i = 0; i < downsample - 1; i++) - { - Graphics.Blit(rts[i], rts[i + 1]); - lumRt = rts[i + 1]; - } - } - - // we have the needed values, let's apply adaptive tonemapping - - adaptionSpeed = adaptionSpeed < 0.001f ? 0.001f : adaptionSpeed; - tonemapMaterial.SetFloat("_AdaptionSpeed", adaptionSpeed); - - rt.MarkRestoreExpected(); // keeping luminance values between frames, RT restore expected - -#if UNITY_EDITOR - if (Application.isPlaying && !freshlyBrewedInternalRt) - Graphics.Blit(lumRt, rt, tonemapMaterial, 2); - else - Graphics.Blit(lumRt, rt, tonemapMaterial, 3); -#else - Graphics.Blit (lumRt, rt, tonemapMaterial, freshlyBrewedInternalRt ? 3 : 2); -#endif - - middleGrey = middleGrey < 0.001f ? 0.001f : middleGrey; - tonemapMaterial.SetVector("_HdrParams", new Vector4(middleGrey, middleGrey, middleGrey, white*white)); - tonemapMaterial.SetTexture("_SmallTex", rt); - if (type == TonemapperType.AdaptiveReinhard) - { - Graphics.Blit(source, destination, tonemapMaterial, 0); - } - else if (type == TonemapperType.AdaptiveReinhardAutoWhite) - { - Graphics.Blit(source, destination, tonemapMaterial, 10); - } - else - { - Debug.LogError("No valid adaptive tonemapper type found!"); - Graphics.Blit(source, destination); // at least we get the TransformToLDR effect - } - - // cleanup for adaptive - - for (int i = 0; i < downsample; i++) - { - RenderTexture.ReleaseTemporary(rts[i]); - } - RenderTexture.ReleaseTemporary(rtSquared); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta deleted file mode 100644 index 4443b428..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: e50e925fb93c78246bf995d9dc3a2330 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - tonemapper: {fileID: 4800000, guid: 003377fc2620a44939dadde6fe3f8190, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs deleted file mode 100644 index 516bded9..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs +++ /dev/null @@ -1,112 +0,0 @@ -using System; -using UnityEngine; -using Object = UnityEngine.Object; - -namespace UnityStandardAssets.ImageEffects -{ - class Triangles - { - private static Mesh[] meshes; - private static int currentTris = 0; - - static bool HasMeshes() - { - if (meshes == null) - return false; - for (int i = 0; i < meshes.Length; i++) - if (null == meshes[i]) - return false; - - return true; - } - - static void Cleanup() - { - if (meshes == null) - return; - - for (int i = 0; i < meshes.Length; i++) - { - if (null != meshes[i]) - { - Object.DestroyImmediate(meshes[i]); - meshes[i] = null; - } - } - meshes = null; - } - - static Mesh[] GetMeshes(int totalWidth, int totalHeight) - { - if (HasMeshes() && (currentTris == (totalWidth * totalHeight))) - { - return meshes; - } - - int maxTris = 65000 / 3; - int totalTris = totalWidth * totalHeight; - currentTris = totalTris; - - int meshCount = Mathf.CeilToInt((1.0f * totalTris) / (1.0f * maxTris)); - - meshes = new Mesh[meshCount]; - - int i = 0; - int index = 0; - for (i = 0; i < totalTris; i += maxTris) - { - int tris = Mathf.FloorToInt(Mathf.Clamp((totalTris - i), 0, maxTris)); - - meshes[index] = GetMesh(tris, i, totalWidth, totalHeight); - index++; - } - - return meshes; - } - - static Mesh GetMesh(int triCount, int triOffset, int totalWidth, int totalHeight) - { - var mesh = new Mesh(); - mesh.hideFlags = HideFlags.DontSave; - - var verts = new Vector3[triCount * 3]; - var uvs = new Vector2[triCount * 3]; - var uvs2 = new Vector2[triCount * 3]; - var tris = new int[triCount * 3]; - - for (int i = 0; i < triCount; i++) - { - int i3 = i * 3; - int vertexWithOffset = triOffset + i; - - float x = Mathf.Floor(vertexWithOffset % totalWidth) / totalWidth; - float y = Mathf.Floor(vertexWithOffset / totalWidth) / totalHeight; - - Vector3 position = new Vector3(x * 2 - 1, y * 2 - 1, 1.0f); - - verts[i3 + 0] = position; - verts[i3 + 1] = position; - verts[i3 + 2] = position; - - uvs[i3 + 0] = new Vector2(0.0f, 0.0f); - uvs[i3 + 1] = new Vector2(1.0f, 0.0f); - uvs[i3 + 2] = new Vector2(0.0f, 1.0f); - - uvs2[i3 + 0] = new Vector2(x, y); - uvs2[i3 + 1] = new Vector2(x, y); - uvs2[i3 + 2] = new Vector2(x, y); - - tris[i3 + 0] = i3 + 0; - tris[i3 + 1] = i3 + 1; - tris[i3 + 2] = i3 + 2; - } - - mesh.vertices = verts; - mesh.triangles = tris; - mesh.uv = uvs; - mesh.uv2 = uvs2; - - return mesh; - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs deleted file mode 100644 index a7b57e93..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs +++ /dev/null @@ -1,22 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Displacement/Twirl")] - public class Twirl : ImageEffectBase - { - public Vector2 radius = new Vector2(0.3F,0.3F); - [Range(0.0f,360.0f)] - public float angle = 50; - public Vector2 center = new Vector2 (0.5F, 0.5F); - - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - ImageEffects.RenderDistortion (material, source, destination, angle, center, radius); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta deleted file mode 100644 index 4b0b6c84..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: bdda781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 641b781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs deleted file mode 100644 index e34321b1..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs +++ /dev/null @@ -1,114 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Vignette and Chromatic Aberration")] - public class VignetteAndChromaticAberration : PostEffectsBase - { - public enum AberrationMode - { - Simple = 0, - Advanced = 1, - } - - - public AberrationMode mode = AberrationMode.Simple; - public float intensity = 0.036f; // intensity == 0 disables pre pass (optimization) - public float chromaticAberration = 0.2f; - public float axialAberration = 0.5f; - public float blur = 0.0f; // blur == 0 disables blur pass (optimization) - public float blurSpread = 0.75f; - public float luminanceDependency = 0.25f; - public float blurDistance = 2.5f; - public Shader vignetteShader; - public Shader separableBlurShader; - public Shader chromAberrationShader; - - - private Material m_VignetteMaterial; - private Material m_SeparableBlurMaterial; - private Material m_ChromAberrationMaterial; - - - public override bool CheckResources () - { - CheckSupport (false); - - m_VignetteMaterial = CheckShaderAndCreateMaterial (vignetteShader, m_VignetteMaterial); - m_SeparableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, m_SeparableBlurMaterial); - m_ChromAberrationMaterial = CheckShaderAndCreateMaterial (chromAberrationShader, m_ChromAberrationMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if ( CheckResources () == false) - { - Graphics.Blit (source, destination); - return; - } - - int rtW = source.width; - int rtH = source.height; - - bool doPrepass = (Mathf.Abs(blur)>0.0f || Mathf.Abs(intensity)>0.0f); - - float widthOverHeight = (1.0f * rtW) / (1.0f * rtH); - const float oneOverBaseSize = 1.0f / 512.0f; - - RenderTexture color = null; - RenderTexture color2A = null; - - if (doPrepass) - { - color = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - - // Blur corners - if (Mathf.Abs (blur)>0.0f) - { - color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); - - Graphics.Blit (source, color2A, m_ChromAberrationMaterial, 0); - - for(int i = 0; i < 2; i++) - { // maybe make iteration count tweakable - m_SeparableBlurMaterial.SetVector ("offsets",new Vector4 (0.0f, blurSpread * oneOverBaseSize, 0.0f, 0.0f)); - RenderTexture color2B = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); - Graphics.Blit (color2A, color2B, m_SeparableBlurMaterial); - RenderTexture.ReleaseTemporary (color2A); - - m_SeparableBlurMaterial.SetVector ("offsets",new Vector4 (blurSpread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); - color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); - Graphics.Blit (color2B, color2A, m_SeparableBlurMaterial); - RenderTexture.ReleaseTemporary (color2B); - } - } - - m_VignetteMaterial.SetFloat("_Intensity", (1.0f / (1.0f - intensity) - 1.0f)); // intensity for vignette - m_VignetteMaterial.SetFloat("_Blur", (1.0f / (1.0f - blur)) - 1.0f); // blur intensity - m_VignetteMaterial.SetTexture ("_VignetteTex", color2A); // blurred texture - - Graphics.Blit (source, color, m_VignetteMaterial, 0); // prepass blit: darken & blur corners - } - - m_ChromAberrationMaterial.SetFloat ("_ChromaticAberration", chromaticAberration); - m_ChromAberrationMaterial.SetFloat ("_AxialAberration", axialAberration); - m_ChromAberrationMaterial.SetVector ("_BlurDistance", new Vector2 (-blurDistance, blurDistance)); - m_ChromAberrationMaterial.SetFloat ("_Luminance", 1.0f/Mathf.Max(Mathf.Epsilon, luminanceDependency)); - - if (doPrepass) color.wrapMode = TextureWrapMode.Clamp; - else source.wrapMode = TextureWrapMode.Clamp; - Graphics.Blit (doPrepass ? color : source, destination, m_ChromAberrationMaterial, mode == AberrationMode.Advanced ? 2 : 1); - - RenderTexture.ReleaseTemporary (color); - RenderTexture.ReleaseTemporary (color2A); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta deleted file mode 100644 index 6b6a8139..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: dd6d4281e5d7cd44d8c6e38bc2c1b8d8 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - vignetteShader: {fileID: 4800000, guid: 627943dc7a9a74286b70a4f694a0acd5, type: 3} - - separableBlurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, - type: 3} - - chromAberrationShader: {fileID: 4800000, guid: 2b4f29398d9484ccfa9fd220449f5eee, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs deleted file mode 100644 index 8a2d8665..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs +++ /dev/null @@ -1,20 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Displacement/Vortex")] - public class Vortex : ImageEffectBase - { - public Vector2 radius = new Vector2(0.4F,0.4F); - public float angle = 50; - public Vector2 center = new Vector2(0.5F, 0.5F); - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - ImageEffects.RenderDistortion (material, source, destination, angle, center, radius); - } - } -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta deleted file mode 100644 index f6b80891..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a94b781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 708b781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders.meta deleted file mode 100644 index 77a67af8..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c88ef9f256f608b47aaa2b679cac3fbf -folderAsset: yes -timeCreated: 1447610112 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader deleted file mode 100644 index c5e382b6..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader +++ /dev/null @@ -1,135 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlendModesOverlay" { - Properties { - _MainTex ("Screen Blended", 2D) = "" {} - _Overlay ("Color", 2D) = "grey" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; - }; - - sampler2D _Overlay; - sampler2D _MainTex; - - half _Intensity; - half4 _MainTex_TexelSize; - half4 _UV_Transform = half4(1, 0, 0, 1); - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - - o.uv[0] = float2( - dot(v.texcoord.xy, _UV_Transform.xy), - dot(v.texcoord.xy, _UV_Transform.zw) - ); - - #if UNITY_UV_STARTS_AT_TOP - if(_MainTex_TexelSize.y<0.0) - o.uv[0].y = 1.0-o.uv[0].y; - #endif - - o.uv[1] = v.texcoord.xy; - return o; - } - - half4 fragAddSub (v2f i) : SV_Target { - half4 toAdd = tex2D(_Overlay, i.uv[0]) * _Intensity; - return tex2D(_MainTex, i.uv[1]) + toAdd; - } - - half4 fragMultiply (v2f i) : SV_Target { - half4 toBlend = tex2D(_Overlay, i.uv[0]) * _Intensity; - return tex2D(_MainTex, i.uv[1]) * toBlend; - } - - half4 fragScreen (v2f i) : SV_Target { - half4 toBlend = (tex2D(_Overlay, i.uv[0]) * _Intensity); - return 1-(1-toBlend)*(1-(tex2D(_MainTex, i.uv[1]))); - } - - half4 fragOverlay (v2f i) : SV_Target { - half4 m = (tex2D(_Overlay, i.uv[0]));// * 255.0; - half4 color = (tex2D(_MainTex, i.uv[1]));//* 255.0; - - // overlay blend mode - //color.rgb = (color.rgb/255.0) * (color.rgb + ((2*m.rgb)/( 255.0 )) * (255.0-color.rgb)); - //color.rgb /= 255.0; - - /* -if (Target > ½) R = 1 - (1-2x(Target-½)) x (1-Blend) -if (Target <= ½) R = (2xTarget) x Blend - */ - - float3 check = step(0.5, color.rgb); - float3 result = 0; - - result = check * (half3(1,1,1) - ( (half3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); - result += (1-check) * (2*color.rgb) * m.rgb; - - return half4(lerp(color.rgb, result.rgb, (_Intensity)), color.a); - } - - half4 fragAlphaBlend (v2f i) : SV_Target { - half4 toAdd = tex2D(_Overlay, i.uv[0]) ; - return lerp(tex2D(_MainTex, i.uv[1]), toAdd, toAdd.a * _Intensity); - } - - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAddSub - ENDCG - } - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragScreen - ENDCG - } - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragMultiply - ENDCG - } - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragOverlay - ENDCG - } - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAlphaBlend - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta deleted file mode 100644 index ebf8628a..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 8c81db0e527d24acc9bcec04e87781bd -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader deleted file mode 100644 index 5cc7d10a..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader +++ /dev/null @@ -1,44 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlurEffectConeTap" { - Properties { _MainTex ("", any) = "" {} } - CGINCLUDE - #include "UnityCG.cginc" - struct v2f { - float4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half2 taps[4] : TEXCOORD1; - }; - sampler2D _MainTex; - half4 _MainTex_TexelSize; - half4 _BlurOffsets; - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon - o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy; - o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy; - o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); - o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); - return o; - } - half4 frag(v2f i) : SV_Target { - half4 color = tex2D(_MainTex, i.taps[0]); - color += tex2D(_MainTex, i.taps[1]); - color += tex2D(_MainTex, i.taps[2]); - color += tex2D(_MainTex, i.taps[3]); - return color * 0.25; - } - ENDCG - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } - } - Fallback off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta deleted file mode 100644 index 5d9fd5e4..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 57e6deea7c2924e22a5138e2b70bb4dc -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader deleted file mode 100644 index 47330069..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader +++ /dev/null @@ -1,518 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - /* - CAMERA MOTION BLUR IMAGE EFFECTS - - Reconstruction Filter: - Based on "Plausible Motion Blur" - http://graphics.cs.williams.edu/papers/MotionBlurI3D12/ - - CameraMotion: - Based on Alex Vlacho's technique in - http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInTheOrangeBox.pdf - - SimpleBlur: - Straightforward sampling along velocities - - ScatterFromGather: - Combines Reconstruction with depth of field type defocus - */ - - Shader "Hidden/CameraMotionBlur" { - Properties { - _MainTex ("-", 2D) = "" {} - _NoiseTex ("-", 2D) = "grey" {} - _VelTex ("-", 2D) = "black" {} - _NeighbourMaxTex ("-", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - // 's' in paper (# of samples for reconstruction) - #define NUM_SAMPLES (11) - // # samples for valve style blur - #define MOTION_SAMPLES (16) - // 'k' in paper - float _MaxRadiusOrKInPaper; - - static const int SmallDiscKernelSamples = 12; - static const float2 SmallDiscKernel[SmallDiscKernelSamples] = - { - float2(-0.326212,-0.40581), - float2(-0.840144,-0.07358), - float2(-0.695914,0.457137), - float2(-0.203345,0.620716), - float2(0.96234,-0.194983), - float2(0.473434,-0.480026), - float2(0.519456,0.767022), - float2(0.185461,-0.893124), - float2(0.507431,0.064425), - float2(0.89642,0.412458), - float2(-0.32194,-0.932615), - float2(-0.791559,-0.59771) - }; - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - sampler2D_float _CameraDepthTexture; - sampler2D _VelTex; - sampler2D _NeighbourMaxTex; - sampler2D _NoiseTex; - sampler2D _TileTexDebug; - - float4 _MainTex_TexelSize; - float4 _CameraDepthTexture_TexelSize; - float4 _VelTex_TexelSize; - - float4x4 _InvViewProj; // inverse view-projection matrix - float4x4 _PrevViewProj; // previous view-projection matrix - float4x4 _ToPrevViewProjCombined; // combined - - float _Jitter; - - float _VelocityScale; - float _DisplayVelocityScale; - - float _MaxVelocity; - float _MinVelocity; - - float4 _BlurDirectionPacked; - - float _SoftZDistance; - - v2f vert(appdata_img v) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - float4 CameraVelocity(v2f i) : SV_Target - { - float2 depth_uv = i.uv; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - depth_uv.y = 1 - depth_uv.y; - #endif - - // read depth - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, depth_uv); - - // calculate position from pixel from depth - float3 clipPos = float3(i.uv.x*2.0-1.0, (i.uv.y)*2.0-1.0, d); - - // only 1 matrix mul: - float4 prevClipPos = mul(_ToPrevViewProjCombined, float4(clipPos, 1.0)); - prevClipPos.xyz /= prevClipPos.w; - - /* - float4 ws = mul(_InvViewProj, float4(clipPos, 1.0)); - ws /= ws.w; - prevClipPos = mul(_PrevViewProj,ws); - prevClipPos.xyz /= prevClipPos.w; - */ - - /* - float2 vel = _VelocityScale *(clipPos.xy - prevClipPos.xy) / 2.f; - // clamp to maximum velocity (in pixels) - float maxVel = length(_MainTex_TexelSize.xy*_MaxVelocity); - if (length(vel) > maxVel) { - vel = normalize(vel) * maxVel; - } - return float4(vel, 0.0, 0.0); - */ - - float2 vel = _MainTex_TexelSize.zw * _VelocityScale * (clipPos.xy - prevClipPos.xy) / 2.f; - float vellen = length(vel); - float maxVel = _MaxVelocity; - float2 velOut = vel * max(0.5, min(vellen, maxVel)) / (vellen + 1e-2f); - velOut *= _MainTex_TexelSize.xy; - return float4(velOut, 0.0, 0.0); - - } - - // vector with largest magnitude - float2 vmax(float2 a, float2 b) - { - float ma = dot(a, a); - float mb = dot(b, b); - return (ma > mb) ? a : b; - } - - // find dominant velocity for each tile - float4 TileMax(v2f i) : SV_Target - { - float2 uvCorner = i.uv - _MainTex_TexelSize.xy * (_MaxRadiusOrKInPaper * 0.5); - float2 maxvel = float2(0,0); - float4 baseUv = float4(uvCorner,0,0); - float4 uvScale = float4(_MainTex_TexelSize.xy, 0, 0); - - for(int l=0; l<(int)_MaxRadiusOrKInPaper; l++) - { - for(int k=0; k<(int)_MaxRadiusOrKInPaper; k++) - { - maxvel = vmax(maxvel, tex2Dlod(_MainTex, baseUv + float4(l,k,0,0) * uvScale).xy); - } - } - return float4(maxvel, 0, 1); - } - - // find maximum velocity in any adjacent tile - float4 NeighbourMax(v2f i) : SV_Target - { - float2 x_ = i.uv; - - // to fetch all neighbours, we need 3x3 point filtered samples - - float2 nx = tex2D(_MainTex, x_+float2(1.0, 1.0)*_MainTex_TexelSize.xy).xy; - nx = vmax(nx, tex2D(_MainTex, x_+float2(1.0, 0.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(1.0,-1.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0, 1.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0, 0.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0,-1.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0, 1.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0, 0.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0,-1.0)*_MainTex_TexelSize.xy).xy); - - return float4(nx, 0, 0); - } - - float4 Debug(v2f i) : SV_Target - { - return saturate( float4(tex2D(_MainTex, i.uv).x,abs(tex2D(_MainTex, i.uv).y),-tex2D(_MainTex, i.uv).xy) * _DisplayVelocityScale); - } - - // classification filters - float cone(float2 px, float2 py, float2 v) - { - return clamp(1.0 - (length(px - py) / length(v)), 0.0, 1.0); - } - - float cylinder(float2 x, float2 y, float2 v) - { - float lv = length(v); - return 1.0 - smoothstep(0.95*lv, 1.05*lv, length(x - y)); - } - - // is zb closer than za? - float softDepthCompare(float za, float zb) - { - return clamp(1.0 - (za - zb) / _SoftZDistance, 0.0, 1.0); - } - - float4 SimpleBlur (v2f i) : SV_Target - { - float2 x = i.uv; - float2 xf = x; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - xf.y = 1 - xf.y; - #endif - - float2 vx = tex2D(_VelTex, xf).xy; // vel at x - - float4 sum = float4(0, 0, 0, 0); - for(int l=0; l _MaxVelocity) { - blurDir *= (_MaxVelocity / velMag); - velMag = _MaxVelocity; - } - - float4 centerTap = tex2D(_MainTex, x); - float4 sum = centerTap; - - blurDir *= smoothstep(_MinVelocity * 0.25f, _MinVelocity * 2.5, velMag); - - blurDir *= _MainTex_TexelSize.xy; - blurDir /= MOTION_SAMPLES; - - for(int i=0; i mb) ? a : b; - } - - // find dominant velocity in each tile - float4 TileMax(v2f i) : SV_Target - { - float2 tilemax = float2(0.0, 0.0); - float2 srcPos = i.uv - _MainTex_TexelSize.xy * _MaxRadiusOrKInPaper * 0.5; - - for(int y=0; y<(int)_MaxRadiusOrKInPaper; y++) { - for(int x=0; x<(int)_MaxRadiusOrKInPaper; x++) { - float2 v = tex2D(_MainTex, srcPos + float2(x,y) * _MainTex_TexelSize.xy).xy; - tilemax = vmax(tilemax, v); - } - } - return float4(tilemax, 0, 1); - } - - // find maximum velocity in any adjacent tile - float4 NeighbourMax(v2f i) : SV_Target - { - float2 maxvel = float2(0.0, 0.0); - for(int y=-1; y<=1; y++) { - for(int x=-1; x<=1; x++) { - float2 v = tex2D(_MainTex, i.uv + float2(x,y) * _MainTex_TexelSize.xy).xy; - maxvel = vmax(maxvel, v); - } - } - return float4(maxvel, 0, 1); - } - - float cone(float2 px, float2 py, float2 v) - { - return clamp(1.0 - (length(px - py) / length(v)), 0.0, 1.0); - } - - float cylinder(float2 x, float2 y, float2 v) - { - float lv = length(v); - return 1.0 - smoothstep(0.95*lv, 1.05*lv, length(x - y)); - } - - float softDepthCompare(float za, float zb) - { - return clamp(1.0 - (za - zb) / _SoftZDistance, 0.0, 1.0); - } - - float4 ReconstructFilterBlur(v2f i) : SV_Target - { - float2 x = i.uv; - float2 xf = x; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - xf.y = 1-xf.y; - #endif - - float2 x2 = xf; - - float2 vn = tex2D(_NeighbourMaxTex, x2).xy; // largest velocity in neighbourhood - float4 cx = tex2D(_MainTex, x); // color at x - - float zx = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, x); - zx = -Linear01Depth(zx); // depth at x - float2 vx = tex2D(_VelTex, xf).xy; // vel at x - - // random offset [-0.5, 0.5] - float j = (tex2D(_NoiseTex, i.uv * 11.0f ).r*2-1) * _Jitter; - - // sample current pixel - float weight = 1.0; - float4 sum = cx * weight; - - int centerSample = (int)(NUM_SAMPLES-1) / 2; - - // in DX11 county we take more samples and interleave with sampling along vx direction to break up "patternized" look - - for(int l=0; l0.99999) - return half4(1,1,1,1); - else - return EncodeFloatRGBA(d); - } - - ENDCG - -Subshader { - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta deleted file mode 100644 index 8b325fac..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 14768d3865b1342e3a861fbe19ba2db2 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader deleted file mode 100644 index 820be2ef..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader +++ /dev/null @@ -1,63 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - - -Shader "Hidden/CreaseApply" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _HrDepthTex ("Base (RGB)", 2D) = "white" {} - _LrDepthTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -sampler2D _MainTex; -sampler2D _HrDepthTex; -sampler2D _LrDepthTex; - -uniform float4 _MainTex_TexelSize; - -uniform float intensity; - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv.xy = v.texcoord.xy; - return o; -} - -half4 frag (v2f i) : SV_Target -{ - float4 hrDepth = tex2D(_HrDepthTex, i.uv); - float4 lrDepth = tex2D(_LrDepthTex, i.uv); - - hrDepth.a = DecodeFloatRGBA(hrDepth); - lrDepth.a = DecodeFloatRGBA(lrDepth); - - float4 color = tex2D(_MainTex, i.uv); - - return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity); -} - -ENDCG - - - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta deleted file mode 100644 index 648c60a5..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: b59984d82af624bd3b0c777f038276f2 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader deleted file mode 100644 index 82f55543..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader +++ /dev/null @@ -1,327 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -Shader "Hidden/EdgeDetect" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[5] : TEXCOORD0; - }; - - struct v2fd { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; - }; - - sampler2D _MainTex; - uniform float4 _MainTex_TexelSize; - - sampler2D _CameraDepthNormalsTexture; - sampler2D_float _CameraDepthTexture; - - uniform half4 _Sensitivity; - uniform half4 _BgColor; - uniform half _BgFade; - uniform half _SampleDistance; - uniform float _Exponent; - - uniform float _Threshold; - - struct v2flum { - float4 pos : SV_POSITION; - float2 uv[3] : TEXCOORD0; - }; - - v2flum vertLum (appdata_img v) - { - v2flum o; - o.pos = UnityObjectToClipPos (v.vertex); - float2 uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord ); - o.uv[0] = uv; - o.uv[1] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; - o.uv[2] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; - return o; - } - - - fixed4 fragLum (v2flum i) : SV_Target - { - fixed4 original = tex2D(_MainTex, i.uv[0]); - - // a very simple cross gradient filter - - half3 p1 = original.rgb; - half3 p2 = tex2D(_MainTex, i.uv[1]).rgb; - half3 p3 = tex2D(_MainTex, i.uv[2]).rgb; - - half3 diff = p1 * 2 - p2 - p3; - half len = dot(diff, diff); - len = step(len, _Threshold); - //if(len >= _Threshold) - // original.rgb = 0; - - return len * lerp(original, _BgColor, _BgFade); - } - - inline half CheckSame (half2 centerNormal, float centerDepth, half4 theSample) - { - // difference in normals - // do not bother decoding normals - there's no need here - half2 diff = abs(centerNormal - theSample.xy) * _Sensitivity.y; - int isSameNormal = (diff.x + diff.y) * _Sensitivity.y < 0.1; - // difference in depth - float sampleDepth = DecodeFloatRG (theSample.zw); - float zdiff = abs(centerDepth-sampleDepth); - // scale the required threshold by the distance - int isSameDepth = zdiff * _Sensitivity.x < 0.09 * centerDepth; - - // return: - // 1 - if normals and depth are similar enough - // 0 - otherwise - - return isSameNormal * isSameDepth ? 1.0 : 0.0; - } - - v2f vertRobert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - - float2 uv = v.texcoord.xy; - o.uv[0] = uv; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - uv.y = 1-uv.y; - #endif - - // calc coord for the X pattern - // maybe nicer TODO for the future: 'rotated triangles' - - o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance; - o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance; - o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance; - o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance; - - return o; - } - - v2f vertThin( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - - float2 uv = v.texcoord.xy; - o.uv[0] = uv; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - uv.y = 1-uv.y; - #endif - - o.uv[1] = uv; - o.uv[4] = uv; - - // offsets for two additional samples - o.uv[2] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; - o.uv[3] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; - - return o; - } - - v2fd vertD( appdata_img v ) - { - v2fd o; - o.pos = UnityObjectToClipPos (v.vertex); - - float2 uv = v.texcoord.xy; - o.uv[0] = uv; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - uv.y = 1-uv.y; - #endif - - o.uv[1] = uv; - - return o; - } - - float4 fragDCheap(v2fd i) : SV_Target - { - // inspired by borderlands implementation of popular "sobel filter" - - float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1])); - float4 depthsDiag; - float4 depthsAxis; - - float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy; - - depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR - depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL - depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR - depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL - - depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T - depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L - depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R - depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B - - depthsDiag -= centerDepth; - depthsAxis /= centerDepth; - - const float4 HorizDiagCoeff = float4(1,1,-1,-1); - const float4 VertDiagCoeff = float4(-1,1,-1,1); - const float4 HorizAxisCoeff = float4(1,0,0,-1); - const float4 VertAxisCoeff = float4(0,1,-1,0); - - float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff; - float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff; - - float SobelX = dot(SobelH, float4(1,1,1,1)); - float SobelY = dot(SobelV, float4(1,1,1,1)); - float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY); - - Sobel = 1.0-pow(saturate(Sobel), _Exponent); - return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade); - } - - // pretty much also just a sobel filter, except for that edges "outside" the silhouette get discarded - // which makes it compatible with other depth based post fx - - float4 fragD(v2fd i) : SV_Target - { - // inspired by borderlands implementation of popular "sobel filter" - - float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1])); - float4 depthsDiag; - float4 depthsAxis; - - float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy; - - depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR - depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL - depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR - depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL - - depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T - depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L - depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R - depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B - - // make it work nicely with depth based image effects such as depth of field: - depthsDiag = (depthsDiag > centerDepth.xxxx) ? depthsDiag : centerDepth.xxxx; - depthsAxis = (depthsAxis > centerDepth.xxxx) ? depthsAxis : centerDepth.xxxx; - - depthsDiag -= centerDepth; - depthsAxis /= centerDepth; - - const float4 HorizDiagCoeff = float4(1,1,-1,-1); - const float4 VertDiagCoeff = float4(-1,1,-1,1); - const float4 HorizAxisCoeff = float4(1,0,0,-1); - const float4 VertAxisCoeff = float4(0,1,-1,0); - - float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff; - float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff; - - float SobelX = dot(SobelH, float4(1,1,1,1)); - float SobelY = dot(SobelV, float4(1,1,1,1)); - float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY); - - Sobel = 1.0-pow(saturate(Sobel), _Exponent); - return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade); - } - - half4 fragRobert(v2f i) : SV_Target { - half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1].xy); - half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2].xy); - half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3].xy); - half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4].xy); - - half edge = 1.0; - - edge *= CheckSame(sample1.xy, DecodeFloatRG(sample1.zw), sample2); - edge *= CheckSame(sample3.xy, DecodeFloatRG(sample3.zw), sample4); - - return edge * lerp(tex2D(_MainTex, i.uv[0]), _BgColor, _BgFade); - } - - half4 fragThin (v2f i) : SV_Target - { - half4 original = tex2D(_MainTex, i.uv[0]); - - half4 center = tex2D (_CameraDepthNormalsTexture, i.uv[1]); - half4 sample1 = tex2D (_CameraDepthNormalsTexture, i.uv[2]); - half4 sample2 = tex2D (_CameraDepthNormalsTexture, i.uv[3]); - - // encoded normal - half2 centerNormal = center.xy; - // decoded depth - float centerDepth = DecodeFloatRG (center.zw); - - half edge = 1.0; - - edge *= CheckSame(centerNormal, centerDepth, sample1); - edge *= CheckSame(centerNormal, centerDepth, sample2); - - return edge * lerp(original, _BgColor, _BgFade); - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertThin - #pragma fragment fragThin - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertRobert - #pragma fragment fragRobert - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma target 3.0 - #pragma vertex vertD - #pragma fragment fragDCheap - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma target 3.0 - #pragma vertex vertD - #pragma fragment fragD - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma target 3.0 - #pragma vertex vertLum - #pragma fragment fragLum - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta deleted file mode 100644 index 328c9db5..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 0d1644bdf064147baa97f235fc5b4903 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader deleted file mode 100644 index ad5d8967..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader +++ /dev/null @@ -1,60 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/FisheyeShader" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - // Shader code pasted into all further CGPROGRAM blocks - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - float2 intensity; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : SV_Target - { - half2 coords = i.uv; - coords = (coords - 0.5) * 2.0; - - half2 realCoordOffs; - realCoordOffs.x = (1-coords.y * coords.y) * intensity.y * (coords.x); - realCoordOffs.y = (1-coords.x * coords.x) * intensity.x * (coords.y); - - half4 color = tex2D (_MainTex, i.uv - realCoordOffs); - - return color; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } - -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta deleted file mode 100644 index 8eb2318b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 874ceab4425f64bccb1d14032f4452b1 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader deleted file mode 100644 index adbfd8be..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader +++ /dev/null @@ -1,188 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/GlobalFog" { -Properties { - _MainTex ("Base (RGB)", 2D) = "black" {} -} - -CGINCLUDE - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform sampler2D_float _CameraDepthTexture; - - // x = fog height - // y = FdotC (CameraY-FogHeight) - // z = k (FdotC > 0.0) - // w = a/2 - uniform float4 _HeightParams; - - // x = start distance - uniform float4 _DistanceParams; - - int4 _SceneFogMode; // x = fog mode, y = use radial flag - float4 _SceneFogParams; - #ifndef UNITY_APPLY_FOG - half4 unity_FogColor; - half4 unity_FogDensity; - #endif - - uniform float4 _MainTex_TexelSize; - - // for fast world space reconstruction - uniform float4x4 _FrustumCornersWS; - uniform float4 _CameraWS; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv_depth : TEXCOORD1; - float4 interpolatedRay : TEXCOORD2; - }; - - v2f vert (appdata_img v) - { - v2f o; - half index = v.vertex.z; - v.vertex.z = 0.1; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - o.uv_depth = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv.y = 1-o.uv.y; - #endif - - o.interpolatedRay = _FrustumCornersWS[(int)index]; - o.interpolatedRay.w = index; - - return o; - } - - // Applies one of standard fog formulas, given fog coordinate (i.e. distance) - half ComputeFogFactor (float coord) - { - float fogFac = 0.0; - if (_SceneFogMode.x == 1) // linear - { - // factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start)) - fogFac = coord * _SceneFogParams.z + _SceneFogParams.w; - } - if (_SceneFogMode.x == 2) // exp - { - // factor = exp(-density*z) - fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac); - } - if (_SceneFogMode.x == 3) // exp2 - { - // factor = exp(-(density*z)^2) - fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac); - } - return saturate(fogFac); - } - - // Distance-based fog - float ComputeDistance (float3 camDir, float zdepth) - { - float dist; - if (_SceneFogMode.y == 1) - dist = length(camDir); - else - dist = zdepth * _ProjectionParams.z; - // Built-in fog starts at near plane, so match that by - // subtracting the near value. Not a perfect approximation - // if near plane is very large, but good enough. - dist -= _ProjectionParams.y; - return dist; - } - - // Linear half-space fog, from https://www.terathon.com/lengyel/Lengyel-UnifiedFog.pdf - float ComputeHalfSpace (float3 wsDir) - { - float3 wpos = _CameraWS + wsDir; - float FH = _HeightParams.x; - float3 C = _CameraWS; - float3 V = wsDir; - float3 P = wpos; - float3 aV = _HeightParams.w * V; - float FdotC = _HeightParams.y; - float k = _HeightParams.z; - float FdotP = P.y-FH; - float FdotV = wsDir.y; - float c1 = k * (FdotP + FdotC); - float c2 = (1-2*k) * FdotP; - float g = min(c2, 0.0); - g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f)); - return g; - } - - half4 ComputeFog (v2f i, bool distance, bool height) : SV_Target - { - half4 sceneColor = tex2D(_MainTex, i.uv); - - // Reconstruct world space position & direction - // towards this screen pixel. - float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth); - float dpth = Linear01Depth(rawDepth); - float4 wsDir = dpth * i.interpolatedRay; - float4 wsPos = _CameraWS + wsDir; - - // Compute fog distance - float g = _DistanceParams.x; - if (distance) - g += ComputeDistance (wsDir, dpth); - if (height) - g += ComputeHalfSpace (wsDir); - - // Compute fog amount - half fogFac = ComputeFogFactor (max(0.0,g)); - // Do not fog skybox - if (rawDepth == _DistanceParams.y) - fogFac = 1.0; - //return fogFac; // for debugging - - // Lerp between fog color & original scene color - // by fog amount - return lerp (unity_FogColor, sceneColor, fogFac); - } - -ENDCG - -SubShader -{ - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - - // 0: distance + height - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, true); } - ENDCG - } - // 1: distance - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, false); } - ENDCG - } - // 2: height - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - half4 frag (v2f i) : SV_Target { return ComputeFog (i, false, true); } - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta deleted file mode 100644 index bcb93d2c..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 70d8568987ac0499f952b54c7c13e265 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader deleted file mode 100644 index 2d27c9d9..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader +++ /dev/null @@ -1,36 +0,0 @@ -Shader "Hidden/Grayscale Effect" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert_img -#pragma fragment frag -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform sampler2D _RampTex; -uniform half _RampOffset; - -fixed4 frag (v2f_img i) : SV_Target -{ - fixed4 original = tex2D(_MainTex, i.uv); - fixed grayscale = Luminance(original.rgb); - half2 remap = half2 (grayscale + _RampOffset, .5); - fixed4 output = tex2D(_RampTex, remap); - output.a = original.a; - return output; -} -ENDCG - - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta deleted file mode 100644 index 5fbca77a..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: daf9781cad112c75d0008dfa8d76c639 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader deleted file mode 100644 index 22424957..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader +++ /dev/null @@ -1,122 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/MotionBlur" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _AccumOrig("AccumOrig", Float) = 0.65 -} - - SubShader { - ZTest Always Cull Off ZWrite Off - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - BindChannels { - Bind "vertex", vertex - Bind "texcoord", texcoord - } - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD; - }; - - struct v2f { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD; - }; - - float4 _MainTex_ST; - float _AccumOrig; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - return o; - } - - sampler2D _MainTex; - - half4 frag (v2f i) : SV_Target - { - return half4(tex2D(_MainTex, i.texcoord).rgb, _AccumOrig ); - } - ENDCG - } - - Pass { - Blend One Zero - ColorMask A - - BindChannels { - Bind "vertex", vertex - Bind "texcoord", texcoord - } - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD; - }; - - struct v2f { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD; - }; - - float4 _MainTex_ST; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - return o; - } - - sampler2D _MainTex; - - half4 frag (v2f i) : SV_Target - { - return tex2D(_MainTex, i.texcoord); - } - ENDCG - } - - } - -SubShader { - ZTest Always Cull Off ZWrite Off - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - SetTexture [_MainTex] { - ConstantColor (0,0,0,[_AccumOrig]) - Combine texture, constant - } - } - Pass { - Blend One Zero - ColorMask A - SetTexture [_MainTex] { - Combine texture - } - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta deleted file mode 100644 index 281af895..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: e9ba2083ad114a07d000fbfb8d76c639 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader deleted file mode 100644 index 24dea582..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader +++ /dev/null @@ -1,60 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -Shader "Hidden/MotionBlurClear" -{ - -Properties { } - -SubShader { -Pass { - //ZTest LEqual - ZTest Always // lame depth test - ZWrite Off // lame depth test - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct vs_input { - float4 vertex : POSITION; - }; - - struct ps_input { - float4 pos : SV_POSITION; - float4 screen : TEXCOORD0; - }; - - sampler2D_float _CameraDepthTexture; - - ps_input vert (vs_input v) - { - ps_input o; - o.pos = UnityObjectToClipPos (v.vertex); - o.screen = ComputeScreenPos(o.pos); - COMPUTE_EYEDEPTH(o.screen.z); - return o; - } - - float4 frag (ps_input i) : SV_Target - { - // superlame: manual depth test needed as we can't bind depth, FIXME for 4.x - // alternatively implement SM > 3 version where we write out custom depth - - float d = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screen)); - d = LinearEyeDepth(d); - - clip(d - i.screen.z + 1e-2f); - return float4(0, 0, 0, 0); - } - - ENDCG - - } -} - -Fallback Off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta deleted file mode 100644 index 3e9e48f8..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 7699c5fbfa27745a1abe111ab7bf9785 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader deleted file mode 100644 index a1dc44a2..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader +++ /dev/null @@ -1,158 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/NoiseAndGrain" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _NoiseTex ("Noise (RGB)", 2D) = "white" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _NoiseTex; - float4 _NoiseTex_TexelSize; - - uniform float4 _MainTex_TexelSize; - - uniform float3 _NoisePerChannel; - uniform float3 _NoiseTilingPerChannel; - uniform float3 _NoiseAmount; - uniform float3 _ThreshholdRGB; - uniform float3 _MidGrey; - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv_screen : TEXCOORD0; - float4 uvRg : TEXCOORD1; - float2 uvB : TEXCOORD2; - }; - - struct appdata_img2 - { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - inline float3 Overlay(float3 m, float3 color) { - color = saturate(color); - float3 check = step(float3(0.5,0.5,0.5), color.rgb); - float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); - result += (1-check) * (2*color.rgb) * m.rgb; - return result; - } - - v2f vert (appdata_img2 v) - { - v2f o; - - o.pos = UnityObjectToClipPos (v.vertex); - - #if UNITY_UV_STARTS_AT_TOP - o.uv_screen = v.vertex.xyxy; - if (_MainTex_TexelSize.y < 0) - o.uv_screen.y = 1-o.uv_screen.y; - #else - o.uv_screen = v.vertex.xy; - #endif - - // different tiling for 3 channels - o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; - o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; - - return o; - } - - float4 frag ( v2f i ) : SV_Target - { - float4 color = (tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - // fetching & scaling noise (COMPILER BUG WORKAROUND) - float3 m = float3(0,0,0); - m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; - m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; - m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; - - m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) )); - - return float4(Overlay(m, color.rgb), color.a); - } - - float4 fragTmp ( v2f i ) : SV_Target - { - float4 color = (tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - // fetching & scaling noise (COMPILER BUG WORKAROUND) - float3 m = float3(0,0,0); - m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; - m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; - m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; - - m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity))); - - return float4(m.rgb, color.a); - } - - float4 fragOverlayBlend ( v2f i ) : SV_Target - { - float4 color = tex2D(_MainTex, i.uv_screen.xy); - float4 m = tex2D(_NoiseTex, i.uv_screen.xy); - - return float4(Overlay(m, color.rgb), color.a); - } - - ENDCG - - SubShader { - ZTest Always Cull Off ZWrite Off Blend Off - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragOverlayBlend - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragTmp - - ENDCG - - } - } - FallBack Off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta deleted file mode 100644 index 4f9286ac..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: b0249d8c935344451aa4de6db76f0688 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader deleted file mode 100644 index 1b8e3477..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader +++ /dev/null @@ -1,239 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/NoiseAndGrainDX11" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _NoiseTex ("Noise (RGB)", 2D) = "white" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _NoiseTex; - float4 _NoiseTex_TexelSize; - - uniform float4 _MainTex_TexelSize; - - uniform float3 _NoisePerChannel; - uniform float3 _NoiseTilingPerChannel; - uniform float3 _NoiseAmount; - uniform float3 _ThreshholdRGB; - uniform float3 _MidGrey; - uniform float _DX11NoiseTime; - - // DX11 noise helper functions, credit: rgba/iq - - int ihash(int n) - { - n = (n<<13)^n; - return (n*(n*n*15731+789221)+1376312589) & 2147483647; - } - - float frand(int n) - { - return ihash(n) / 2147483647.0; - } - - float cellNoise1f(int3 p) - { - return frand(p.z*65536 + p.y*256 + p.x);//*2.0-1.0; - } - - float3 cellNoise3f(int3 p) - { - int i = p.z*65536 + p.y*256 + p.x; - return float3(frand(i), frand(i + 57), frand(i + 113));//*2.0-1.0; - } - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv_screen : TEXCOORD0; - float4 uvRg : TEXCOORD1; - float2 uvB : TEXCOORD2; - float2 uvOffsets : TEXCOORD4; - }; - - struct appdata_img2 - { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - inline float3 Overlay(float3 m, float3 color) { - float3 check = step(0.5, color.rgb); - float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); - result += (1-check) * (2*color.rgb) * m.rgb; - return result; - } - - v2f vert (appdata_img2 v) - { - v2f o; - - o.pos = UnityObjectToClipPos (v.vertex); - - #if UNITY_UV_STARTS_AT_TOP - o.uv_screen = v.vertex.xyxy; - if (_MainTex_TexelSize.y < 0) - o.uv_screen.y = 1-o.uv_screen.y; - #else - o.uv_screen = v.vertex.xy; - #endif - - // different tiling for 3 channels - o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; - o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; - - o.uvOffsets = v.texcoord.xy; - - return o; - } - - float4 fragDX11 ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); - m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); - - return float4(Overlay(m, color.rgb), color.a); - } - - float4 fragDX11Monochrome ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); - m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); - - return float4(Overlay(m, color.rgb), color.a); - } - - float4 fragDX11Tmp ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); - m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); - - return float4(m.rgb, color.a); - } - - float4 fragDX11MonochromeTmp ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); - m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); - - return float4(m.rgb, color.a); - } - - float4 fragOverlayBlend ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - float4 m = saturate(tex2D (_NoiseTex, i.uv_screen.xy)); - - return float4(Overlay(m, color.rgb), color.a); - } - - ENDCG - - SubShader { - ZTest Always Cull Off ZWrite Off Blend Off - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11 - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11Monochrome - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11Tmp - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11MonochromeTmp - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragOverlayBlend - - ENDCG - - } - } - FallBack Off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta deleted file mode 100644 index 829e8e3c..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 8b30686bb4322ab42ad5eb50a0210b58 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader deleted file mode 100644 index 90f28581..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader +++ /dev/null @@ -1,64 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Noise Shader RGB" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _GrainTex ("Base (RGB)", 2D) = "gray" {} - _ScratchTex ("Base (RGB)", 2D) = "gray" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uvg : TEXCOORD1; // grain - float2 uvs : TEXCOORD2; // scratch -}; - -uniform sampler2D _MainTex; -uniform sampler2D _GrainTex; -uniform sampler2D _ScratchTex; - -uniform float4 _GrainOffsetScale; -uniform float4 _ScratchOffsetScale; -uniform fixed4 _Intensity; // x=grain, y=scratch - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); - o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; - o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; - return o; -} - -fixed4 frag (v2f i) : SV_Target -{ - fixed4 col = tex2D(_MainTex, i.uv); - - // sample noise texture and do a signed add - fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; - col.rgb += grain * _Intensity.x; - - // sample scratch texture and do a signed add - fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; - col.rgb += scratch * _Intensity.y; - - return col; -} -ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta deleted file mode 100644 index e11fb851..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 5d7f4c401ae8946bcb0d6ff68a9e7466 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader deleted file mode 100644 index d13cdbe6..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader +++ /dev/null @@ -1,75 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Noise Shader YUV" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _GrainTex ("Base (RGB)", 2D) = "gray" {} - _ScratchTex ("Base (RGB)", 2D) = "gray" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uvg : TEXCOORD1; // grain - float2 uvs : TEXCOORD2; // scratch -}; - -uniform sampler2D _MainTex; -uniform sampler2D _GrainTex; -uniform sampler2D _ScratchTex; - -uniform float4 _GrainOffsetScale; -uniform float4 _ScratchOffsetScale; -uniform fixed4 _Intensity; // x=grain, y=scratch - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); - o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; - o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; - return o; -} - -fixed4 frag (v2f i) : SV_Target -{ - fixed4 col = tex2D(_MainTex, i.uv); - - // convert to YUV - fixed3 yuv; - yuv.x = dot( col.rgb, half3(0.299,0.587,0.114) ); - yuv.y = (col.b-yuv.x)*0.492; - yuv.z = (col.r-yuv.x)*0.877; - - // sample noise texture and do a signed add - fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; - yuv.rgb += grain * _Intensity.x; - - // convert back to rgb - col.r = yuv.z * 1.140 + yuv.x; - col.g = yuv.z * (-0.581) + yuv.y * (-0.395) + yuv.x; - col.b = yuv.y * 2.032 + yuv.x; - - // sample scratch texture and add - fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; - col.rgb += scratch * _Intensity.y; - - return col; -} -ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta deleted file mode 100644 index b817ce99..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 0e447868506ba49f0a73235b8a8b647a -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader deleted file mode 100644 index 0ac6545d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader +++ /dev/null @@ -1,281 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/SSAO" { -Properties { - _MainTex ("", 2D) = "" {} - _RandomTexture ("", 2D) = "" {} - _SSAO ("", 2D) = "" {} -} -Subshader { - ZTest Always Cull Off ZWrite Off - -CGINCLUDE -// Common code used by several SSAO passes below -#include "UnityCG.cginc" -struct v2f_ao { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uvr : TEXCOORD1; -}; - -uniform float2 _NoiseScale; -float4 _CameraDepthNormalsTexture_ST; - -v2f_ao vert_ao (appdata_img v) -{ - v2f_ao o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = TRANSFORM_TEX(v.texcoord, _CameraDepthNormalsTexture); - o.uvr = v.texcoord.xy * _NoiseScale; - return o; -} - -sampler2D _CameraDepthNormalsTexture; -sampler2D _RandomTexture; -float4 _Params; // x=radius, y=minz, z=attenuation power, w=SSAO power - -// HLSL and GLSL do not support arbitrarily sized arrays as function parameters (eg. float bla[]), whereas Cg does. -#if !defined(UNITY_COMPILER_CG) - -# define INPUT_SAMPLE_COUNT 8 -# include "frag_ao.cginc" -# undef INPUT_SAMPLE_COUNT - -# define INPUT_SAMPLE_COUNT 14 -# include "frag_ao.cginc" -# undef INPUT_SAMPLE_COUNT - -# define INPUT_SAMPLE_COUNT 26 -# include "frag_ao.cginc" -# undef INPUT_SAMPLE_COUNT - -# define INPUT_SAMPLE_COUNT 34 -# include "frag_ao.cginc" -# undef INPUT_SAMPLE_COUNT - -#else -# define INPUT_SAMPLE_COUNT -# include "frag_ao.cginc" -#endif - -ENDCG - - // ---- SSAO pass, 8 samples - Pass { - -CGPROGRAM -#pragma vertex vert_ao -#pragma fragment frag -#pragma target 3.0 - - -half4 frag (v2f_ao i) : SV_Target -{ - #define SAMPLE_COUNT 8 - const float3 RAND_SAMPLES[SAMPLE_COUNT] = { - float3(0.01305719,0.5872321,-0.119337), - float3(0.3230782,0.02207272,-0.4188725), - float3(-0.310725,-0.191367,0.05613686), - float3(-0.4796457,0.09398766,-0.5802653), - float3(0.1399992,-0.3357702,0.5596789), - float3(-0.2484578,0.2555322,0.3489439), - float3(0.1871898,-0.702764,-0.2317479), - float3(0.8849149,0.2842076,0.368524), - }; - return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); -} -ENDCG - - } - -// ---- SSAO pass, 14 samples - Pass { - -CGPROGRAM -#pragma vertex vert_ao -#pragma fragment frag -#pragma target 3.0 - - -half4 frag (v2f_ao i) : SV_Target -{ - #define SAMPLE_COUNT 14 - const float3 RAND_SAMPLES[SAMPLE_COUNT] = { - float3(0.4010039,0.8899381,-0.01751772), - float3(0.1617837,0.1338552,-0.3530486), - float3(-0.2305296,-0.1900085,0.5025396), - float3(-0.6256684,0.1241661,0.1163932), - float3(0.3820786,-0.3241398,0.4112825), - float3(-0.08829653,0.1649759,0.1395879), - float3(0.1891677,-0.1283755,-0.09873557), - float3(0.1986142,0.1767239,0.4380491), - float3(-0.3294966,0.02684341,-0.4021836), - float3(-0.01956503,-0.3108062,-0.410663), - float3(-0.3215499,0.6832048,-0.3433446), - float3(0.7026125,0.1648249,0.02250625), - float3(0.03704464,-0.939131,0.1358765), - float3(-0.6984446,-0.6003422,-0.04016943), - }; - return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); -} -ENDCG - - } - -// ---- SSAO pass, 26 samples - Pass { - -CGPROGRAM -#pragma vertex vert_ao -#pragma fragment frag -#pragma target 3.0 - - -half4 frag (v2f_ao i) : SV_Target -{ - #define SAMPLE_COUNT 26 - const float3 RAND_SAMPLES[SAMPLE_COUNT] = { - float3(0.2196607,0.9032637,0.2254677), - float3(0.05916681,0.2201506,-0.1430302), - float3(-0.4152246,0.1320857,0.7036734), - float3(-0.3790807,0.1454145,0.100605), - float3(0.3149606,-0.1294581,0.7044517), - float3(-0.1108412,0.2162839,0.1336278), - float3(0.658012,-0.4395972,-0.2919373), - float3(0.5377914,0.3112189,0.426864), - float3(-0.2752537,0.07625949,-0.1273409), - float3(-0.1915639,-0.4973421,-0.3129629), - float3(-0.2634767,0.5277923,-0.1107446), - float3(0.8242752,0.02434147,0.06049098), - float3(0.06262707,-0.2128643,-0.03671562), - float3(-0.1795662,-0.3543862,0.07924347), - float3(0.06039629,0.24629,0.4501176), - float3(-0.7786345,-0.3814852,-0.2391262), - float3(0.2792919,0.2487278,-0.05185341), - float3(0.1841383,0.1696993,-0.8936281), - float3(-0.3479781,0.4725766,-0.719685), - float3(-0.1365018,-0.2513416,0.470937), - float3(0.1280388,-0.563242,0.3419276), - float3(-0.4800232,-0.1899473,0.2398808), - float3(0.6389147,0.1191014,-0.5271206), - float3(0.1932822,-0.3692099,-0.6060588), - float3(-0.3465451,-0.1654651,-0.6746758), - float3(0.2448421,-0.1610962,0.1289366), - }; - return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); -} -ENDCG - - } - -// ---- Blur pass - Pass { -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma target 3.0 -#include "UnityCG.cginc" - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -float4 _MainTex_ST; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = TRANSFORM_TEX (v.texcoord, _CameraDepthNormalsTexture); - return o; -} - -sampler2D _SSAO; -float3 _TexelOffsetScale; - -inline half CheckSame (half4 n, half4 nn) -{ - // difference in normals - half2 diff = abs(n.xy - nn.xy); - half sn = (diff.x + diff.y) < 0.1; - // difference in depth - float z = DecodeFloatRG (n.zw); - float zz = DecodeFloatRG (nn.zw); - float zdiff = abs(z-zz) * _ProjectionParams.z; - half sz = zdiff < 0.2; - return sn * sz; -} - - -half4 frag( v2f i ) : SV_Target -{ - #define NUM_BLUR_SAMPLES 4 - - float2 o = _TexelOffsetScale.xy; - - half sum = tex2D(_SSAO, i.uv).r * (NUM_BLUR_SAMPLES + 1); - half denom = NUM_BLUR_SAMPLES + 1; - - half4 geom = tex2D (_CameraDepthNormalsTexture, i.uv); - - for (int s = 0; s < NUM_BLUR_SAMPLES; ++s) - { - float2 nuv = i.uv + o * (s+1); - half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy); - half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom); - sum += tex2D (_SSAO, nuv.xy).r * coef; - denom += coef; - } - for (int s = 0; s < NUM_BLUR_SAMPLES; ++s) - { - float2 nuv = i.uv - o * (s+1); - half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy); - half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom); - sum += tex2D (_SSAO, nuv.xy).r * coef; - denom += coef; - } - return sum / denom; -} -ENDCG - } - - // ---- Composite pass - Pass { -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -struct v2f { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); - o.uv[1] = MultiplyUV (UNITY_MATRIX_TEXTURE1, v.texcoord); - return o; -} - -sampler2D _MainTex; -sampler2D _SSAO; - -half4 frag( v2f i ) : SV_Target -{ - half4 c = tex2D (_MainTex, i.uv[0]); - half ao = tex2D (_SSAO, i.uv[1]).r; - ao = pow (ao, _Params.w); - c.rgb *= ao; - return c; -} -ENDCG - } - -} - -Fallback off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta deleted file mode 100644 index 0e2cdcc1..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 43ca18288c424f645aaa1e9e07f04c50 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader deleted file mode 100644 index b9377e4a..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader +++ /dev/null @@ -1,404 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -// This Ambient Occlusion image effect is based on "Scalable Ambient Obscurance": - -/** - -\author Morgan McGuire and Michael Mara, NVIDIA and Williams College, http://research.nvidia.com, http://graphics.cs.williams.edu - -Open Source under the "BSD" license: http://www.opensource.org/licenses/bsd-license.php - -Copyright (c) 2011-2012, NVIDIA -All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - -Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. -Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - -*/ - -Shader "Hidden/ScreenSpaceAmbientObscurance" -{ - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - #ifdef SHADER_API_D3D11 - #define NUM_SAMPLES (15) - #else - #define NUM_SAMPLES (11) - #endif - - #define FAR_PLANE_Z (300.0) - #define NUM_SPIRAL_TURNS (7) - #define bias (0.01) - - float _Radius; - float _Radius2; // _Radius * _Radius; - float _Intensity; - float4 _ProjInfo; - float4x4 _ProjectionInv; // ref only - - sampler2D_float _CameraDepthTexture; - sampler2D _Rand; - sampler2D _AOTex; - sampler2D _MainTex; - - float4 _MainTex_TexelSize; - - static const float gaussian[5] = { 0.153170, 0.144893, 0.122649, 0.092902, 0.062970 }; // stddev = 2.0 - - float2 _Axis; - - /** Increase to make edges crisper. Decrease to reduce temporal flicker. */ - #define EDGE_SHARPNESS (1.0) - - float _BlurFilterDistance; - #define SCALE _BlurFilterDistance - - /** Filter _Radius in pixels. This will be multiplied by SCALE. */ - #define R (4) - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv2 : TEXCOORD1; - }; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - o.uv2 = v.texcoord.xy; - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv2.y = 1-o.uv2.y; - #endif - return o; - } - - float3 ReconstructCSPosition(float2 S, float z) - { - float linEyeZ = LinearEyeDepth(z); - return float3(( ( S.xy * _MainTex_TexelSize.zw) * _ProjInfo.xy + _ProjInfo.zw) * linEyeZ, linEyeZ); - - /* - // for reference - float4 clipPos = float4(S*2.0-1.0, (z*2-1), 1); - float4 viewPos; - viewPos.x = dot((float4)_ProjectionInv[0], clipPos); - viewPos.y = dot((float4)_ProjectionInv[1], clipPos); - viewPos.w = dot((float4)_ProjectionInv[3], clipPos); - viewPos.z = z; - viewPos = viewPos/viewPos.w; - return viewPos.xyz; - */ - } - - float3 ReconstructCSFaceNormal(float3 C) { - return normalize(cross(ddy(C), ddx(C))); - } - - - /** Returns a unit vector and a screen-space _Radius for the tap on a unit disk (the caller should scale by the actual disk _Radius) */ - - float2 TapLocation(int sampleNumber, float spinAngle, out float ssR){ - // Radius relative to ssR - float alpha = float(sampleNumber + 0.5) * (1.0 / NUM_SAMPLES); - float angle = alpha * (NUM_SPIRAL_TURNS * 6.28) + spinAngle; - - ssR = alpha; - return float2(cos(angle), sin(angle)); - } - - /** Used for packing Z into the GB channels */ - float CSZToKey(float z) { - return saturate(z * (1.0 / FAR_PLANE_Z)); - } - - /** Used for packing Z into the GB channels */ - void packKey(float key, out float2 p) { - // Round to the nearest 1/256.0 - float temp = floor(key * 256.0); - - // Integer part - p.x = temp * (1.0 / 256.0); - - // Fractional part - p.y = key * 256.0 - temp; - } - - /** Returns a number on (0, 1) */ - float UnpackKey(float2 p) - { - return p.x * (256.0 / 257.0) + p.y * (1.0 / 257.0); - } - - - /** Read the camera-space position of the point at screen-space pixel ssP */ - float3 GetPosition(float2 ssP) { - float3 P; - - P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssP.xy); - - // Offset to pixel center - P = ReconstructCSPosition(float2(ssP) /*+ float2(0.5, 0.5)*/, P.z); - return P; - } - - /** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */ - float3 GetOffsetPosition(float2 ssC, float2 unitOffset, float ssR) - { - float2 ssP = saturate(float2(ssR*unitOffset) + ssC); - - float3 P; - P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssP.xy); - - // Offset to pixel center - P = ReconstructCSPosition(float2(ssP)/* + float2(0.5, 0.5)*/, P.z); - - return P; - } - - /** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds - to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling _Radius \a ssDiskRadius */ - - float SampleAO(in float2 ssC, in float3 C, in float3 n_C, in float ssDiskRadius, in int tapIndex, in float randomPatternRotationAngle) - { - // Offset on the unit disk, spun for this pixel - float ssR; - float2 unitOffset = TapLocation(tapIndex, randomPatternRotationAngle, ssR); - ssR *= ssDiskRadius; - - // The occluding point in camera space - float3 Q = GetOffsetPosition(ssC, unitOffset, ssR); - - float3 v = Q - C; - - float vv = dot(v, v); - float vn = dot(v, n_C); - - const float epsilon = 0.01; - float f = max(_Radius2 - vv, 0.0); - return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); - } - - float4 fragAO(v2f i) : SV_Target - { - float4 fragment = fixed4(1,1,1,1); - - // Pixel being shaded - float2 ssC = i.uv2.xy;// * _MainTex_TexelSize.zw; - - // View space point being shaded - float3 C = GetPosition(ssC); - - //return abs(float4(C.xyz,0)); - //if(abs(C.z)<0.31) - // return 1; - //return abs(C.z); - - packKey(CSZToKey(C.z), fragment.gb); - //packKey(CSZToKey(C.z), bilateralKey); - - float randomPatternRotationAngle = 1.0; - #ifdef SHADER_API_D3D11 - int2 ssCInt = ssC.xy * _MainTex_TexelSize.zw; - randomPatternRotationAngle = (3 * ssCInt.x ^ ssCInt.y + ssCInt.x * ssCInt.y) * 10; - #else - // TODO: make dx9 rand better - randomPatternRotationAngle = tex2D(_Rand, i.uv*12.0).x * 1000.0; - #endif - - // Reconstruct normals from positions. These will lead to 1-pixel black lines - // at depth discontinuities, however the blur will wipe those out so they are not visible - // in the final image. - float3 n_C = ReconstructCSFaceNormal(C); - - //return float4((n_C),0); - - // Choose the screen-space sample _Radius - // proportional to the projected area of the sphere - float ssDiskRadius = -_Radius / C.z; // -projScale * _Radius / C.z; // <::::: - - float sum = 0.0; - for (int l = 0; l < NUM_SAMPLES; ++l) { - sum += SampleAO(ssC, C, n_C, (ssDiskRadius), l, randomPatternRotationAngle); - } - - float temp = _Radius2 * _Radius; - sum /= temp * temp; - - float A = max(0.0, 1.0 - sum * _Intensity * (5.0 / NUM_SAMPLES)); - fragment.ra = float2(A,A); - - return fragment; - } - - float4 fragUpsample (v2f i) : SV_Target - { - float4 fragment = fixed4(1,1,1,1); - - // View space point being shaded - float3 C = GetPosition(i.uv.xy); - - packKey(CSZToKey(C.z), fragment.gb); - fragment.ra = tex2D(_MainTex, i.uv.xy).ra; - - return fragment; - } - - float4 fragApply (v2f i) : SV_Target - { - float4 ao = tex2D(_AOTex, i.uv2.xy); - return tex2D(_MainTex, i.uv.xy) * ao.rrrr; - } - - float4 fragApplySoft (v2f i) : SV_Target - { - float4 color = tex2D(_MainTex, i.uv.xy); - - float ao = tex2D(_AOTex, i.uv2.xy).r; - ao += tex2D(_AOTex, i.uv2.xy + _MainTex_TexelSize.xy * 0.75).r; - ao += tex2D(_AOTex, i.uv2.xy - _MainTex_TexelSize.xy * 0.75).r; - ao += tex2D(_AOTex, i.uv2.xy + _MainTex_TexelSize.xy * float2(-0.75,0.75)).r; - ao += tex2D(_AOTex, i.uv2.xy - _MainTex_TexelSize.xy * float2(-0.75,0.75)).r; - - return color * float4(ao,ao,ao,5)/5; - } - - float4 fragBlurBL (v2f i) : SV_Target - { - float4 fragment = float4(1,1,1,1); - - float2 ssC = i.uv.xy; - - float4 temp = tex2Dlod(_MainTex, float4(i.uv.xy,0,0)); - - float2 passthrough2 = temp.gb; - float key = UnpackKey(passthrough2); - - float sum = temp.r; - - /* - if (key >= 0.999) { - // Sky pixel (if you aren't using depth keying, disable this test) - fragment.gb = passthrough2; - return fragment; - } - */ - - // Base weight for depth falloff. Increase this for more blurriness, decrease it for better edge discrimination - - float BASE = gaussian[0] * 0.5; // ole: i decreased - float totalWeight = BASE; - sum *= totalWeight; - - for (int r = -R; r <= R; ++r) { - // We already handled the zero case above. This loop should be unrolled and the branch discarded - if (r != 0) { - temp = tex2Dlod(_MainTex, float4(ssC + _Axis * _MainTex_TexelSize.xy * (r * SCALE),0,0) ); - float tapKey = UnpackKey(temp.gb); - float value = temp.r; - - // spatial domain: offset gaussian tap - float weight = 0.3 + gaussian[abs(r)]; - - // range domain (the "bilateral" weight). As depth difference increases, decrease weight. - weight *= max(0.0, 1.0 - (2000.0 * EDGE_SHARPNESS) * abs(tapKey - key)); - - sum += value * weight; - totalWeight += weight; - } - } - - const float epsilon = 0.0001; - fragment = sum / (totalWeight + epsilon); - - fragment.gb = passthrough2; - - return fragment; - } - - ENDCG - -SubShader { - - // 0: get ao - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragAO - #pragma target 3.0 - - ENDCG - } - - // 1: bilateral blur - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurBL - #pragma target 3.0 - - ENDCG - } - - // 2: apply ao - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragApply - #pragma target 3.0 - - ENDCG - } - - // 3: apply with a slight box filter - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragApplySoft - #pragma target 3.0 - - ENDCG - } - - // 4: in case you want to blur in high rez for nicer z borders - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragUpsample - #pragma target 3.0 - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta deleted file mode 100644 index dbe9a72b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 95616c020c5604dda96cf76afbbc0272 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader deleted file mode 100644 index c042cd8f..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader +++ /dev/null @@ -1,38 +0,0 @@ -Shader "Hidden/Sepiatone Effect" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert_img -#pragma fragment frag -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; - -fixed4 frag (v2f_img i) : SV_Target -{ - fixed4 original = tex2D(_MainTex, i.uv); - - // get intensity value (Y part of YIQ color space) - fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb); - - // Convert to Sepia Tone by adding constant - fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0); - fixed4 output = sepiaConvert + Y; - output.a = original.a; - - return output; -} -ENDCG - - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta deleted file mode 100644 index 34528f5e..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: b6aa781cad112c75d0008dfa8d76c639 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader deleted file mode 100644 index 4d4cec96..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader +++ /dev/null @@ -1,43 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - - -Shader "Hidden/SimpleClear" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform float4 _MainTex_TexelSize; - -struct v2f { - float4 pos : SV_POSITION; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - return o; -} - -half4 frag (v2f i) : SV_Target -{ - return half4(0,0,0,0); -} -ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta deleted file mode 100644 index eba30cb2..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: f688f89ed5eb847c5b19c934a0f1e772 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader deleted file mode 100644 index 175e586a..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader +++ /dev/null @@ -1,224 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/SunShaftsComposite" { - Properties { - _MainTex ("Base", 2D) = "" {} - _ColorBuffer ("Color", 2D) = "" {} - _Skybox ("Skybox", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - #if UNITY_UV_STARTS_AT_TOP - float2 uv1 : TEXCOORD1; - #endif - }; - - struct v2f_radial { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 blurVector : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D _ColorBuffer; - sampler2D _Skybox; - sampler2D_float _CameraDepthTexture; - - uniform half4 _SunThreshold; - - uniform half4 _SunColor; - uniform half4 _BlurRadius4; - uniform half4 _SunPosition; - uniform half4 _MainTex_TexelSize; - - #define SAMPLES_FLOAT 6.0f - #define SAMPLES_INT 6 - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - o.uv1 = v.texcoord.xy; - if (_MainTex_TexelSize.y < 0) - o.uv1.y = 1-o.uv1.y; - #endif - - return o; - } - - half4 fragScreen(v2f i) : SV_Target { - half4 colorA = tex2D (_MainTex, i.uv.xy); - #if UNITY_UV_STARTS_AT_TOP - half4 colorB = tex2D (_ColorBuffer, i.uv1.xy); - #else - half4 colorB = tex2D (_ColorBuffer, i.uv.xy); - #endif - half4 depthMask = saturate (colorB * _SunColor); - return 1.0f - (1.0f-colorA) * (1.0f-depthMask); - } - - half4 fragAdd(v2f i) : SV_Target { - half4 colorA = tex2D (_MainTex, i.uv.xy); - #if UNITY_UV_STARTS_AT_TOP - half4 colorB = tex2D (_ColorBuffer, i.uv1.xy); - #else - half4 colorB = tex2D (_ColorBuffer, i.uv.xy); - #endif - half4 depthMask = saturate (colorB * _SunColor); - return colorA + depthMask; - } - - v2f_radial vert_radial( appdata_img v ) { - v2f_radial o; - o.pos = UnityObjectToClipPos(v.vertex); - - o.uv.xy = v.texcoord.xy; - o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; - - return o; - } - - half4 frag_radial(v2f_radial i) : SV_Target - { - half4 color = half4(0,0,0,0); - for(int j = 0; j < SAMPLES_INT; j++) - { - half4 tmpColor = tex2D(_MainTex, i.uv.xy); - color += tmpColor; - i.uv.xy += i.blurVector; - } - return color / SAMPLES_FLOAT; - } - - half TransformColor (half4 skyboxValue) { - return dot(max(skyboxValue.rgb - _SunThreshold.rgb, half3(0,0,0)), half3(1,1,1)); // threshold and convert to greyscale - } - - half4 frag_depth (v2f i) : SV_Target { - #if UNITY_UV_STARTS_AT_TOP - float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - #else - float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy); - #endif - - half4 tex = tex2D (_MainTex, i.uv.xy); - - depthSample = Linear01Depth (depthSample); - - // consider maximum radius - #if UNITY_UV_STARTS_AT_TOP - half2 vec = _SunPosition.xy - i.uv1.xy; - #else - half2 vec = _SunPosition.xy - i.uv.xy; - #endif - half dist = saturate (_SunPosition.w - length (vec.xy)); - - half4 outColor = 0; - - // consider shafts blockers - if (depthSample > 0.99) - outColor = TransformColor (tex) * dist; - - return outColor; - } - - half4 frag_nodepth (v2f i) : SV_Target { - #if UNITY_UV_STARTS_AT_TOP - float4 sky = (tex2D (_Skybox, i.uv1.xy)); - #else - float4 sky = (tex2D (_Skybox, i.uv.xy)); - #endif - - float4 tex = (tex2D (_MainTex, i.uv.xy)); - - // consider maximum radius - #if UNITY_UV_STARTS_AT_TOP - half2 vec = _SunPosition.xy - i.uv1.xy; - #else - half2 vec = _SunPosition.xy - i.uv.xy; - #endif - half dist = saturate (_SunPosition.w - length (vec)); - - half4 outColor = 0; - - // find unoccluded sky pixels - // consider pixel values that differ significantly between framebuffer and sky-only buffer as occluded - if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2) - outColor = TransformColor (sky) * dist; - - return outColor; - } - - - - ENDCG - -Subshader { - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragScreen - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert_radial - #pragma fragment frag_radial - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag_depth - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag_nodepth - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragAdd - - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta deleted file mode 100644 index 82a06803..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: d3b1c8c1036784176946f5cfbfb7fe4c -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader deleted file mode 100644 index 51c3a109..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader +++ /dev/null @@ -1,356 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Tonemapper" { - Properties { - _MainTex ("", 2D) = "black" {} - _SmallTex ("", 2D) = "grey" {} - _Curve ("", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - sampler2D _SmallTex; - sampler2D _Curve; - - float4 _HdrParams; - float2 intensity; - float4 _MainTex_TexelSize; - float _AdaptionSpeed; - float _ExposureAdjustment; - float _RangeScale; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - float4 fragLog(v2f i) : SV_Target - { - const float DELTA = 0.0001f; - - float fLogLumSum = 0.0f; - - fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).rgb) + DELTA); - fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).rgb) + DELTA); - fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).rgb) + DELTA); - fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).rgb) + DELTA); - - float avg = fLogLumSum / 4.0; - return float4(avg, avg, avg, avg); - } - - float4 fragExp(v2f i) : SV_Target - { - float2 lum = float2(0.0f, 0.0f); - - lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).xy; - lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).xy; - lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).xy; - lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).xy; - - lum = exp(lum / 4.0f); - - return float4(lum.x, lum.y, lum.x, saturate(0.0125 * _AdaptionSpeed)); - } - - float3 ToCIE(float3 FullScreenImage) - { - // RGB -> XYZ conversion - // http://www.w3.org/Graphics/Color/sRGB - // The official sRGB to XYZ conversion matrix is (following ITU-R BT.709) - // 0.4125 0.3576 0.1805 - // 0.2126 0.7152 0.0722 - // 0.0193 0.1192 0.9505 - - float3x3 RGB2XYZ = {0.5141364, 0.3238786, 0.16036376, 0.265068, 0.67023428, 0.06409157, 0.0241188, 0.1228178, 0.84442666}; - - float3 XYZ = mul(RGB2XYZ, FullScreenImage.rgb); - - // XYZ -> Yxy conversion - - float3 Yxy; - - Yxy.r = XYZ.g; - - // x = X / (X + Y + Z) - // y = X / (X + Y + Z) - - float temp = dot(float3(1.0,1.0,1.0), XYZ.rgb); - - Yxy.gb = XYZ.rg / temp; - - return Yxy; - } - - float3 FromCIE(float3 Yxy) - { - float3 XYZ; - // Yxy -> XYZ conversion - XYZ.r = Yxy.r * Yxy.g / Yxy. b; - - // X = Y * x / y - XYZ.g = Yxy.r; - - // copy luminance Y - XYZ.b = Yxy.r * (1 - Yxy.g - Yxy.b) / Yxy.b; - - // Z = Y * (1-x-y) / y - - // XYZ -> RGB conversion - // The official XYZ to sRGB conversion matrix is (following ITU-R BT.709) - // 3.2410 -1.5374 -0.4986 - // -0.9692 1.8760 0.0416 - // 0.0556 -0.2040 1.0570 - - float3x3 XYZ2RGB = { 2.5651,-1.1665,-0.3986, -1.0217, 1.9777, 0.0439, 0.0753, -0.2543, 1.1892}; - - return mul(XYZ2RGB, XYZ); - } - - // NOTE/OPTIMIZATION: we're not going the extra CIE detour anymore, but - // scale with the OUT/IN luminance ratio,this is sooooo much faster - - float4 fragAdaptive(v2f i) : SV_Target - { - float avgLum = tex2D(_SmallTex, i.uv).x; - float4 color = tex2D (_MainTex, i.uv); - - float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb); - - float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum.x); - - lumScaled = (lumScaled * (1.0f + lumScaled / (_HdrParams.w)))/(1.0f + lumScaled); - - //cie.r = lumScaled; - - color.rgb = color.rgb * (lumScaled / cieLum); - - //color.rgb = FromCIE(cie); - return color; - } - - float4 fragAdaptiveAutoWhite(v2f i) : SV_Target - { - float2 avgLum = tex2D(_SmallTex, i.uv).xy; - float4 color = tex2D(_MainTex, i.uv); - - float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb); - - float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum.x); - - lumScaled = (lumScaled * (1.0f + lumScaled / (avgLum.y*avgLum.y)))/(1.0f + lumScaled); - - //cie.r = lumScaled; - - color.rgb = color.rgb * (lumScaled / cieLum); - - //color.rgb = FromCIE(cie); - return color; - } - - float4 fragCurve(v2f i) : SV_Target - { - float4 color = tex2D(_MainTex, i.uv); - float3 cie = ToCIE(color.rgb); - - // Remap to new lum range - float newLum = tex2D(_Curve, float2(cie.r * _RangeScale, 0.5)).r; - cie.r = newLum; - color.rgb = FromCIE(cie); - - return color; - } - - float4 fragHable(v2f i) : SV_Target - { - const float A = 0.15; - const float B = 0.50; - const float C = 0.10; - const float D = 0.20; - const float E = 0.02; - const float F = 0.30; - const float W = 11.2; - - float3 texColor = tex2D(_MainTex, i.uv).rgb; - texColor *= _ExposureAdjustment; - - float ExposureBias = 2.0; - float3 x = ExposureBias*texColor; - float3 curr = ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; - - x = W; - float3 whiteScale = 1.0f/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F); - float3 color = curr*whiteScale; - - // float3 retColor = pow(color,1/2.2); // we have SRGB write enabled at this stage - - return float4(color, 1.0); - } - - // we are doing it on luminance here (better color preservation, but some other problems like very fast saturation) - float4 fragSimpleReinhard(v2f i) : SV_Target - { - float4 texColor = tex2D(_MainTex, i.uv); - float lum = Luminance(texColor.rgb); - float lumTm = lum * _ExposureAdjustment; - float scale = lumTm / (1+lumTm); - return float4(texColor.rgb * scale / lum, texColor.a); - } - - float4 fragOptimizedHejiDawson(v2f i) : SV_Target - { - float4 texColor = tex2D(_MainTex, i.uv ); - texColor *= _ExposureAdjustment; - float4 X = max(float4(0.0,0.0,0.0,0.0), texColor-0.004); - float4 retColor = (X*(6.2*X+.5))/(X*(6.2*X+1.7)+0.06); - return retColor*retColor; - } - - float4 fragPhotographic(v2f i) : SV_Target - { - float4 texColor = tex2D(_MainTex, i.uv); - return 1-exp2(-_ExposureAdjustment * texColor); - } - - float4 fragDownsample(v2f i) : SV_Target - { - float4 tapA = tex2D(_MainTex, i.uv + _MainTex_TexelSize * 0.5); - float4 tapB = tex2D(_MainTex, i.uv - _MainTex_TexelSize * 0.5); - float4 tapC = tex2D(_MainTex, i.uv + _MainTex_TexelSize * float2(0.5,-0.5)); - float4 tapD = tex2D(_MainTex, i.uv - _MainTex_TexelSize * float2(0.5,-0.5)); - - float4 average = (tapA+tapB+tapC+tapD)/4; - average.y = max(max(tapA.y,tapB.y), max(tapC.y,tapD.y)); - - return average; - } - - ENDCG - -Subshader { - // adaptive reinhhard apply - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAdaptive - ENDCG - } - - // 1 - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragLog - ENDCG - } - // 2 - Pass { - ZTest Always Cull Off ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragExp - ENDCG - } - // 3 - Pass { - ZTest Always Cull Off ZWrite Off - - Blend Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragExp - ENDCG - } - - // 4 user controllable tonemap curve - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragCurve - ENDCG - } - - // 5 tonemapping in uncharted - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragHable - ENDCG - } - - // 6 simple tonemapping based reinhard - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragSimpleReinhard - ENDCG - } - - // 7 OptimizedHejiDawson - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragOptimizedHejiDawson - ENDCG - } - - // 8 Photographic - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragPhotographic - ENDCG - } - - // 9 Downsample with auto white detection - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragDownsample - ENDCG - } - - // 10 adaptive reinhhard apply with auto white - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAdaptiveAutoWhite - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta deleted file mode 100644 index 370e2846..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 003377fc2620a44939dadde6fe3f8190 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader deleted file mode 100644 index ca49f6d5..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader +++ /dev/null @@ -1,54 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Twirt Effect Shader" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform float4 _MainTex_TexelSize; -uniform float4 _CenterRadius; -uniform float4x4 _RotationMatrix; - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = v.texcoord - _CenterRadius.xy; - return o; -} - -float4 frag (v2f i) : SV_Target -{ - float2 offset = i.uv; - float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); - float2 tmp = offset / _CenterRadius.zw; - float t = min (1, length(tmp)); - - offset = lerp (distortedOffset, offset, t); - offset += _CenterRadius.xy; - - return tex2D(_MainTex, offset); -} -ENDCG - - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta deleted file mode 100644 index a11709fb..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 641b781cad112c75d0008dfa8d76c639 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader deleted file mode 100644 index b5a396b1..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader +++ /dev/null @@ -1,71 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Vignetting" { - Properties { - _MainTex ("Base", 2D) = "white" {} - _VignetteTex ("Vignette", 2D) = "white" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv2 : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D _VignetteTex; - - half _Intensity; - half _Blur; - - float4 _MainTex_TexelSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - o.uv2 = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv2.y = 1.0 - o.uv2.y; - #endif - - return o; - } - - half4 frag(v2f i) : SV_Target { - half2 coords = i.uv; - half2 uv = i.uv; - - coords = (coords - 0.5) * 2.0; - half coordDot = dot (coords,coords); - half4 color = tex2D (_MainTex, uv); - - float mask = 1.0 - coordDot * _Intensity; - - half4 colorBlur = tex2D (_VignetteTex, i.uv2); - color = lerp (color, colorBlur, saturate (_Blur * coordDot)); - - return color * mask; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta deleted file mode 100644 index 2ecd8720..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 627943dc7a9a74286b70a4f694a0acd5 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader deleted file mode 100644 index c291d4e7..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader +++ /dev/null @@ -1,67 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Twist Effect" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader -{ - Pass - { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag - -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; - -uniform float4 _MainTex_ST; - -uniform float4 _MainTex_TexelSize; -uniform float _Angle; -uniform float4 _CenterRadius; - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uvOrig : TEXCOORD1; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - float2 uv = v.texcoord.xy - _CenterRadius.xy; - o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); - o.uvOrig = uv; - return o; -} - -float4 frag (v2f i) : SV_Target -{ - float2 offset = i.uvOrig; - float angle = 1.0 - length(offset / _CenterRadius.zw); - angle = max (0, angle); - angle = angle * angle * _Angle; - float cosLength, sinLength; - sincos (angle, sinLength, cosLength); - - float2 uv; - uv.x = cosLength * offset[0] - sinLength * offset[1]; - uv.y = sinLength * offset[0] + cosLength * offset[1]; - uv += _CenterRadius.xy; - - return tex2D(_MainTex, uv); -} -ENDCG - - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta deleted file mode 100644 index 78ded6ff..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 708b781cad112c75d0008dfa8d76c639 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta deleted file mode 100644 index 56bf53bf..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 625816f0c3cab964d82b9f0b56a80c65 -folderAsset: yes -timeCreated: 1447610112 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader deleted file mode 100644 index 8a149e4a..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader +++ /dev/null @@ -1,346 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -// -// modified and adapted DLAA code based on Dmitry Andreev's -// Directionally Localized Anti-Aliasing (DLAA) -// -// as seen in "The Force Unleashed 2" -// - -Shader "Hidden/DLAA" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -CGINCLUDE - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform float4 _MainTex_TexelSize; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - #define LD( o, dx, dy ) o = tex2D( _MainTex, texCoord + float2( dx, dy ) * _MainTex_TexelSize.xy ); - - float GetIntensity( float3 col ) - { - return dot( col, float3( 0.33f, 0.33f, 0.33f ) ); - } - - float4 highPassPre( float2 texCoord ) - { - LD(float4 sCenter, 0.0,0.0) - LD(float4 sUpLeft, -1.0,-1.0) - LD(float4 sUpRight, 1.0,-1.0) - LD(float4 sDownLeft, -1.0,1.0) - LD(float4 sDownRight, 1.0,1.0) - - float4 diff = 4.0f * abs( (sUpLeft + sUpRight + sDownLeft + sDownRight) - 4.0f * sCenter ); - float edgeMask = GetIntensity(diff.xyz); - - return float4(sCenter.rgb, edgeMask); - } - - // Softer (5-pixel wide high-pass) - /* - void HighPassEdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float4 w_h, float4 w_v, float2 texCoord) { - edge_h = abs( w_h - 4.0f * center ) / 4.0f; - edge_v = abs( w_v - 4.0f * center ) / 4.0f; - } - - // Sharper (3-pixel wide high-pass) - void EdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float2 texCoord) { - float4 left, right, top, bottom; - - LD( left, -1, 0 ) - LD( right, 1, 0 ) - LD( top, 0, -1 ) - LD( bottom, 0, 1 ) - - edge_h = abs( left + right - 2.0f * center ) / 2.0f; - edge_v = abs( top + bottom - 2.0f * center ) / 2.0f; - } - */ - - float4 edgeDetectAndBlur( float2 texCoord ) - { - float lambda = 3.0f; - float epsilon = 0.1f; - - // - // Short Edges - // - - float4 center, left_01, right_01, top_01, bottom_01; - - // sample 5x5 cross - LD( center, 0, 0 ) - LD( left_01, -1.5, 0 ) - LD( right_01, 1.5, 0 ) - LD( top_01, 0,-1.5 ) - LD( bottom_01, 0, 1.5 ) - - - float4 w_h = 2.0f * ( left_01 + right_01 ); - float4 w_v = 2.0f * ( top_01 + bottom_01 ); - - - // Softer (5-pixel wide high-pass) - float4 edge_h = abs( w_h - 4.0f * center ) / 4.0f; - float4 edge_v = abs( w_v - 4.0f * center ) / 4.0f; - - - float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f; - float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f; - - float edge_h_lum = GetIntensity( edge_h.xyz ); - float edge_v_lum = GetIntensity( edge_v.xyz ); - float blurred_h_lum = GetIntensity( blurred_h.xyz ); - float blurred_v_lum = GetIntensity( blurred_v.xyz ); - - float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum ); - float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum ); - - float4 clr = center; - clr = lerp( clr, blurred_h, edge_mask_v ); - clr = lerp( clr, blurred_v, edge_mask_h ); // blurrier version - - // - // Long Edges - // - - float4 h0, h1, h2, h3, h4, h5, h6, h7; - float4 v0, v1, v2, v3, v4, v5, v6, v7; - - // sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs) - LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 ) - LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 ) - - float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f; - float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f; - - long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f ); - long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f ); - - float4 left, right, top, bottom; - - LD( left, -1, 0 ) - LD( right, 1, 0 ) - LD( top, 0, -1 ) - LD( bottom, 0, 1 ) - - if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360) - //if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs) - { - float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f; - float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f; - - float lb_h_lum = GetIntensity( long_blurred_h.xyz ); - float lb_v_lum = GetIntensity( long_blurred_v.xyz ); - - float center_lum = GetIntensity( center.xyz ); - float left_lum = GetIntensity( left.xyz ); - float right_lum = GetIntensity( right.xyz ); - float top_lum = GetIntensity( top.xyz ); - float bottom_lum = GetIntensity( bottom.xyz ); - - float4 clr_v = center; - float4 clr_h = center; - - // we had to hack this because DIV by 0 gives some artefacts on different platforms - float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) ); - float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) ); - float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) ); - float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) ); - - float4 vhxy = float4( vx, vy, hx, hy ); - //vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy; - - clr_v = lerp( left , clr_v, vhxy.x ); - clr_v = lerp( right , clr_v, vhxy.y ); - clr_h = lerp( top , clr_h, vhxy.z ); - clr_h = lerp( bottom, clr_h, vhxy.w ); - - clr = lerp( clr, clr_v, long_edge_mask_v ); - clr = lerp( clr, clr_h, long_edge_mask_h ); - } - - return clr; - } - - float4 edgeDetectAndBlurSharper(float2 texCoord) - { - float lambda = 3.0f; - float epsilon = 0.1f; - - // - // Short Edges - // - - float4 center, left_01, right_01, top_01, bottom_01; - - // sample 5x5 cross - LD( center, 0, 0 ) - LD( left_01, -1.5, 0 ) - LD( right_01, 1.5, 0 ) - LD( top_01, 0,-1.5 ) - LD( bottom_01, 0, 1.5 ) - - - float4 w_h = 2.0f * ( left_01 + right_01 ); - float4 w_v = 2.0f * ( top_01 + bottom_01 ); - - // Sharper (3-pixel wide high-pass) - float4 left, right, top, bottom; - - LD( left, -1, 0 ) - LD( right, 1, 0 ) - LD( top, 0, -1 ) - LD( bottom, 0, 1 ) - - float4 edge_h = abs( left + right - 2.0f * center ) / 2.0f; - float4 edge_v = abs( top + bottom - 2.0f * center ) / 2.0f; - - float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f; - float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f; - - float edge_h_lum = GetIntensity( edge_h.xyz ); - float edge_v_lum = GetIntensity( edge_v.xyz ); - float blurred_h_lum = GetIntensity( blurred_h.xyz ); - float blurred_v_lum = GetIntensity( blurred_v.xyz ); - - float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum ); - float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum ); - - float4 clr = center; - clr = lerp( clr, blurred_h, edge_mask_v ); - clr = lerp( clr, blurred_v, edge_mask_h * 0.5f ); // TFU2 uses 1.0f instead of 0.5f - - // - // Long Edges - // - - float4 h0, h1, h2, h3, h4, h5, h6, h7; - float4 v0, v1, v2, v3, v4, v5, v6, v7; - - // sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs) - LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 ) - LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 ) - - float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f; - float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f; - - long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f ); - long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f ); - - //if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360) - if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs) - { - float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f; - float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f; - - float lb_h_lum = GetIntensity( long_blurred_h.xyz ); - float lb_v_lum = GetIntensity( long_blurred_v.xyz ); - - float center_lum = GetIntensity( center.xyz ); - float left_lum = GetIntensity( left.xyz ); - float right_lum = GetIntensity( right.xyz ); - float top_lum = GetIntensity( top.xyz ); - float bottom_lum = GetIntensity( bottom.xyz ); - - float4 clr_v = center; - float4 clr_h = center; - - // we had to hack this because DIV by 0 gives some artefacts on different platforms - float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) ); - float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) ); - float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) ); - float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) ); - - float4 vhxy = float4( vx, vy, hx, hy ); - //vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy; - - clr_v = lerp( left , clr_v, vhxy.x ); - clr_v = lerp( right , clr_v, vhxy.y ); - clr_h = lerp( top , clr_h, vhxy.z ); - clr_h = lerp( bottom, clr_h, vhxy.w ); - - clr = lerp( clr, clr_v, long_edge_mask_v ); - clr = lerp( clr, clr_h, long_edge_mask_h ); - } - - return clr; - } - - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - - float2 uv = v.texcoord.xy; - o.uv.xy = uv; - - return o; - } - - half4 fragFirst (v2f i) : SV_Target { - return highPassPre (i.uv); - } - - half4 fragSecond (v2f i) : SV_Target { - return edgeDetectAndBlur( i.uv ); - } - - half4 fragThird (v2f i) : SV_Target { - return edgeDetectAndBlurSharper( i.uv ); - } - -ENDCG - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragFirst - #pragma exclude_renderers d3d11_9x - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragSecond - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragThird - #pragma target 3.0 - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta deleted file mode 100644 index 8db070d0..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 017ca72b9e8a749058d13ebd527e98fa -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader deleted file mode 100644 index 600ad853..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader +++ /dev/null @@ -1,189 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/FXAA II" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM - -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#pragma target 3.0 - -#define FXAA_HLSL_3 1 - -/*============================================================================ - - FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA - -============================================================================*/ - -/*============================================================================ - API PORTING -============================================================================*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_120 - // Requires, - // #version 120 - // #extension GL_EXT_gpu_shader4 : enable - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaSat(a) clamp((a), 0.0, 1.0) - #define FxaaTex sampler2D - #define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0) - #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_130 - // Requires "#version 130" or better - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaSat(a) clamp((a), 0.0, 1.0) - #define FxaaTex sampler2D - #define FxaaTexLod0(t, p) textureLod(t, p, 0.0) - #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_3 - #define int2 float2 - #define FxaaInt2 float2 - #define FxaaFloat2 float2 - #define FxaaSat(a) saturate((a)) - #define FxaaTex sampler2D - #define FxaaTexLod0(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) - #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_4 - #define FxaaInt2 int2 - #define FxaaFloat2 float2 - #define FxaaSat(a) saturate((a)) - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexLod0(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) -#endif - - -/*============================================================================ - - VERTEX SHADER - -============================================================================*/ -float4 FxaaVertexShader( -float2 pos, // Both x and y range {-1.0 to 1.0 across screen}. -float2 rcpFrame) { // {1.0/frameWidth, 1.0/frameHeight} -/*--------------------------------------------------------------------------*/ - #define FXAA_SUBPIX_SHIFT (1.0/4.0) -/*--------------------------------------------------------------------------*/ - float4 posPos; - posPos.xy = (pos.xy * 0.5) + 0.5; - posPos.zw = posPos.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); - return posPos; } - -/*============================================================================ - - PIXEL SHADER - -============================================================================*/ -float3 FxaaPixelShader( -float4 posPos, // Output of FxaaVertexShader interpolated across screen. -FxaaTex tex, // Input texture. -float2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}. -/*--------------------------------------------------------------------------*/ - #define FXAA_REDUCE_MIN (1.0/128.0) - #define FXAA_REDUCE_MUL (1.0/8.0) - #define FXAA_SPAN_MAX 8.0 -/*--------------------------------------------------------------------------*/ - float3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; - float3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz; - float3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz; - float3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz; - float3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz; -/*--------------------------------------------------------------------------*/ - float3 luma = float3(0.299, 0.587, 0.114); - float lumaNW = dot(rgbNW, luma); - float lumaNE = dot(rgbNE, luma); - float lumaSW = dot(rgbSW, luma); - float lumaSE = dot(rgbSE, luma); - float lumaM = dot(rgbM, luma); -/*--------------------------------------------------------------------------*/ - float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); - float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); -/*--------------------------------------------------------------------------*/ - float2 dir; - dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); - dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); -/*--------------------------------------------------------------------------*/ - float dirReduce = max( - (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), - FXAA_REDUCE_MIN); - float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); - dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), - max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), - dir * rcpDirMin)) * rcpFrame.xy; -/*--------------------------------------------------------------------------*/ - float3 rgbA = (1.0/2.0) * ( - FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz + - FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz); - float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( - FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz + - FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz); - float lumaB = dot(rgbB, luma); - if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; - return rgbB; } - - -struct v2f { - float4 pos : SV_POSITION; - float4 uv : TEXCOORD0; -}; - -float4 _MainTex_TexelSize; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy); - return o; -} - -sampler2D _MainTex; - -float4 frag (v2f i) : SV_Target -{ - return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); -} - -ENDCG - } -} - -Fallback off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta deleted file mode 100644 index 365db5f7..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: cd5b323dcc592457790ff18b528f5e67 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader deleted file mode 100644 index c00f526d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader +++ /dev/null @@ -1,174 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - - -/*============================================================================ - -source taken from - - - NVIDIA FXAA 3.11 by TIMOTHY LOTTES - - -and adapted and ported to Unity by Unity Technologies - - ------------------------------------------------------------------------------- -COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. ------------------------------------------------------------------------------- -TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF -MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA -OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR -CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR -LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, -OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE -THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH -DAMAGES. - -============================================================================*/ - - -Shader "Hidden/FXAA III (Console)" { - Properties { - _MainTex ("-", 2D) = "white" {} - _EdgeThresholdMin ("Edge threshold min",float) = 0.125 - _EdgeThreshold("Edge Threshold", float) = 0.25 - _EdgeSharpness("Edge sharpness",float) = 4.0 - } - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform half _EdgeThresholdMin; - uniform half _EdgeThreshold; - uniform half _EdgeSharpness; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 interpolatorA : TEXCOORD1; - float4 interpolatorB : TEXCOORD2; - float4 interpolatorC : TEXCOORD3; - }; - - float4 _MainTex_TexelSize; - - v2f vert (appdata_img v) - { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - - o.uv = v.texcoord.xy; - - float4 extents; - float2 offset = ( _MainTex_TexelSize.xy ) * 0.5f; - extents.xy = v.texcoord.xy - offset; - extents.zw = v.texcoord.xy + offset; - - float4 rcpSize; - rcpSize.xy = -_MainTex_TexelSize.xy * 0.5f; - rcpSize.zw = _MainTex_TexelSize.xy * 0.5f; -#if defined (SHADER_API_PSP2) - //cg compiler linker bug workaround - float almostzero = v.texcoord.x*0.000001f; - rcpSize.x += almostzero; -#endif - o.interpolatorA = extents; - o.interpolatorB = rcpSize; - o.interpolatorC = rcpSize; - - o.interpolatorC.xy *= 4.0; - o.interpolatorC.zw *= 4.0; - - return o; - } - -// hacky support for NaCl -#if defined(SHADER_API_GLES) && defined(SHADER_API_DESKTOP) - #define FxaaTexTop(t, p) tex2D(t, p) -#else - #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) -#endif - - inline half TexLuminance( float2 uv ) - { - return Luminance(FxaaTexTop(_MainTex, uv).rgb); - } - - half3 FxaaPixelShader(float2 pos, float4 extents, float4 rcpSize, float4 rcpSize2) - { - half lumaNw = TexLuminance(extents.xy); - half lumaSw = TexLuminance(extents.xw); - half lumaNe = TexLuminance(extents.zy); - half lumaSe = TexLuminance(extents.zw); - - half3 centre = FxaaTexTop(_MainTex, pos).rgb; - half lumaCentre = Luminance(centre); - - half lumaMaxNwSw = max( lumaNw , lumaSw ); - lumaNe += 1.0/384.0; - half lumaMinNwSw = min( lumaNw , lumaSw ); - - half lumaMaxNeSe = max( lumaNe , lumaSe ); - half lumaMinNeSe = min( lumaNe , lumaSe ); - - half lumaMax = max( lumaMaxNeSe, lumaMaxNwSw ); - half lumaMin = min( lumaMinNeSe, lumaMinNwSw ); - - half lumaMaxScaled = lumaMax * _EdgeThreshold; - - half lumaMinCentre = min( lumaMin , lumaCentre ); - half lumaMaxScaledClamped = max( _EdgeThresholdMin , lumaMaxScaled ); - half lumaMaxCentre = max( lumaMax , lumaCentre ); - half dirSWMinusNE = lumaSw - lumaNe; - half lumaMaxCMinusMinC = lumaMaxCentre - lumaMinCentre; - half dirSEMinusNW = lumaSe - lumaNw; - - if(lumaMaxCMinusMinC < lumaMaxScaledClamped) - return centre; - - half2 dir; - dir.x = dirSWMinusNE + dirSEMinusNW; - dir.y = dirSWMinusNE - dirSEMinusNW; - - dir = normalize(dir); - half3 col1 = FxaaTexTop(_MainTex, pos.xy - dir * rcpSize.zw).rgb; - half3 col2 = FxaaTexTop(_MainTex, pos.xy + dir * rcpSize.zw).rgb; - - half dirAbsMinTimesC = min( abs( dir.x ) , abs( dir.y ) ) * _EdgeSharpness; - dir = clamp(dir.xy/dirAbsMinTimesC, -2.0, 2.0); - - half3 col3 = FxaaTexTop(_MainTex, pos.xy - dir * rcpSize2.zw).rgb; - half3 col4 = FxaaTexTop(_MainTex, pos.xy + dir * rcpSize2.zw).rgb; - - half3 rgbyA = col1 + col2; - half3 rgbyB = ((col3 + col4) * 0.25) + (rgbyA * 0.25); - - if((Luminance(rgbyA) < lumaMin) || (Luminance(rgbyB) > lumaMax)) - return rgbyA * 0.5; - else - return rgbyB; - } - - half4 frag (v2f i) : SV_Target - { - half3 color = FxaaPixelShader(i.uv, i.interpolatorA, i.interpolatorB, i.interpolatorC); - return half4(color, 1.0); - } - - ENDCG - } - } - FallBack Off -} - diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta deleted file mode 100644 index 63068157..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: c547503fff0e8482ea5793727057041c -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader deleted file mode 100644 index 07afa03b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader +++ /dev/null @@ -1,829 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/FXAA Preset 2" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#pragma target 3.0 - -// doesn't make sense to have this on consoles, it'll fallback to FXAA2 -#pragma exclude_renderers xbox360 ps3 gles - - -#define FXAA_HLSL_3 1 -#define FXAA_PRESET 2 - - -// Copyright (c) 2010 NVIDIA Corporation. All rights reserved. -// -// TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -// *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -// OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY -// AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS -// BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES -// WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, -// BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) -// ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS -// BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. - -/*============================================================================ - - FXAA - -============================================================================*/ - -/*============================================================================ - API PORTING -============================================================================*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_120 - // Requires, - // #version 120 - // #extension GL_EXT_gpu_shader4 : enable - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaBool3 bvec3 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) mix((f), (t), (b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_130 - // Requires "#version 130" or better - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaBool3 bvec3 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) mix((f), (t), (b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_3 - #define int2 float2 - #define FxaaInt2 float2 - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaBool2Float(a) (a) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_4 - #define FxaaInt2 int2 - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaBool2Float(a) (a) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) - struct FxaaTex { SamplerState smpl; Texture2D tex; }; -#endif -/*--------------------------------------------------------------------------*/ -#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a)) -/*--------------------------------------------------------------------------*/ -float4 FxaaTexLod0(FxaaTex tex, float2 pos) { - #if FXAA_GLSL_120 - return texture2DLod(tex, pos.xy, 0.0); - #endif - #if FXAA_GLSL_130 - return textureLod(tex, pos.xy, 0.0); - #endif - #if FXAA_HLSL_3 - return tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0); - #endif -} -/*--------------------------------------------------------------------------*/ -float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) { - #if FXAA_GLSL_120 - return texture2DGrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_GLSL_130 - return textureGrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_HLSL_3 - return tex2Dgrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleGrad(tex.smpl, pos.xy, grad, grad); - #endif -} -/*--------------------------------------------------------------------------*/ -float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) { - #if FXAA_GLSL_120 - return texture2DLodOffset(tex, pos.xy, 0.0, off.xy); - #endif - #if FXAA_GLSL_130 - return textureLodOffset(tex, pos.xy, 0.0, off.xy); - #endif - #if FXAA_HLSL_3 - return tex2Dlod(tex, float4(pos.xy + (off * rcpFrame), 0, 0)); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0, off.xy); - #endif -} - -/*============================================================================ - SRGB KNOBS ------------------------------------------------------------------------------- -FXAA_SRGB_ROP - Set to 1 when applying FXAA to an sRGB back buffer (DX10/11). - This will do the sRGB to linear transform, - as ROP will expect linear color from this shader, - and this shader works in non-linear color. -============================================================================*/ -#define FXAA_SRGB_ROP 0 - -/*============================================================================ - DEBUG KNOBS ------------------------------------------------------------------------------- -All debug knobs draw FXAA-untouched pixels in FXAA computed luma (monochrome). - -FXAA_DEBUG_PASSTHROUGH - Red for pixels which are filtered by FXAA with a - yellow tint on sub-pixel aliasing filtered by FXAA. -FXAA_DEBUG_HORZVERT - Blue for horizontal edges, gold for vertical edges. -FXAA_DEBUG_PAIR - Blue/green for the 2 pixel pair choice. -FXAA_DEBUG_NEGPOS - Red/blue for which side of center of span. -FXAA_DEBUG_OFFSET - Red/blue for -/+ x, gold/skyblue for -/+ y. -============================================================================*/ -#ifndef FXAA_DEBUG_PASSTHROUGH - #define FXAA_DEBUG_PASSTHROUGH 0 -#endif -#ifndef FXAA_DEBUG_HORZVERT - #define FXAA_DEBUG_HORZVERT 0 -#endif -#ifndef FXAA_DEBUG_PAIR - #define FXAA_DEBUG_PAIR 0 -#endif -#ifndef FXAA_DEBUG_NEGPOS - #define FXAA_DEBUG_NEGPOS 0 -#endif -#ifndef FXAA_DEBUG_OFFSET - #define FXAA_DEBUG_OFFSET 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_DEBUG_PASSTHROUGH || FXAA_DEBUG_HORZVERT || FXAA_DEBUG_PAIR - #define FXAA_DEBUG 1 -#endif -#if FXAA_DEBUG_NEGPOS || FXAA_DEBUG_OFFSET - #define FXAA_DEBUG 1 -#endif -#ifndef FXAA_DEBUG - #define FXAA_DEBUG 0 -#endif - -/*============================================================================ - COMPILE-IN KNOBS ------------------------------------------------------------------------------- -FXAA_PRESET - Choose compile-in knob preset 0-5. ------------------------------------------------------------------------------- -FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required - to apply algorithm. - 1.0/3.0 - too little - 1.0/4.0 - good start - 1.0/8.0 - applies to more edges - 1.0/16.0 - overkill ------------------------------------------------------------------------------- -FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks. - Perf optimization. - 1.0/32.0 - visible limit (smaller isn't visible) - 1.0/16.0 - good compromise - 1.0/12.0 - upper limit (seeing artifacts) ------------------------------------------------------------------------------- -FXAA_SEARCH_STEPS - Maximum number of search steps for end of span. ------------------------------------------------------------------------------- -FXAA_SEARCH_ACCELERATION - How much to accelerate search, - 1 - no acceleration - 2 - skip by 2 pixels - 3 - skip by 3 pixels - 4 - skip by 4 pixels ------------------------------------------------------------------------------- -FXAA_SEARCH_THRESHOLD - Controls when to stop searching. - 1.0/4.0 - seems to be the best quality wise ------------------------------------------------------------------------------- -FXAA_SUBPIX_FASTER - Turn on lower quality but faster subpix path. - Not recomended, but used in preset 0. ------------------------------------------------------------------------------- -FXAA_SUBPIX - Toggle subpix filtering. - 0 - turn off - 1 - turn on - 2 - turn on full (ignores FXAA_SUBPIX_TRIM and CAP) ------------------------------------------------------------------------------- -FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal. - 1.0/2.0 - low removal - 1.0/3.0 - medium removal - 1.0/4.0 - default removal - 1.0/8.0 - high removal - 0.0 - complete removal ------------------------------------------------------------------------------- -FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. - This is important for the transition of sub-pixel detail, - like fences and wires. - 3.0/4.0 - default (medium amount of filtering) - 7.0/8.0 - high amount of filtering - 1.0 - no capping of sub-pixel aliasing removal -============================================================================*/ -#ifndef FXAA_PRESET - #define FXAA_PRESET 3 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 0) - #define FXAA_EDGE_THRESHOLD (1.0/4.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0) - #define FXAA_SEARCH_STEPS 2 - #define FXAA_SEARCH_ACCELERATION 4 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 1 - #define FXAA_SUBPIX_CAP (2.0/3.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 1) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0) - #define FXAA_SEARCH_STEPS 4 - #define FXAA_SEARCH_ACCELERATION 3 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 2) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 8 - #define FXAA_SEARCH_ACCELERATION 2 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 3) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 16 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 4) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 24 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 5) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 32 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM)) - -/*============================================================================ - HELPERS -============================================================================*/ -// Return the luma, the estimation of luminance from rgb inputs. -// This approximates luma using one FMA instruction, -// skipping normalization and tossing out blue. -// FxaaLuma() will range 0.0 to 2.963210702. -float FxaaLuma(float3 rgb) { - return rgb.y * (0.587/0.299) + rgb.x; } -/*--------------------------------------------------------------------------*/ -float3 FxaaLerp3(float3 a, float3 b, float amountOfA) { - return (FxaaToFloat3(-amountOfA) * b) + - ((a * FxaaToFloat3(amountOfA)) + b); } -/*--------------------------------------------------------------------------*/ -// Support any extra filtering before returning color. -float3 FxaaFilterReturn(float3 rgb) { - #if FXAA_SRGB_ROP - // Do sRGB encoded value to linear conversion. - return FxaaSel3( - rgb * FxaaToFloat3(1.0/12.92), - FxaaPow3( - rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055), - FxaaToFloat3(2.4)), - rgb > FxaaToFloat3(0.04045)); - #else - return rgb; - #endif -} - -/*============================================================================ - VERTEX SHADER -============================================================================*/ -float2 FxaaVertexShader( -// Both x and y range {-1.0 to 1.0 across screen}. -float2 inPos) { - float2 pos; - pos.xy = (inPos.xy * FxaaFloat2(0.5, 0.5)) + FxaaFloat2(0.5, 0.5); - return pos; } - -/*============================================================================ - - PIXEL SHADER - -============================================================================*/ -float3 FxaaPixelShader( -// Output of FxaaVertexShader interpolated across screen. -// xy -> actual texture position {0.0 to 1.0} -float2 pos, -// Input texture. -FxaaTex tex, -// RCPFRAME SHOULD PIXEL SHADER CONSTANTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -// {1.0/frameWidth, 1.0/frameHeight} -float2 rcpFrame) { - -/*---------------------------------------------------------------------------- - EARLY EXIT IF LOCAL CONTRAST BELOW EDGE DETECT LIMIT ------------------------------------------------------------------------------- -Majority of pixels of a typical image do not require filtering, -often pixels are grouped into blocks which could benefit from early exit -right at the beginning of the algorithm. -Given the following neighborhood, - - N - W M E - S - -If the difference in local maximum and minimum luma (contrast "range") -is lower than a threshold proportional to the maximum local luma ("rangeMax"), -then the shader early exits (no visible aliasing). -This threshold is clamped at a minimum value ("FXAA_EDGE_THRESHOLD_MIN") -to avoid processing in really dark areas. -----------------------------------------------------------------------------*/ - float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz; - float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz; - float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz; - float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz; - float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz; - float lumaN = FxaaLuma(rgbN); - float lumaW = FxaaLuma(rgbW); - float lumaM = FxaaLuma(rgbM); - float lumaE = FxaaLuma(rgbE); - float lumaS = FxaaLuma(rgbS); - float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE))); - float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE))); - float range = rangeMax - rangeMin; - #if FXAA_DEBUG - float lumaO = lumaM / (1.0 + (0.587/0.299)); - #endif - if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) { - #if FXAA_DEBUG - return FxaaFilterReturn(FxaaToFloat3(lumaO)); - #endif - return FxaaFilterReturn(rgbM); } - #if FXAA_SUBPIX > 0 - #if FXAA_SUBPIX_FASTER - float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) * - FxaaToFloat3(1.0/5.0); - #else - float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS; - #endif - #endif - -/*---------------------------------------------------------------------------- - COMPUTE LOWPASS ------------------------------------------------------------------------------- -FXAA computes a local neighborhood lowpass value as follows, - - (N + W + E + S)/4 - -Then uses the ratio of the contrast range of the lowpass -and the range found in the early exit check, -as a sub-pixel aliasing detection filter. -When FXAA detects sub-pixel aliasing (such as single pixel dots), -it later blends in "blendL" amount -of a lowpass value (computed in the next section) to the final result. -----------------------------------------------------------------------------*/ - #if FXAA_SUBPIX != 0 - float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25; - float rangeL = abs(lumaL - lumaM); - #endif - #if FXAA_SUBPIX == 1 - float blendL = max(0.0, - (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE; - blendL = min(FXAA_SUBPIX_CAP, blendL); - #endif - #if FXAA_SUBPIX == 2 - float blendL = rangeL / range; - #endif - #if FXAA_DEBUG_PASSTHROUGH - #if FXAA_SUBPIX == 0 - float blendL = 0.0; - #endif - return FxaaFilterReturn( - FxaaFloat3(1.0, blendL/FXAA_SUBPIX_CAP, 0.0)); - #endif - -/*---------------------------------------------------------------------------- - CHOOSE VERTICAL OR HORIZONTAL SEARCH ------------------------------------------------------------------------------- -FXAA uses the following local neighborhood, - - NW N NE - W M E - SW S SE - -To compute an edge amount for both vertical and horizontal directions. -Note edge detect filters like Sobel fail on single pixel lines through M. -FXAA takes the weighted average magnitude of the high-pass values -for rows and columns as an indication of local edge amount. - -A lowpass value for anti-sub-pixel-aliasing is computed as - (N+W+E+S+M+NW+NE+SW+SE)/9. -This full box pattern has higher quality than other options. - -Note following this block, both vertical and horizontal cases -flow in parallel (reusing the horizontal variables). -----------------------------------------------------------------------------*/ - float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz; - float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz; - float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz; - float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz; - #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0) - rgbL += (rgbNW + rgbNE + rgbSW + rgbSE); - rgbL *= FxaaToFloat3(1.0/9.0); - #endif - float lumaNW = FxaaLuma(rgbNW); - float lumaNE = FxaaLuma(rgbNE); - float lumaSW = FxaaLuma(rgbSW); - float lumaSE = FxaaLuma(rgbSE); - float edgeVert = - abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) + - abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) + - abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE)); - float edgeHorz = - abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) + - abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) + - abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE)); - bool horzSpan = edgeHorz >= edgeVert; - #if FXAA_DEBUG_HORZVERT - if(horzSpan) return FxaaFilterReturn(FxaaFloat3(1.0, 0.75, 0.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 0.50, 1.0)); - #endif - float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x; - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - float gradientN = abs(lumaN - lumaM); - float gradientS = abs(lumaS - lumaM); - lumaN = (lumaN + lumaM) * 0.5; - lumaS = (lumaS + lumaM) * 0.5; - -/*---------------------------------------------------------------------------- - CHOOSE SIDE OF PIXEL WHERE GRADIENT IS HIGHEST ------------------------------------------------------------------------------- -This chooses a pixel pair. -For "horzSpan == true" this will be a vertical pair, - - [N] N - [M] or [M] - S [S] - -Note following this block, both {N,M} and {S,M} cases -flow in parallel (reusing the {N,M} variables). - -This pair of image rows or columns is searched below -in the positive and negative direction -until edge status changes -(or the maximum number of search steps is reached). -----------------------------------------------------------------------------*/ - bool pairN = gradientN >= gradientS; - #if FXAA_DEBUG_PAIR - if(pairN) return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 1.0, 0.0)); - #endif - if(!pairN) lumaN = lumaS; - if(!pairN) gradientN = gradientS; - if(!pairN) lengthSign *= -1.0; - float2 posN; - posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5); - posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0); - -/*---------------------------------------------------------------------------- - CHOOSE SEARCH LIMITING VALUES ------------------------------------------------------------------------------- -Search limit (+/- gradientN) is a function of local gradient. -----------------------------------------------------------------------------*/ - gradientN *= FXAA_SEARCH_THRESHOLD; - -/*---------------------------------------------------------------------------- - SEARCH IN BOTH DIRECTIONS UNTIL FIND LUMA PAIR AVERAGE IS OUT OF RANGE ------------------------------------------------------------------------------- -This loop searches either in vertical or horizontal directions, -and in both the negative and positive direction in parallel. -This loop fusion is faster than searching separately. - -The search is accelerated using FXAA_SEARCH_ACCELERATION length box filter -via anisotropic filtering with specified texture gradients. -----------------------------------------------------------------------------*/ - float2 posP = posN; - float2 offNP = horzSpan ? - FxaaFloat2(rcpFrame.x, 0.0) : - FxaaFloat2(0.0f, rcpFrame.y); - float lumaEndN = lumaN; - float lumaEndP = lumaN; - bool doneN = false; - bool doneP = false; - #if FXAA_SEARCH_ACCELERATION == 1 - posN += offNP * FxaaFloat2(-1.0, -1.0); - posP += offNP * FxaaFloat2( 1.0, 1.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 2 - posN += offNP * FxaaFloat2(-1.5, -1.5); - posP += offNP * FxaaFloat2( 1.5, 1.5); - offNP *= FxaaFloat2(2.0, 2.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 3 - posN += offNP * FxaaFloat2(-2.0, -2.0); - posP += offNP * FxaaFloat2( 2.0, 2.0); - offNP *= FxaaFloat2(3.0, 3.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 4 - posN += offNP * FxaaFloat2(-2.5, -2.5); - posP += offNP * FxaaFloat2( 2.5, 2.5); - offNP *= FxaaFloat2(4.0, 4.0); - #endif - for(int i = 0; i < FXAA_SEARCH_STEPS; i++) { - #if FXAA_SEARCH_ACCELERATION == 1 - if(!doneN) lumaEndN = - FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz); - if(!doneP) lumaEndP = - FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz); - #else - if(!doneN) lumaEndN = - FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz); - if(!doneP) lumaEndP = - FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz); - #endif - doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN); - doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN); - if(doneN && doneP) break; - if(!doneN) posN -= offNP; - if(!doneP) posP += offNP; } - -/*---------------------------------------------------------------------------- - HANDLE IF CENTER IS ON POSITIVE OR NEGATIVE SIDE ------------------------------------------------------------------------------- -FXAA uses the pixel's position in the span -in combination with the values (lumaEnd*) at the ends of the span, -to determine filtering. - -This step computes which side of the span the pixel is on. -On negative side if dstN < dstP, - - posN pos posP - |-----------|------|------------------| - | | | | - |<--dstN--->|<---------dstP---------->| - | - span center - -----------------------------------------------------------------------------*/ - float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y; - float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y; - bool directionN = dstN < dstP; - #if FXAA_DEBUG_NEGPOS - if(directionN) return FxaaFilterReturn(FxaaFloat3(1.0, 0.0, 0.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); - #endif - lumaEndN = directionN ? lumaEndN : lumaEndP; - -/*---------------------------------------------------------------------------- - CHECK IF PIXEL IS IN SECTION OF SPAN WHICH GETS NO FILTERING ------------------------------------------------------------------------------- -If both the pair luma at the end of the span (lumaEndN) -and middle pixel luma (lumaM) -are on the same side of the middle pair average luma (lumaN), -then don't filter. - -Cases, - -(1.) "L", - - lumaM - | - V XXXXXXXX <- other line averaged - XXXXXXX[X]XXXXXXXXXXX <- source pixel line - | . | - -------------------------- - [ ]xxxxxx[x]xx[X]XXXXXX <- pair average - -------------------------- - ^ ^ ^ ^ - | | | | - . |<---->|<---------- no filter region - . | | | - . center | | - . | lumaEndN - . | . - . lumaN . - . . - |<--- span -->| - - -(2.) "^" and "-", - - <- other line averaged - XXXXX[X]XXX <- source pixel line - | | | - -------------------------- - [ ]xxxx[x]xx[ ] <- pair average - -------------------------- - | | | - |<--->|<--->|<---------- filter both sides - - -(3.) "v" and inverse of "-", - - XXXXXX XXXXXXXXX <- other line averaged - XXXXXXXXXXX[X]XXXXXXXXXXXX <- source pixel line - | | | - -------------------------- - XXXX[X]xxxx[x]xx[X]XXXXXXX <- pair average - -------------------------- - | | | - |<--->|<--->|<---------- don't filter both! - - -Note the "v" case for FXAA requires no filtering. -This is because the inverse of the "-" case is the "v". -Filtering "v" case turns open spans like this, - - XXXXXXXXX - -Into this (which is not desired), - - x+. .+x - XXXXXXXXX - -----------------------------------------------------------------------------*/ - if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) - lengthSign = 0.0; - -/*---------------------------------------------------------------------------- - COMPUTE SUB-PIXEL OFFSET AND FILTER SPAN ------------------------------------------------------------------------------- -FXAA filters using a bilinear texture fetch offset -from the middle pixel M towards the center of the pair (NM below). -Maximum filtering will be half way between pair. -Reminder, at this point in the code, -the {N,M} pair is also reused for all cases: {S,M}, {W,M}, and {E,M}. - - +-------+ - | | 0.5 offset - | N | | - | | V - +-------+....--- - | | - | M...|....--- - | | ^ - +-------+ | - . . 0.0 offset - . S . - . . - ......... - -Position on span is used to compute sub-pixel filter offset using simple ramp, - - posN posP - |\ |<------- 0.5 pixel offset into pair pixel - | \ | - | \ | - ---.......|...\..........|<------- 0.25 pixel offset into pair pixel - ^ | ^\ | - | | | \ | - V | | \ | - ---.......|===|==========|<------- 0.0 pixel offset (ie M pixel) - ^ . | ^ . - | . pos | . - | . . | . - | . . center . - | . . . - | |<->|<---------.-------- dstN - | . . . - | . |<-------->|<------- dstP - | . . - | |<------------>|<------- spanLength - | - subPixelOffset - -----------------------------------------------------------------------------*/ - float spanLength = (dstP + dstN); - dstN = directionN ? dstN : dstP; - float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign; - #if FXAA_DEBUG_OFFSET - float ox = horzSpan ? 0.0 : subPixelOffset*2.0/rcpFrame.x; - float oy = horzSpan ? subPixelOffset*2.0/rcpFrame.y : 0.0; - if(ox < 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(1.0, 0.0, 0.0), -ox)); - if(ox > 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(0.0, 0.0, 1.0), ox)); - if(oy < 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(1.0, 0.6, 0.2), -oy)); - if(oy > 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(0.2, 0.6, 1.0), oy)); - return FxaaFilterReturn(FxaaFloat3(lumaO, lumaO, lumaO)); - #endif - float3 rgbF = FxaaTexLod0(tex, FxaaFloat2( - pos.x + (horzSpan ? 0.0 : subPixelOffset), - pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz; - #if FXAA_SUBPIX == 0 - return FxaaFilterReturn(rgbF); - #else - return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL)); - #endif -} - - - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = v.texcoord.xy; - return o; -} - -sampler2D _MainTex; -float4 _MainTex_TexelSize; - -float4 frag (v2f i) : SV_Target -{ - return float4(FxaaPixelShader(i.uv.xy, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); -} - -ENDCG - } -} - -Fallback "Hidden/FXAA II" -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta deleted file mode 100644 index a0d603d3..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 6f1418cffd12146f2a83be795f6fa5a7 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader deleted file mode 100644 index 1cba248b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader +++ /dev/null @@ -1,828 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/FXAA Preset 3" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#pragma target 3.0 - -// Not very practical on consoles/mobile, and PS3 Cg takes ages to compile this :( -#pragma exclude_renderers xbox360 ps3 gles - -#define FXAA_HLSL_3 1 -#define FXAA_PRESET 3 - - -// Copyright (c) 2010 NVIDIA Corporation. All rights reserved. -// -// TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -// *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -// OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY -// AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS -// BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES -// WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, -// BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) -// ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS -// BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. - -/*============================================================================ - - FXAA - -============================================================================*/ - -/*============================================================================ - API PORTING -============================================================================*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_120 - // Requires, - // #version 120 - // #extension GL_EXT_gpu_shader4 : enable - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaBool3 bvec3 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) mix((f), (t), (b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_130 - // Requires "#version 130" or better - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaBool3 bvec3 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) mix((f), (t), (b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_3 - #define int2 float2 - #define FxaaInt2 float2 - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaBool2Float(a) (a) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_4 - #define FxaaInt2 int2 - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaBool2Float(a) (a) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) - struct FxaaTex { SamplerState smpl; Texture2D tex; }; -#endif -/*--------------------------------------------------------------------------*/ -#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a)) -/*--------------------------------------------------------------------------*/ -float4 FxaaTexLod0(FxaaTex tex, float2 pos) { - #if FXAA_GLSL_120 - return texture2DLod(tex, pos.xy, 0.0); - #endif - #if FXAA_GLSL_130 - return textureLod(tex, pos.xy, 0.0); - #endif - #if FXAA_HLSL_3 - return tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0); - #endif -} -/*--------------------------------------------------------------------------*/ -float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) { - #if FXAA_GLSL_120 - return texture2DGrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_GLSL_130 - return textureGrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_HLSL_3 - return tex2Dgrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleGrad(tex.smpl, pos.xy, grad, grad); - #endif -} -/*--------------------------------------------------------------------------*/ -float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) { - #if FXAA_GLSL_120 - return texture2DLodOffset(tex, pos.xy, 0.0, off.xy); - #endif - #if FXAA_GLSL_130 - return textureLodOffset(tex, pos.xy, 0.0, off.xy); - #endif - #if FXAA_HLSL_3 - return tex2Dlod(tex, float4(pos.xy + (off * rcpFrame), 0, 0)); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0, off.xy); - #endif -} - -/*============================================================================ - SRGB KNOBS ------------------------------------------------------------------------------- -FXAA_SRGB_ROP - Set to 1 when applying FXAA to an sRGB back buffer (DX10/11). - This will do the sRGB to linear transform, - as ROP will expect linear color from this shader, - and this shader works in non-linear color. -============================================================================*/ -#define FXAA_SRGB_ROP 0 - -/*============================================================================ - DEBUG KNOBS ------------------------------------------------------------------------------- -All debug knobs draw FXAA-untouched pixels in FXAA computed luma (monochrome). - -FXAA_DEBUG_PASSTHROUGH - Red for pixels which are filtered by FXAA with a - yellow tint on sub-pixel aliasing filtered by FXAA. -FXAA_DEBUG_HORZVERT - Blue for horizontal edges, gold for vertical edges. -FXAA_DEBUG_PAIR - Blue/green for the 2 pixel pair choice. -FXAA_DEBUG_NEGPOS - Red/blue for which side of center of span. -FXAA_DEBUG_OFFSET - Red/blue for -/+ x, gold/skyblue for -/+ y. -============================================================================*/ -#ifndef FXAA_DEBUG_PASSTHROUGH - #define FXAA_DEBUG_PASSTHROUGH 0 -#endif -#ifndef FXAA_DEBUG_HORZVERT - #define FXAA_DEBUG_HORZVERT 0 -#endif -#ifndef FXAA_DEBUG_PAIR - #define FXAA_DEBUG_PAIR 0 -#endif -#ifndef FXAA_DEBUG_NEGPOS - #define FXAA_DEBUG_NEGPOS 0 -#endif -#ifndef FXAA_DEBUG_OFFSET - #define FXAA_DEBUG_OFFSET 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_DEBUG_PASSTHROUGH || FXAA_DEBUG_HORZVERT || FXAA_DEBUG_PAIR - #define FXAA_DEBUG 1 -#endif -#if FXAA_DEBUG_NEGPOS || FXAA_DEBUG_OFFSET - #define FXAA_DEBUG 1 -#endif -#ifndef FXAA_DEBUG - #define FXAA_DEBUG 0 -#endif - -/*============================================================================ - COMPILE-IN KNOBS ------------------------------------------------------------------------------- -FXAA_PRESET - Choose compile-in knob preset 0-5. ------------------------------------------------------------------------------- -FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required - to apply algorithm. - 1.0/3.0 - too little - 1.0/4.0 - good start - 1.0/8.0 - applies to more edges - 1.0/16.0 - overkill ------------------------------------------------------------------------------- -FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks. - Perf optimization. - 1.0/32.0 - visible limit (smaller isn't visible) - 1.0/16.0 - good compromise - 1.0/12.0 - upper limit (seeing artifacts) ------------------------------------------------------------------------------- -FXAA_SEARCH_STEPS - Maximum number of search steps for end of span. ------------------------------------------------------------------------------- -FXAA_SEARCH_ACCELERATION - How much to accelerate search, - 1 - no acceleration - 2 - skip by 2 pixels - 3 - skip by 3 pixels - 4 - skip by 4 pixels ------------------------------------------------------------------------------- -FXAA_SEARCH_THRESHOLD - Controls when to stop searching. - 1.0/4.0 - seems to be the best quality wise ------------------------------------------------------------------------------- -FXAA_SUBPIX_FASTER - Turn on lower quality but faster subpix path. - Not recomended, but used in preset 0. ------------------------------------------------------------------------------- -FXAA_SUBPIX - Toggle subpix filtering. - 0 - turn off - 1 - turn on - 2 - turn on full (ignores FXAA_SUBPIX_TRIM and CAP) ------------------------------------------------------------------------------- -FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal. - 1.0/2.0 - low removal - 1.0/3.0 - medium removal - 1.0/4.0 - default removal - 1.0/8.0 - high removal - 0.0 - complete removal ------------------------------------------------------------------------------- -FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. - This is important for the transition of sub-pixel detail, - like fences and wires. - 3.0/4.0 - default (medium amount of filtering) - 7.0/8.0 - high amount of filtering - 1.0 - no capping of sub-pixel aliasing removal -============================================================================*/ -#ifndef FXAA_PRESET - #define FXAA_PRESET 3 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 0) - #define FXAA_EDGE_THRESHOLD (1.0/4.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0) - #define FXAA_SEARCH_STEPS 2 - #define FXAA_SEARCH_ACCELERATION 4 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 1 - #define FXAA_SUBPIX_CAP (2.0/3.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 1) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0) - #define FXAA_SEARCH_STEPS 4 - #define FXAA_SEARCH_ACCELERATION 3 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 2) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 8 - #define FXAA_SEARCH_ACCELERATION 2 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 3) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 16 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 4) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 24 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 5) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 32 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM)) - -/*============================================================================ - HELPERS -============================================================================*/ -// Return the luma, the estimation of luminance from rgb inputs. -// This approximates luma using one FMA instruction, -// skipping normalization and tossing out blue. -// FxaaLuma() will range 0.0 to 2.963210702. -float FxaaLuma(float3 rgb) { - return rgb.y * (0.587/0.299) + rgb.x; } -/*--------------------------------------------------------------------------*/ -float3 FxaaLerp3(float3 a, float3 b, float amountOfA) { - return (FxaaToFloat3(-amountOfA) * b) + - ((a * FxaaToFloat3(amountOfA)) + b); } -/*--------------------------------------------------------------------------*/ -// Support any extra filtering before returning color. -float3 FxaaFilterReturn(float3 rgb) { - #if FXAA_SRGB_ROP - // Do sRGB encoded value to linear conversion. - return FxaaSel3( - rgb * FxaaToFloat3(1.0/12.92), - FxaaPow3( - rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055), - FxaaToFloat3(2.4)), - rgb > FxaaToFloat3(0.04045)); - #else - return rgb; - #endif -} - -/*============================================================================ - VERTEX SHADER -============================================================================*/ -float2 FxaaVertexShader( -// Both x and y range {-1.0 to 1.0 across screen}. -float2 inPos) { - float2 pos; - pos.xy = (inPos.xy * FxaaFloat2(0.5, 0.5)) + FxaaFloat2(0.5, 0.5); - return pos; } - -/*============================================================================ - - PIXEL SHADER - -============================================================================*/ -float3 FxaaPixelShader( -// Output of FxaaVertexShader interpolated across screen. -// xy -> actual texture position {0.0 to 1.0} -float2 pos, -// Input texture. -FxaaTex tex, -// RCPFRAME SHOULD PIXEL SHADER CONSTANTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -// {1.0/frameWidth, 1.0/frameHeight} -float2 rcpFrame) { - -/*---------------------------------------------------------------------------- - EARLY EXIT IF LOCAL CONTRAST BELOW EDGE DETECT LIMIT ------------------------------------------------------------------------------- -Majority of pixels of a typical image do not require filtering, -often pixels are grouped into blocks which could benefit from early exit -right at the beginning of the algorithm. -Given the following neighborhood, - - N - W M E - S - -If the difference in local maximum and minimum luma (contrast "range") -is lower than a threshold proportional to the maximum local luma ("rangeMax"), -then the shader early exits (no visible aliasing). -This threshold is clamped at a minimum value ("FXAA_EDGE_THRESHOLD_MIN") -to avoid processing in really dark areas. -----------------------------------------------------------------------------*/ - float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz; - float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz; - float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz; - float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz; - float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz; - float lumaN = FxaaLuma(rgbN); - float lumaW = FxaaLuma(rgbW); - float lumaM = FxaaLuma(rgbM); - float lumaE = FxaaLuma(rgbE); - float lumaS = FxaaLuma(rgbS); - float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE))); - float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE))); - float range = rangeMax - rangeMin; - #if FXAA_DEBUG - float lumaO = lumaM / (1.0 + (0.587/0.299)); - #endif - if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) { - #if FXAA_DEBUG - return FxaaFilterReturn(FxaaToFloat3(lumaO)); - #endif - return FxaaFilterReturn(rgbM); } - #if FXAA_SUBPIX > 0 - #if FXAA_SUBPIX_FASTER - float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) * - FxaaToFloat3(1.0/5.0); - #else - float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS; - #endif - #endif - -/*---------------------------------------------------------------------------- - COMPUTE LOWPASS ------------------------------------------------------------------------------- -FXAA computes a local neighborhood lowpass value as follows, - - (N + W + E + S)/4 - -Then uses the ratio of the contrast range of the lowpass -and the range found in the early exit check, -as a sub-pixel aliasing detection filter. -When FXAA detects sub-pixel aliasing (such as single pixel dots), -it later blends in "blendL" amount -of a lowpass value (computed in the next section) to the final result. -----------------------------------------------------------------------------*/ - #if FXAA_SUBPIX != 0 - float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25; - float rangeL = abs(lumaL - lumaM); - #endif - #if FXAA_SUBPIX == 1 - float blendL = max(0.0, - (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE; - blendL = min(FXAA_SUBPIX_CAP, blendL); - #endif - #if FXAA_SUBPIX == 2 - float blendL = rangeL / range; - #endif - #if FXAA_DEBUG_PASSTHROUGH - #if FXAA_SUBPIX == 0 - float blendL = 0.0; - #endif - return FxaaFilterReturn( - FxaaFloat3(1.0, blendL/FXAA_SUBPIX_CAP, 0.0)); - #endif - -/*---------------------------------------------------------------------------- - CHOOSE VERTICAL OR HORIZONTAL SEARCH ------------------------------------------------------------------------------- -FXAA uses the following local neighborhood, - - NW N NE - W M E - SW S SE - -To compute an edge amount for both vertical and horizontal directions. -Note edge detect filters like Sobel fail on single pixel lines through M. -FXAA takes the weighted average magnitude of the high-pass values -for rows and columns as an indication of local edge amount. - -A lowpass value for anti-sub-pixel-aliasing is computed as - (N+W+E+S+M+NW+NE+SW+SE)/9. -This full box pattern has higher quality than other options. - -Note following this block, both vertical and horizontal cases -flow in parallel (reusing the horizontal variables). -----------------------------------------------------------------------------*/ - float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz; - float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz; - float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz; - float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz; - #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0) - rgbL += (rgbNW + rgbNE + rgbSW + rgbSE); - rgbL *= FxaaToFloat3(1.0/9.0); - #endif - float lumaNW = FxaaLuma(rgbNW); - float lumaNE = FxaaLuma(rgbNE); - float lumaSW = FxaaLuma(rgbSW); - float lumaSE = FxaaLuma(rgbSE); - float edgeVert = - abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) + - abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) + - abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE)); - float edgeHorz = - abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) + - abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) + - abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE)); - bool horzSpan = edgeHorz >= edgeVert; - #if FXAA_DEBUG_HORZVERT - if(horzSpan) return FxaaFilterReturn(FxaaFloat3(1.0, 0.75, 0.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 0.50, 1.0)); - #endif - float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x; - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - float gradientN = abs(lumaN - lumaM); - float gradientS = abs(lumaS - lumaM); - lumaN = (lumaN + lumaM) * 0.5; - lumaS = (lumaS + lumaM) * 0.5; - -/*---------------------------------------------------------------------------- - CHOOSE SIDE OF PIXEL WHERE GRADIENT IS HIGHEST ------------------------------------------------------------------------------- -This chooses a pixel pair. -For "horzSpan == true" this will be a vertical pair, - - [N] N - [M] or [M] - S [S] - -Note following this block, both {N,M} and {S,M} cases -flow in parallel (reusing the {N,M} variables). - -This pair of image rows or columns is searched below -in the positive and negative direction -until edge status changes -(or the maximum number of search steps is reached). -----------------------------------------------------------------------------*/ - bool pairN = gradientN >= gradientS; - #if FXAA_DEBUG_PAIR - if(pairN) return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 1.0, 0.0)); - #endif - if(!pairN) lumaN = lumaS; - if(!pairN) gradientN = gradientS; - if(!pairN) lengthSign *= -1.0; - float2 posN; - posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5); - posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0); - -/*---------------------------------------------------------------------------- - CHOOSE SEARCH LIMITING VALUES ------------------------------------------------------------------------------- -Search limit (+/- gradientN) is a function of local gradient. -----------------------------------------------------------------------------*/ - gradientN *= FXAA_SEARCH_THRESHOLD; - -/*---------------------------------------------------------------------------- - SEARCH IN BOTH DIRECTIONS UNTIL FIND LUMA PAIR AVERAGE IS OUT OF RANGE ------------------------------------------------------------------------------- -This loop searches either in vertical or horizontal directions, -and in both the negative and positive direction in parallel. -This loop fusion is faster than searching separately. - -The search is accelerated using FXAA_SEARCH_ACCELERATION length box filter -via anisotropic filtering with specified texture gradients. -----------------------------------------------------------------------------*/ - float2 posP = posN; - float2 offNP = horzSpan ? - FxaaFloat2(rcpFrame.x, 0.0) : - FxaaFloat2(0.0f, rcpFrame.y); - float lumaEndN = lumaN; - float lumaEndP = lumaN; - bool doneN = false; - bool doneP = false; - #if FXAA_SEARCH_ACCELERATION == 1 - posN += offNP * FxaaFloat2(-1.0, -1.0); - posP += offNP * FxaaFloat2( 1.0, 1.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 2 - posN += offNP * FxaaFloat2(-1.5, -1.5); - posP += offNP * FxaaFloat2( 1.5, 1.5); - offNP *= FxaaFloat2(2.0, 2.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 3 - posN += offNP * FxaaFloat2(-2.0, -2.0); - posP += offNP * FxaaFloat2( 2.0, 2.0); - offNP *= FxaaFloat2(3.0, 3.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 4 - posN += offNP * FxaaFloat2(-2.5, -2.5); - posP += offNP * FxaaFloat2( 2.5, 2.5); - offNP *= FxaaFloat2(4.0, 4.0); - #endif - for(int i = 0; i < FXAA_SEARCH_STEPS; i++) { - #if FXAA_SEARCH_ACCELERATION == 1 - if(!doneN) lumaEndN = - FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz); - if(!doneP) lumaEndP = - FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz); - #else - if(!doneN) lumaEndN = - FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz); - if(!doneP) lumaEndP = - FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz); - #endif - doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN); - doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN); - if(doneN && doneP) break; - if(!doneN) posN -= offNP; - if(!doneP) posP += offNP; } - -/*---------------------------------------------------------------------------- - HANDLE IF CENTER IS ON POSITIVE OR NEGATIVE SIDE ------------------------------------------------------------------------------- -FXAA uses the pixel's position in the span -in combination with the values (lumaEnd*) at the ends of the span, -to determine filtering. - -This step computes which side of the span the pixel is on. -On negative side if dstN < dstP, - - posN pos posP - |-----------|------|------------------| - | | | | - |<--dstN--->|<---------dstP---------->| - | - span center - -----------------------------------------------------------------------------*/ - float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y; - float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y; - bool directionN = dstN < dstP; - #if FXAA_DEBUG_NEGPOS - if(directionN) return FxaaFilterReturn(FxaaFloat3(1.0, 0.0, 0.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); - #endif - lumaEndN = directionN ? lumaEndN : lumaEndP; - -/*---------------------------------------------------------------------------- - CHECK IF PIXEL IS IN SECTION OF SPAN WHICH GETS NO FILTERING ------------------------------------------------------------------------------- -If both the pair luma at the end of the span (lumaEndN) -and middle pixel luma (lumaM) -are on the same side of the middle pair average luma (lumaN), -then don't filter. - -Cases, - -(1.) "L", - - lumaM - | - V XXXXXXXX <- other line averaged - XXXXXXX[X]XXXXXXXXXXX <- source pixel line - | . | - -------------------------- - [ ]xxxxxx[x]xx[X]XXXXXX <- pair average - -------------------------- - ^ ^ ^ ^ - | | | | - . |<---->|<---------- no filter region - . | | | - . center | | - . | lumaEndN - . | . - . lumaN . - . . - |<--- span -->| - - -(2.) "^" and "-", - - <- other line averaged - XXXXX[X]XXX <- source pixel line - | | | - -------------------------- - [ ]xxxx[x]xx[ ] <- pair average - -------------------------- - | | | - |<--->|<--->|<---------- filter both sides - - -(3.) "v" and inverse of "-", - - XXXXXX XXXXXXXXX <- other line averaged - XXXXXXXXXXX[X]XXXXXXXXXXXX <- source pixel line - | | | - -------------------------- - XXXX[X]xxxx[x]xx[X]XXXXXXX <- pair average - -------------------------- - | | | - |<--->|<--->|<---------- don't filter both! - - -Note the "v" case for FXAA requires no filtering. -This is because the inverse of the "-" case is the "v". -Filtering "v" case turns open spans like this, - - XXXXXXXXX - -Into this (which is not desired), - - x+. .+x - XXXXXXXXX - -----------------------------------------------------------------------------*/ - if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) - lengthSign = 0.0; - -/*---------------------------------------------------------------------------- - COMPUTE SUB-PIXEL OFFSET AND FILTER SPAN ------------------------------------------------------------------------------- -FXAA filters using a bilinear texture fetch offset -from the middle pixel M towards the center of the pair (NM below). -Maximum filtering will be half way between pair. -Reminder, at this point in the code, -the {N,M} pair is also reused for all cases: {S,M}, {W,M}, and {E,M}. - - +-------+ - | | 0.5 offset - | N | | - | | V - +-------+....--- - | | - | M...|....--- - | | ^ - +-------+ | - . . 0.0 offset - . S . - . . - ......... - -Position on span is used to compute sub-pixel filter offset using simple ramp, - - posN posP - |\ |<------- 0.5 pixel offset into pair pixel - | \ | - | \ | - ---.......|...\..........|<------- 0.25 pixel offset into pair pixel - ^ | ^\ | - | | | \ | - V | | \ | - ---.......|===|==========|<------- 0.0 pixel offset (ie M pixel) - ^ . | ^ . - | . pos | . - | . . | . - | . . center . - | . . . - | |<->|<---------.-------- dstN - | . . . - | . |<-------->|<------- dstP - | . . - | |<------------>|<------- spanLength - | - subPixelOffset - -----------------------------------------------------------------------------*/ - float spanLength = (dstP + dstN); - dstN = directionN ? dstN : dstP; - float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign; - #if FXAA_DEBUG_OFFSET - float ox = horzSpan ? 0.0 : subPixelOffset*2.0/rcpFrame.x; - float oy = horzSpan ? subPixelOffset*2.0/rcpFrame.y : 0.0; - if(ox < 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(1.0, 0.0, 0.0), -ox)); - if(ox > 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(0.0, 0.0, 1.0), ox)); - if(oy < 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(1.0, 0.6, 0.2), -oy)); - if(oy > 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(0.2, 0.6, 1.0), oy)); - return FxaaFilterReturn(FxaaFloat3(lumaO, lumaO, lumaO)); - #endif - float3 rgbF = FxaaTexLod0(tex, FxaaFloat2( - pos.x + (horzSpan ? 0.0 : subPixelOffset), - pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz; - #if FXAA_SUBPIX == 0 - return FxaaFilterReturn(rgbF); - #else - return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL)); - #endif -} - - - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = v.texcoord.xy; - return o; -} - -sampler2D _MainTex; -float4 _MainTex_TexelSize; - -float4 frag (v2f i) : SV_Target -{ - return float4(FxaaPixelShader(i.uv.xy, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); -} - -ENDCG - } -} - -Fallback "Hidden/FXAA II" -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta deleted file mode 100644 index 053bdbf9..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: c182fa94a5a0a4c02870641efcd38cd5 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader deleted file mode 100644 index c809bbe6..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader +++ /dev/null @@ -1,150 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -Shader "Hidden/NFAA" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _BlurTex ("Base (RGB)", 2D) = "white" {} - -} - -CGINCLUDE - -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform float4 _MainTex_TexelSize; -uniform float _OffsetScale; -uniform float _BlurRadius; - -struct v2f { - float4 pos : SV_POSITION; - float2 uv[8] : TEXCOORD0; -}; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - - float2 uv = v.texcoord.xy; - - float2 up = float2(0.0, _MainTex_TexelSize.y) * _OffsetScale; - float2 right = float2(_MainTex_TexelSize.x, 0.0) * _OffsetScale; - - o.uv[0].xy = uv + up; - o.uv[1].xy = uv - up; - o.uv[2].xy = uv + right; - o.uv[3].xy = uv - right; - o.uv[4].xy = uv - right + up; - o.uv[5].xy = uv - right -up; - o.uv[6].xy = uv + right + up; - o.uv[7].xy = uv + right -up; - - return o; - } - - half4 frag (v2f i) : SV_Target - { - // get luminance values - // maybe: experiment with different luminance calculations - float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb ); - float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb ); - float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb ); - float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb ); - float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb ); - float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb ); - float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb ); - float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb ); - - // 2 triangle subtractions - float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL)); - float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL)); - float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL)); - float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL)); - - // figure out "normal" - float2 blurDir = half2((sum0-sum1), (sum3-sum2)); - blurDir *= _MainTex_TexelSize.xy * _BlurRadius; - - // reconstruct normal uv - float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5; - - float4 returnColor = tex2D(_MainTex, uv_); - returnColor += tex2D(_MainTex, uv_+ blurDir.xy); - returnColor += tex2D(_MainTex, uv_ - blurDir.xy); - returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y)); - returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y)); - - return returnColor * 0.2; - } - - half4 fragDebug (v2f i) : SV_Target - { - // get luminance values - // maybe: experiment with different luminance calculations - float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb ); - float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb ); - float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb ); - float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb ); - float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb ); - float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb ); - float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb ); - float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb ); - - // 2 triangle subtractions - float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL)); - float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL)); - float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL)); - float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL)); - - // figure out "normal" - float2 blurDir = half2((sum0-sum1), (sum3-sum2)); - blurDir *= _MainTex_TexelSize.xy * _BlurRadius; - - // reconstruct normal uv - float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5; - - float4 returnColor = tex2D(_MainTex, uv_); - returnColor += tex2D(_MainTex, uv_+ blurDir.xy); - returnColor += tex2D(_MainTex, uv_ - blurDir.xy); - returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y)); - returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y)); - - blurDir = half2((sum0-sum1), (sum3-sum2)) * _BlurRadius; - return half4(normalize( half3(blurDir,1) * 0.5 + 0.5), 1); - return returnColor * 0.2; - } - -ENDCG - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragDebug - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta deleted file mode 100644 index af7b4b65..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: ce0cb2621f6d84e21a87414e471a3cce -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader deleted file mode 100644 index 77b1632a..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader +++ /dev/null @@ -1,87 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -Shader "Hidden/SSAA" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -// very simple & fast AA by Emmanuel Julien - -SubShader { - Pass { - - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform float4 _MainTex_TexelSize; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[5] : TEXCOORD0; - }; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - - float2 uv = v.texcoord.xy; - - float w = 1.75; - - float2 up = float2(0.0, _MainTex_TexelSize.y) * w; - float2 right = float2(_MainTex_TexelSize.x, 0.0) * w; - - o.uv[0].xy = uv - up; - o.uv[1].xy = uv - right; - o.uv[2].xy = uv + right; - o.uv[3].xy = uv + up; - - o.uv[4].xy = uv; - - return o; - } - - half4 frag (v2f i) : SV_Target - { - half4 outColor; - - float t = Luminance( tex2D( _MainTex, i.uv[0] ).xyz ); - float l = Luminance( tex2D( _MainTex, i.uv[1] ).xyz); - float r = Luminance( tex2D( _MainTex, i.uv[2] ).xyz); - float b = Luminance( tex2D( _MainTex, i.uv[3] ).xyz); - - half2 n = half2( -( t - b ), r - l ); - float nl = length( n ); - - if ( nl < (1.0 / 16.0) ) - outColor = tex2D( _MainTex, i.uv[4] ); - else { - n *= _MainTex_TexelSize.xy / nl; - - half4 o = tex2D( _MainTex, i.uv[4]); - half4 t0 = tex2D( _MainTex, i.uv[4] + n * 0.5) * 0.9; - half4 t1 = tex2D( _MainTex, i.uv[4] - n * 0.5) * 0.9; - half4 t2 = tex2D( _MainTex, i.uv[4] + n) * 0.75; - half4 t3 = tex2D( _MainTex, i.uv[4] - n) * 0.75; - - outColor = (o + t0 + t1 + t2 + t3) / 4.3; - } - - return outColor; - } - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta deleted file mode 100644 index e9723171..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: b3728d1488b02490cbd196c7941bf1f8 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta deleted file mode 100644 index 3b26ecda..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 25fddad0c7c0f8a48b16957a4d3bcdd0 -folderAsset: yes -timeCreated: 1447610112 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader deleted file mode 100644 index abda9384..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader +++ /dev/null @@ -1,116 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Blend" { - Properties { - _MainTex ("Screen Blended", 2D) = "" {} - _ColorBuffer ("Color", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; - }; - struct v2f_mt { - float4 pos : SV_POSITION; - float2 uv[4] : TEXCOORD0; - }; - - sampler2D _ColorBuffer; - sampler2D _MainTex; - - half _Intensity; - half4 _ColorBuffer_TexelSize; - half4 _MainTex_TexelSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_ColorBuffer_TexelSize.y < 0) - o.uv[1].y = 1-o.uv[1].y; - #endif - - return o; - } - - v2f_mt vertMultiTap( appdata_img v ) { - v2f_mt o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5; - o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5; - o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5; - o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5; - return o; - } - - half4 fragScreen (v2f i) : SV_Target { - half4 toBlend = saturate (tex2D(_MainTex, i.uv[0]) * _Intensity); - return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1])); - } - - half4 fragAdd (v2f i) : SV_Target { - return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]); - } - - half4 fragVignetteBlend (v2f i) : SV_Target { - return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]); - } - - half4 fragMultiTap (v2f_mt i) : SV_Target { - half4 outColor = tex2D(_MainTex, i.uv[0].xy); - outColor += tex2D(_MainTex, i.uv[1].xy); - outColor += tex2D(_MainTex, i.uv[2].xy); - outColor += tex2D(_MainTex, i.uv[3].xy); - return outColor * 0.25; - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - - // 0: nicer & softer "screen" blend mode - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragScreen - ENDCG - } - - // 1: simple "add" blend mode - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAdd - ENDCG - } - // 2: used for "stable" downsampling - Pass { - - CGPROGRAM - #pragma vertex vertMultiTap - #pragma fragment fragMultiTap - ENDCG - } - // 3: vignette blending - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragVignetteBlend - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta deleted file mode 100644 index e9a742b0..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 53b3960ee3d3d4a5caa8d5473d120187 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader deleted file mode 100644 index fbcdbd9c..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader +++ /dev/null @@ -1,222 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlendForBloom" { - Properties { - _MainTex ("Screen Blended", 2D) = "" {} - _ColorBuffer ("Color", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; - }; - struct v2f_mt { - float4 pos : SV_POSITION; - float2 uv[5] : TEXCOORD0; - }; - - sampler2D _ColorBuffer; - sampler2D _MainTex; - - half _Intensity; - half4 _ColorBuffer_TexelSize; - half4 _MainTex_TexelSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_ColorBuffer_TexelSize.y < 0) - o.uv[1].y = 1-o.uv[1].y; - #endif - - return o; - } - - v2f_mt vertMultiTap( appdata_img v ) { - v2f_mt o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv[4] = v.texcoord.xy; - o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5; - o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5; - o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5; - o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5; - return o; - } - - half4 fragScreen (v2f i) : SV_Target { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity; - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return 1-(1-addedbloom)*(1-screencolor); - } - - half4 fragScreenCheap(v2f i) : SV_Target { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity; - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return 1-(1-addedbloom)*(1-screencolor); - } - - half4 fragAdd (v2f i) : SV_Target { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy); - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return _Intensity * addedbloom + screencolor; - } - - half4 fragAddCheap (v2f i) : SV_Target { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy); - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return _Intensity * addedbloom + screencolor; - } - - half4 fragVignetteMul (v2f i) : SV_Target { - return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]); - } - - half4 fragVignetteBlend (v2f i) : SV_Target { - return half4(1,1,1, tex2D(_ColorBuffer, i.uv[0]).r); - } - - half4 fragClear (v2f i) : SV_Target { - return 0; - } - - half4 fragAddOneOne (v2f i) : SV_Target { - half4 addedColors = tex2D(_MainTex, i.uv[0].xy); - return addedColors * _Intensity; - } - - half4 frag1Tap (v2f i) : SV_Target { - return tex2D(_MainTex, i.uv[0].xy); - } - - half4 fragMultiTapMax (v2f_mt i) : SV_Target { - half4 outColor = tex2D(_MainTex, i.uv[4].xy); - outColor = max(outColor, tex2D(_MainTex, i.uv[0].xy)); - outColor = max(outColor, tex2D(_MainTex, i.uv[1].xy)); - outColor = max(outColor, tex2D(_MainTex, i.uv[2].xy)); - outColor = max(outColor, tex2D(_MainTex, i.uv[3].xy)); - return outColor; - } - - half4 fragMultiTapBlur (v2f_mt i) : SV_Target { - half4 outColor = 0; - outColor += tex2D(_MainTex, i.uv[0].xy); - outColor += tex2D(_MainTex, i.uv[1].xy); - outColor += tex2D(_MainTex, i.uv[2].xy); - outColor += tex2D(_MainTex, i.uv[3].xy); - return outColor/4; - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - - // 0: nicer & softer "screen" blend mode - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragScreen - ENDCG - } - - // 1: "add" blend mode - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAdd - ENDCG - } - // 2: several taps, maxxed - Pass { - - CGPROGRAM - #pragma vertex vertMultiTap - #pragma fragment fragMultiTapMax - ENDCG - } - // 3: vignette blending - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragVignetteMul - ENDCG - } - // 4: nicer & softer "screen" blend mode(cheapest) - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragScreenCheap - ENDCG - } - // 5: "add" blend mode (cheapest) - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAddCheap - ENDCG - } - // 6: used for "stable" downsampling (blur) - Pass { - - CGPROGRAM - #pragma vertex vertMultiTap - #pragma fragment fragMultiTapBlur - ENDCG - } - // 7: vignette blending (blend to dest) - Pass { - - Blend Zero SrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragVignetteBlend - ENDCG - } - // 8: clear - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragClear - ENDCG - } - // 9: fragAddOneOne - Pass { - - Blend One One - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAddOneOne - ENDCG - } - // 10: max blend - Pass { - - BlendOp Max - Blend One One - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag1Tap - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta deleted file mode 100644 index 1737d9f6..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 7856cbff0a0ca45c787d5431eb805bb0 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader deleted file mode 100644 index a1000157..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader +++ /dev/null @@ -1,50 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlendOneOne" { - Properties { - _MainTex ("-", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - half _Intensity; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : SV_Target { - return tex2D(_MainTex, i.uv) * _Intensity; - } - - ENDCG - -Subshader { - - Pass { - BlendOp Add - Blend One One - - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta deleted file mode 100644 index 007df7fb..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: f7898d203e9b94c0dbe2bf9dd5cb32c0 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader deleted file mode 100644 index 6e799d15..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader +++ /dev/null @@ -1,204 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlurAndFlares" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - _NonBlurredTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - }; - - struct v2f_opts { - half4 pos : SV_POSITION; - half2 uv[7] : TEXCOORD0; - }; - - struct v2f_blur { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 uv01 : TEXCOORD1; - half4 uv23 : TEXCOORD2; - half4 uv45 : TEXCOORD3; - half4 uv67 : TEXCOORD4; - }; - - half4 _Offsets; - half4 _TintColor; - - half _StretchWidth; - half2 _Threshhold; - half _Saturation; - - half4 _MainTex_TexelSize; - - sampler2D _MainTex; - sampler2D _NonBlurredTex; - - v2f vert (appdata_img v) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - v2f_blur vertWithMultiCoords2 (appdata_img v) { - v2f_blur o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv.xy = v.texcoord.xy; - o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1); - o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 2.0; - o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 3.0; - o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 4.0; - o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 5.0; - return o; - } - - v2f_opts vertStretch (appdata_img v) { - v2f_opts o; - o.pos = UnityObjectToClipPos(v.vertex); - half b = _StretchWidth; - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy + b * 2.0 * _Offsets.xy; - o.uv[2] = v.texcoord.xy - b * 2.0 * _Offsets.xy; - o.uv[3] = v.texcoord.xy + b * 4.0 * _Offsets.xy; - o.uv[4] = v.texcoord.xy - b * 4.0 * _Offsets.xy; - o.uv[5] = v.texcoord.xy + b * 6.0 * _Offsets.xy; - o.uv[6] = v.texcoord.xy - b * 6.0 * _Offsets.xy; - return o; - } - - v2f_opts vertWithMultiCoords (appdata_img v) { - v2f_opts o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * _Offsets.xy; - return o; - } - - half4 fragPostNoBlur (v2f i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv); - return color * 1.0/(1.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy - } - - half4 fragGaussBlur (v2f_blur i) : SV_Target { - half4 color = half4 (0,0,0,0); - color += 0.225 * tex2D (_MainTex, i.uv); - color += 0.150 * tex2D (_MainTex, i.uv01.xy); - color += 0.150 * tex2D (_MainTex, i.uv01.zw); - color += 0.110 * tex2D (_MainTex, i.uv23.xy); - color += 0.110 * tex2D (_MainTex, i.uv23.zw); - color += 0.075 * tex2D (_MainTex, i.uv45.xy); - color += 0.075 * tex2D (_MainTex, i.uv45.zw); - color += 0.0525 * tex2D (_MainTex, i.uv67.xy); - color += 0.0525 * tex2D (_MainTex, i.uv67.zw); - return color; - } - - half4 fragPreAndCut (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color += tex2D (_MainTex, i.uv[1]); - color += tex2D (_MainTex, i.uv[2]); - color += tex2D (_MainTex, i.uv[3]); - color += tex2D (_MainTex, i.uv[4]); - color += tex2D (_MainTex, i.uv[5]); - color += tex2D (_MainTex, i.uv[6]); - color = max(color / 7.0 - _Threshhold.xxxx, float4(0,0,0,0)); - half lum = Luminance(color.rgb); - color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation) * _TintColor.rgb; - return color; - } - - half4 fragStretch (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color = max (color, tex2D (_MainTex, i.uv[1])); - color = max (color, tex2D (_MainTex, i.uv[2])); - color = max (color, tex2D (_MainTex, i.uv[3])); - color = max (color, tex2D (_MainTex, i.uv[4])); - color = max (color, tex2D (_MainTex, i.uv[5])); - color = max (color, tex2D (_MainTex, i.uv[6])); - return color; - } - - half4 fragPost (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color += tex2D (_MainTex, i.uv[1]); - color += tex2D (_MainTex, i.uv[2]); - color += tex2D (_MainTex, i.uv[3]); - color += tex2D (_MainTex, i.uv[4]); - color += tex2D (_MainTex, i.uv[5]); - color += tex2D (_MainTex, i.uv[6]); - return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragPostNoBlur - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma vertex vertStretch - #pragma fragment fragStretch - - ENDCG - } - - // 2 - Pass { - - CGPROGRAM - - #pragma vertex vertWithMultiCoords - #pragma fragment fragPreAndCut - - ENDCG - } - - // 3 - Pass { - - CGPROGRAM - - #pragma vertex vertWithMultiCoords - #pragma fragment fragPost - - ENDCG - } - // 4 - Pass { - - CGPROGRAM - - #pragma vertex vertWithMultiCoords2 - #pragma fragment fragGaussBlur - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta deleted file mode 100644 index a0ed0ba5..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: be6e39cf196f146d5be72fbefb18ed75 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader deleted file mode 100644 index 90a283f9..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader +++ /dev/null @@ -1,59 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BrightPassFilterForBloom" -{ - Properties - { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - half4 threshold; - half useSrcAlphaAsMask; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : SV_Target - { - half4 color = tex2D(_MainTex, i.uv); - //color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense - color = color * lerp(1.0, color.a, useSrcAlphaAsMask); - color = max(half4(0,0,0,0), color-threshold.x); - return color; - } - - ENDCG - - Subshader - { - Pass - { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } - } - Fallback off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta deleted file mode 100644 index 35204d14..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 186c4c0d31e314f049595dcbaf4ca129 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader deleted file mode 100644 index 445f420b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader +++ /dev/null @@ -1,76 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BrightPassFilter2" -{ - Properties - { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - half4 _Threshhold; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 fragScalarThresh(v2f i) : SV_Target - { - half4 color = tex2D(_MainTex, i.uv); - color.rgb = color.rgb; - color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.xxx); - return color; - } - - half4 fragColorThresh(v2f i) : SV_Target - { - half4 color = tex2D(_MainTex, i.uv); - color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.rgb); - return color; - } - - ENDCG - - Subshader - { - Pass - { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragScalarThresh - - ENDCG - } - - Pass - { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragColorThresh - - ENDCG - } - } - Fallback off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta deleted file mode 100644 index b55de0e4..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader deleted file mode 100644 index e4e62c1e..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader +++ /dev/null @@ -1,62 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/LensFlareCreate" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[4] : TEXCOORD0; - }; - - fixed4 colorA; - fixed4 colorB; - fixed4 colorC; - fixed4 colorD; - - sampler2D _MainTex; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - - o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5; - o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5; - o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5; - o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5; - return o; - } - - fixed4 frag(v2f i) : SV_Target { - fixed4 color = float4 (0,0,0,0); - color += tex2D(_MainTex, i.uv[0] ) * colorA; - color += tex2D(_MainTex, i.uv[1] ) * colorB; - color += tex2D(_MainTex, i.uv[2] ) * colorC; - color += tex2D(_MainTex, i.uv[3] ) * colorD; - return color; - } - - ENDCG - -Subshader { - Blend One One - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta deleted file mode 100644 index cd9c241b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 459fe69d2f6d74ddb92f04dbf45a866b -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader deleted file mode 100644 index 132f318c..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader +++ /dev/null @@ -1,294 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -Shader "Hidden/FastBloom" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _Bloom ("Bloom (RGB)", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _Bloom; - - uniform half4 _MainTex_TexelSize; - - uniform half4 _Parameter; - uniform half4 _OffsetsA; - uniform half4 _OffsetsB; - - #define ONE_MINUS_THRESHHOLD_TIMES_INTENSITY _Parameter.w - #define THRESHHOLD _Parameter.z - - struct v2f_simple - { - float4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - - #if UNITY_UV_STARTS_AT_TOP - half2 uv2 : TEXCOORD1; - #endif - }; - - v2f_simple vertBloom ( appdata_img v ) - { - v2f_simple o; - - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = v.texcoord; - - #if UNITY_UV_STARTS_AT_TOP - o.uv2 = v.texcoord; - if (_MainTex_TexelSize.y < 0.0) - o.uv.y = 1.0 - o.uv.y; - #endif - - return o; - } - - struct v2f_tap - { - float4 pos : SV_POSITION; - half2 uv20 : TEXCOORD0; - half2 uv21 : TEXCOORD1; - half2 uv22 : TEXCOORD2; - half2 uv23 : TEXCOORD3; - }; - - v2f_tap vert4Tap ( appdata_img v ) - { - v2f_tap o; - - o.pos = UnityObjectToClipPos (v.vertex); - o.uv20 = v.texcoord + _MainTex_TexelSize.xy; - o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h); - o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h); - o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h); - - return o; - } - - fixed4 fragBloom ( v2f_simple i ) : SV_Target - { - #if UNITY_UV_STARTS_AT_TOP - - fixed4 color = tex2D(_MainTex, i.uv2); - return color + tex2D(_Bloom, i.uv); - - #else - - fixed4 color = tex2D(_MainTex, i.uv); - return color + tex2D(_Bloom, i.uv); - - #endif - } - - fixed4 fragDownsample ( v2f_tap i ) : SV_Target - { - fixed4 color = tex2D (_MainTex, i.uv20); - color += tex2D (_MainTex, i.uv21); - color += tex2D (_MainTex, i.uv22); - color += tex2D (_MainTex, i.uv23); - return max(color/4 - THRESHHOLD, 0) * ONE_MINUS_THRESHHOLD_TIMES_INTENSITY; - } - - // weight curves - - static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights - - static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0), - half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; - - struct v2f_withBlurCoords8 - { - float4 pos : SV_POSITION; - half4 uv : TEXCOORD0; - half2 offs : TEXCOORD1; - }; - - struct v2f_withBlurCoordsSGX - { - float4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 offs[3] : TEXCOORD1; - }; - - v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) - { - v2f_withBlurCoords8 o; - o.pos = UnityObjectToClipPos (v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; - - return o; - } - - v2f_withBlurCoords8 vertBlurVertical (appdata_img v) - { - v2f_withBlurCoords8 o; - o.pos = UnityObjectToClipPos (v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; - - return o; - } - - half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target - { - half2 uv = i.uv.xy; - half2 netFilterWidth = i.offs; - half2 coords = uv - netFilterWidth * 3.0; - - half4 color = 0; - for( int l = 0; l < 7; l++ ) - { - half4 tap = tex2D(_MainTex, coords); - color += tap * curve4[l]; - coords += netFilterWidth; - } - return color; - } - - - v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) - { - v2f_withBlurCoordsSGX o; - o.pos = UnityObjectToClipPos (v.vertex); - - o.uv = v.texcoord.xy; - half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; - half4 coords = -netFilterWidth.xyxy * 3.0; - - o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - - return o; - } - - v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) - { - v2f_withBlurCoordsSGX o; - o.pos = UnityObjectToClipPos (v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; - half4 coords = -netFilterWidth.xyxy * 3.0; - - o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - - return o; - } - - half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target - { - half2 uv = i.uv.xy; - - half4 color = tex2D(_MainTex, i.uv) * curve4[3]; - - for( int l = 0; l < 3; l++ ) - { - half4 tapA = tex2D(_MainTex, i.offs[l].xy); - half4 tapB = tex2D(_MainTex, i.offs[l].zw); - color += (tapA + tapB) * curve4[l]; - } - - return color; - - } - - ENDCG - - SubShader { - ZTest Off Cull Off ZWrite Off Blend Off - - // 0 - Pass { - - CGPROGRAM - #pragma vertex vertBloom - #pragma fragment fragBloom - - ENDCG - - } - - // 1 - Pass { - - CGPROGRAM - - #pragma vertex vert4Tap - #pragma fragment fragDownsample - - ENDCG - - } - - // 2 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVertical - #pragma fragment fragBlur8 - - ENDCG - } - - // 3 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontal - #pragma fragment fragBlur8 - - ENDCG - } - - // alternate blur - // 4 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVerticalSGX - #pragma fragment fragBlurSGX - - ENDCG - } - - // 5 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontalSGX - #pragma fragment fragBlurSGX - - ENDCG - } - } - - FallBack Off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta deleted file mode 100644 index db93b36b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 68a00c837b82e4c6d92e7da765dc5f1d -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader deleted file mode 100644 index 60f1d58d..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader +++ /dev/null @@ -1,236 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -Shader "Hidden/FastBlur" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _Bloom ("Bloom (RGB)", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _Bloom; - - uniform half4 _MainTex_TexelSize; - uniform half4 _Parameter; - - struct v2f_tap - { - float4 pos : SV_POSITION; - half2 uv20 : TEXCOORD0; - half2 uv21 : TEXCOORD1; - half2 uv22 : TEXCOORD2; - half2 uv23 : TEXCOORD3; - }; - - v2f_tap vert4Tap ( appdata_img v ) - { - v2f_tap o; - - o.pos = UnityObjectToClipPos (v.vertex); - o.uv20 = v.texcoord + _MainTex_TexelSize.xy; - o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h); - o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h); - o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h); - - return o; - } - - fixed4 fragDownsample ( v2f_tap i ) : SV_Target - { - fixed4 color = tex2D (_MainTex, i.uv20); - color += tex2D (_MainTex, i.uv21); - color += tex2D (_MainTex, i.uv22); - color += tex2D (_MainTex, i.uv23); - return color / 4; - } - - // weight curves - - static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights - - static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0), - half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; - - struct v2f_withBlurCoords8 - { - float4 pos : SV_POSITION; - half4 uv : TEXCOORD0; - half2 offs : TEXCOORD1; - }; - - struct v2f_withBlurCoordsSGX - { - float4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 offs[3] : TEXCOORD1; - }; - - v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) - { - v2f_withBlurCoords8 o; - o.pos = UnityObjectToClipPos (v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; - - return o; - } - - v2f_withBlurCoords8 vertBlurVertical (appdata_img v) - { - v2f_withBlurCoords8 o; - o.pos = UnityObjectToClipPos (v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; - - return o; - } - - half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target - { - half2 uv = i.uv.xy; - half2 netFilterWidth = i.offs; - half2 coords = uv - netFilterWidth * 3.0; - - half4 color = 0; - for( int l = 0; l < 7; l++ ) - { - half4 tap = tex2D(_MainTex, coords); - color += tap * curve4[l]; - coords += netFilterWidth; - } - return color; - } - - - v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) - { - v2f_withBlurCoordsSGX o; - o.pos = UnityObjectToClipPos (v.vertex); - - o.uv = v.texcoord.xy; - half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; - half4 coords = -netFilterWidth.xyxy * 3.0; - - o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - - return o; - } - - v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) - { - v2f_withBlurCoordsSGX o; - o.pos = UnityObjectToClipPos (v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; - half4 coords = -netFilterWidth.xyxy * 3.0; - - o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - - return o; - } - - half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target - { - half2 uv = i.uv.xy; - - half4 color = tex2D(_MainTex, i.uv) * curve4[3]; - - for( int l = 0; l < 3; l++ ) - { - half4 tapA = tex2D(_MainTex, i.offs[l].xy); - half4 tapB = tex2D(_MainTex, i.offs[l].zw); - color += (tapA + tapB) * curve4[l]; - } - - return color; - - } - - ENDCG - - SubShader { - ZTest Off Cull Off ZWrite Off Blend Off - - // 0 - Pass { - - CGPROGRAM - - #pragma vertex vert4Tap - #pragma fragment fragDownsample - - ENDCG - - } - - // 1 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVertical - #pragma fragment fragBlur8 - - ENDCG - } - - // 2 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontal - #pragma fragment fragBlur8 - - ENDCG - } - - // alternate blur - // 3 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVerticalSGX - #pragma fragment fragBlurSGX - - ENDCG - } - - // 4 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontalSGX - #pragma fragment fragBlurSGX - - ENDCG - } - } - - FallBack Off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta deleted file mode 100644 index 6770288f..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: f9d5fa183cd6b45eeb1491f74863cd91 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader deleted file mode 100644 index 9c907f06..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader +++ /dev/null @@ -1,156 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/MultipassHollywoodFlares" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - _NonBlurredTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - }; - - struct v2f_opts { - half4 pos : SV_POSITION; - half2 uv[7] : TEXCOORD0; - }; - - half4 offsets; - half4 tintColor; - - half stretchWidth; - half2 _Threshhold; - - half4 _MainTex_TexelSize; - - sampler2D _MainTex; - sampler2D _NonBlurredTex; - - v2f vert (appdata_img v) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - v2f_opts vertStretch (appdata_img v) { - v2f_opts o; - o.pos = UnityObjectToClipPos(v.vertex); - half b = stretchWidth; - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy + b * 2.0 * offsets.xy; - o.uv[2] = v.texcoord.xy - b * 2.0 * offsets.xy; - o.uv[3] = v.texcoord.xy + b * 4.0 * offsets.xy; - o.uv[4] = v.texcoord.xy - b * 4.0 * offsets.xy; - o.uv[5] = v.texcoord.xy + b * 6.0 * offsets.xy; - o.uv[6] = v.texcoord.xy - b * 6.0 * offsets.xy; - return o; - } - - v2f_opts vertVerticalCoords (appdata_img v) { - v2f_opts o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * half2(0,1); - return o; - } - - // deprecated - half4 fragPrepare (v2f i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv); - half4 colorNb = tex2D (_NonBlurredTex, i.uv); - return color * tintColor * 0.5 + colorNb * normalize (tintColor) * 0.5; - } - - - half4 fragPreAndCut (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color += tex2D (_MainTex, i.uv[1]); - color += tex2D (_MainTex, i.uv[2]); - color += tex2D (_MainTex, i.uv[3]); - color += tex2D (_MainTex, i.uv[4]); - color += tex2D (_MainTex, i.uv[5]); - color += tex2D (_MainTex, i.uv[6]); - return max(color / 7.0 - _Threshhold.x, 0.0) * _Threshhold.y * tintColor; - } - - half4 fragStretch (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color = max (color, tex2D (_MainTex, i.uv[1])); - color = max (color, tex2D (_MainTex, i.uv[2])); - color = max (color, tex2D (_MainTex, i.uv[3])); - color = max (color, tex2D (_MainTex, i.uv[4])); - color = max (color, tex2D (_MainTex, i.uv[5])); - color = max (color, tex2D (_MainTex, i.uv[6])); - return color; - } - - half4 fragPost (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color += tex2D (_MainTex, i.uv[1]); - color += tex2D (_MainTex, i.uv[2]); - color += tex2D (_MainTex, i.uv[3]); - color += tex2D (_MainTex, i.uv[4]); - color += tex2D (_MainTex, i.uv[5]); - color += tex2D (_MainTex, i.uv[6]); - return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragPrepare - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma vertex vertStretch - #pragma fragment fragStretch - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma vertex vertVerticalCoords - #pragma fragment fragPreAndCut - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma vertex vertVerticalCoords - #pragma fragment fragPost - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta deleted file mode 100644 index 62c6a795..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: e2baf3cae8edc4daf94c9adc2154be00 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader deleted file mode 100644 index f190e407..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader +++ /dev/null @@ -1,71 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/SeparableBlurPlus" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 uv01 : TEXCOORD1; - half4 uv23 : TEXCOORD2; - half4 uv45 : TEXCOORD3; - half4 uv67 : TEXCOORD4; - }; - - half4 offsets; - - sampler2D _MainTex; - - v2f vert (appdata_img v) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - - o.uv.xy = v.texcoord.xy; - - o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1); - o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0; - o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0; - o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5; - o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5; - - return o; - } - - half4 frag (v2f i) : SV_Target { - half4 color = half4 (0,0,0,0); - - color += 0.225 * tex2D (_MainTex, i.uv); - color += 0.150 * tex2D (_MainTex, i.uv01.xy); - color += 0.150 * tex2D (_MainTex, i.uv01.zw); - color += 0.110 * tex2D (_MainTex, i.uv23.xy); - color += 0.110 * tex2D (_MainTex, i.uv23.zw); - color += 0.075 * tex2D (_MainTex, i.uv45.xy); - color += 0.075 * tex2D (_MainTex, i.uv45.zw); - color += 0.0525 * tex2D (_MainTex, i.uv67.xy); - color += 0.0525 * tex2D (_MainTex, i.uv67.zw); - - return color; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta deleted file mode 100644 index f675deff..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: a9df009a214e24a5ebbf271595f8d5b6 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta deleted file mode 100644 index 09715989..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a8b0e3936f2991a48ae60b6812cef1a3 -folderAsset: yes -timeCreated: 1447610112 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader deleted file mode 100644 index b691a119..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader +++ /dev/null @@ -1,78 +0,0 @@ - -Shader "Hidden/Dof/Bokeh34" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _Source ("Base (RGB)", 2D) = "black" {} -} - -SubShader { - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _Source; - - uniform half4 _ArScale; - uniform half _Intensity; - uniform half4 _Source_TexelSize; - - struct v2f { - half4 pos : SV_POSITION; - half2 uv2 : TEXCOORD0; - half4 source : TEXCOORD1; - }; - - #define COC bokeh.a - - v2f vert (appdata_full v) - { - v2f o; - - o.pos = v.vertex; - - o.uv2.xy = v.texcoord.xy;// * 2.0; <- needed when using Triangles.js and not Quads.js - - #if UNITY_UV_STARTS_AT_TOP - float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy * half2(1,-1) + half2(0,1), 0, 0)); - #else - float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy, 0, 0)); - #endif - - o.source = bokeh; - - o.pos.xy += (v.texcoord.xy * 2.0 - 1.0) * _ArScale.xy * COC;// + _ArScale.zw * coc; - o.source.rgb *= _Intensity; - - return o; - } - - - half4 frag (v2f i) : SV_Target - { - half4 color = tex2D (_MainTex, i.uv2.xy); - color.rgb *= i.source.rgb; - color.a *= Luminance(i.source.rgb*0.25); - return color; - } - - ENDCG - - Pass { - Blend OneMinusDstColor One - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment frag - - ENDCG - } - -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta deleted file mode 100644 index f8047daf..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 57cdacf9b217546aaa18edf39a6151c0 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader deleted file mode 100644 index 626aa868..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader +++ /dev/null @@ -1,488 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - Shader "Hidden/Dof/DepthOfField34" { - Properties { - _MainTex ("Base", 2D) = "" {} - _TapLowBackground ("TapLowBackground", 2D) = "" {} - _TapLowForeground ("TapLowForeground", 2D) = "" {} - _TapMedium ("TapMedium", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : SV_POSITION; - half2 uv1 : TEXCOORD0; - }; - - struct v2fDofApply { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - }; - - struct v2fRadius { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 uv1[4] : TEXCOORD1; - }; - - struct v2fDown { - half4 pos : SV_POSITION; - half2 uv0 : TEXCOORD0; - half2 uv[2] : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D_float _CameraDepthTexture; - sampler2D _TapLowBackground; - sampler2D _TapLowForeground; - sampler2D _TapMedium; - - half4 _CurveParams; - half _ForegroundBlurExtrude; - uniform half3 _Threshhold; - uniform float4 _MainTex_TexelSize; - uniform float2 _InvRenderTargetSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv1.xy = v.texcoord.xy; - return o; - } - - v2fRadius vertWithRadius( appdata_img v ) { - v2fRadius o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv.xy = v.texcoord.xy; - - const half2 blurOffsets[4] = { - half2(-0.5, +1.5), - half2(+0.5, -1.5), - half2(+1.5, +0.5), - half2(-1.5, -0.5) - }; - - o.uv1[0].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[0]; - o.uv1[1].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[1]; - o.uv1[2].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[2]; - o.uv1[3].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[3]; - - o.uv1[0].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[0]; - o.uv1[1].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[1]; - o.uv1[2].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[2]; - o.uv1[3].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[3]; - - return o; - } - - v2fDofApply vertDofApply( appdata_img v ) { - v2fDofApply o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv.xy = v.texcoord.xy; - return o; - } - - v2fDown vertDownsampleWithCocConserve(appdata_img v) { - v2fDown o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv0.xy = v.texcoord.xy; - o.uv[0].xy = v.texcoord.xy + half2(-1.0,-1.0) * _InvRenderTargetSize; - o.uv[1].xy = v.texcoord.xy + half2(1.0,-1.0) * _InvRenderTargetSize; - return o; - } - - half4 BokehPrereqs (sampler2D tex, half4 uv1[4], half4 center, half considerCoc) { - - // @NOTE 1: - // we are checking for 3 things in order to create a bokeh. - // goal is to get the highest bang for the buck. - // 1.) contrast/frequency should be very high (otherwise bokeh mostly unvisible) - // 2.) luminance should be high - // 3.) no occluder nearby (stored in alpha channel) - - // @NOTE 2: about the alpha channel in littleBlur: - // the alpha channel stores an heuristic on how likely it is - // that there is no bokeh occluder nearby. - // if we didn't' check for that, we'd get very noise bokeh - // popping because of the sudden contrast changes - - half4 sampleA = tex2D(tex, uv1[0].zw); - half4 sampleB = tex2D(tex, uv1[1].zw); - half4 sampleC = tex2D(tex, uv1[2].zw); - half4 sampleD = tex2D(tex, uv1[3].zw); - - half4 littleBlur = 0.125 * (sampleA + sampleB + sampleC + sampleD); - - sampleA = tex2D(tex, uv1[0].xy); - sampleB = tex2D(tex, uv1[1].xy); - sampleC = tex2D(tex, uv1[2].xy); - sampleD = tex2D(tex, uv1[3].xy); - - littleBlur += 0.125 * (sampleA + sampleB + sampleC + sampleD); - - littleBlur = lerp (littleBlur, center, saturate(100.0 * considerCoc * abs(littleBlur.a - center.a))); - - return littleBlur; - } - - half4 fragDownsampleWithCocConserve(v2fDown i) : SV_Target { - half2 rowOfs[4]; - - rowOfs[0] = half2(0.0, 0.0); - rowOfs[1] = half2(0.0, _InvRenderTargetSize.y); - rowOfs[2] = half2(0.0, _InvRenderTargetSize.y) * 2.0; - rowOfs[3] = half2(0.0, _InvRenderTargetSize.y) * 3.0; - - half4 color = tex2D(_MainTex, i.uv0.xy); - - half4 sampleA = tex2D(_MainTex, i.uv[0].xy + rowOfs[0]); - half4 sampleB = tex2D(_MainTex, i.uv[1].xy + rowOfs[0]); - half4 sampleC = tex2D(_MainTex, i.uv[0].xy + rowOfs[2]); - half4 sampleD = tex2D(_MainTex, i.uv[1].xy + rowOfs[2]); - - color += sampleA + sampleB + sampleC + sampleD; - color *= 0.2; - - // @NOTE we are doing max on the alpha channel for 2 reasons: - // 1) foreground blur likes a slightly bigger radius - // 2) otherwise we get an ugly outline between high blur- and medium blur-areas - // drawback: we get a little bit of color bleeding - - color.a = max(max(sampleA.a, sampleB.a), max(sampleC.a, sampleD.a)); - - return color; - } - - half4 fragDofApplyBg (v2fDofApply i) : SV_Target { - half4 tapHigh = tex2D (_MainTex, i.uv.xy); - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - i.uv.xy = i.uv.xy * half2(1,-1)+half2(0,1); - #endif - - half4 tapLow = tex2D (_TapLowBackground, i.uv.xy); // already mixed with medium blur - tapHigh = lerp (tapHigh, tapLow, tapHigh.a); - return tapHigh; - } - - half4 fragDofApplyBgDebug (v2fDofApply i) : SV_Target { - half4 tapHigh = tex2D (_MainTex, i.uv.xy); - - half4 tapLow = tex2D (_TapLowBackground, i.uv.xy); - - half4 tapMedium = tex2D (_TapMedium, i.uv.xy); - tapMedium.rgb = (tapMedium.rgb + half3 (1, 1, 0)) * 0.5; - tapLow.rgb = (tapLow.rgb + half3 (0, 1, 0)) * 0.5; - - tapLow = lerp (tapMedium, tapLow, saturate (tapLow.a * tapLow.a)); - tapLow = tapLow * 0.5 + tex2D (_TapLowBackground, i.uv.xy) * 0.5; - - return lerp (tapHigh, tapLow, tapHigh.a); - } - - half4 fragDofApplyFg (v2fDofApply i) : SV_Target { - half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy); - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - i.uv.xy = i.uv.xy * half2(1,-1)+half2(0,1); - #endif - - half4 fgColor = tex2D(_MainTex,i.uv.xy); - - //fgBlur.a = saturate(fgBlur.a*_ForegroundBlurWeight+saturate(fgColor.a-fgBlur.a)); - //fgBlur.a = max (fgColor.a, (2.0 * fgBlur.a - fgColor.a)) * _ForegroundBlurExtrude; - fgBlur.a = max(fgColor.a, fgBlur.a * _ForegroundBlurExtrude); //max (fgColor.a, (2.0*fgBlur.a-fgColor.a)) * _ForegroundBlurExtrude; - - return lerp (fgColor, fgBlur, saturate(fgBlur.a)); - } - - half4 fragDofApplyFgDebug (v2fDofApply i) : SV_Target { - half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy); - - half4 fgColor = tex2D(_MainTex,i.uv.xy); - - fgBlur.a = max(fgColor.a, fgBlur.a * _ForegroundBlurExtrude); //max (fgColor.a, (2.0*fgBlur.a-fgColor.a)) * _ForegroundBlurExtrude; - - half4 tapMedium = half4 (1, 1, 0, fgBlur.a); - tapMedium.rgb = 0.5 * (tapMedium.rgb + fgColor.rgb); - - fgBlur.rgb = 0.5 * (fgBlur.rgb + half3(0,1,0)); - fgBlur.rgb = lerp (tapMedium.rgb, fgBlur.rgb, saturate (fgBlur.a * fgBlur.a)); - - return lerp ( fgColor, fgBlur, saturate(fgBlur.a)); - } - - half4 fragCocBg (v2f i) : SV_Target { - - float d = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - half coc = 0.0; - - half focalDistance01 = _CurveParams.w + _CurveParams.z; - - if (d > focalDistance01) - coc = (d - focalDistance01); - - coc = saturate (coc * _CurveParams.y); - return coc; - } - - half4 fragCocFg (v2f i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv1.xy); - color.a = 0.0; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - i.uv1.xy = i.uv1.xy * half2(1,-1)+half2(0,1); - #endif - - float d = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - - half focalDistance01 = (_CurveParams.w - _CurveParams.z); - - if (d < focalDistance01) - color.a = (focalDistance01 - d); - - color.a = saturate (color.a * _CurveParams.x); - return color; - } - - // not being used atm - - half4 fragMask (v2f i) : SV_Target { - return half4(0,0,0,0); - } - - // used for simple one one blend - - half4 fragAddBokeh (v2f i) : SV_Target { - half4 from = tex2D( _MainTex, i.uv1.xy ); - return from; - } - - half4 fragAddFgBokeh (v2f i) : SV_Target { - half4 from = tex2D( _MainTex, i.uv1.xy ); - return from; - } - - half4 fragDarkenForBokeh(v2fRadius i) : SV_Target { - half4 fromOriginal = tex2D(_MainTex, i.uv.xy); - half4 lowRez = BokehPrereqs (_MainTex, i.uv1, fromOriginal, _Threshhold.z); - half4 outColor = half4(0,0,0, fromOriginal.a); - half modulate = fromOriginal.a; - - // this code imitates the if-then-else conditions below - half2 conditionCheck = half2( dot(abs(fromOriginal.rgb-lowRez.rgb), half3(0.3,0.5,0.2)), Luminance(fromOriginal.rgb)); - conditionCheck *= fromOriginal.a; - conditionCheck = saturate(_Threshhold.xy - conditionCheck); - outColor = lerp (outColor, fromOriginal, saturate (dot(conditionCheck, half2(1000.0,1000.0)))); - - /* - if ( abs(dot(fromOriginal.rgb - lowRez.rgb, half3 (0.3,0.5,0.2))) * modulate < _Threshhold.x) - outColor = fromOriginal; // no darkening - if (Luminance(fromOriginal.rgb) * modulate < _Threshhold.y) - outColor = fromOriginal; // no darkening - if (lowRez.a < _Threshhold.z) // need to make foreground not cast false bokeh's - outColor = fromOriginal; // no darkenin - */ - - return outColor; - } - - half4 fragExtractAndAddToBokeh (v2fRadius i) : SV_Target { - half4 from = tex2D(_MainTex, i.uv.xy); - half4 lowRez = BokehPrereqs(_MainTex, i.uv1, from, _Threshhold.z); - half4 outColor = from; - - // this code imitates the if-then-else conditions below - half2 conditionCheck = half2( dot(abs(from.rgb-lowRez.rgb), half3(0.3,0.5,0.2)), Luminance(from.rgb)); - conditionCheck *= from.a; - conditionCheck = saturate(_Threshhold.xy - conditionCheck); - outColor = lerp (outColor, half4(0,0,0,0), saturate (dot(conditionCheck, half2(1000.0,1000.0)))); - - /* - if ( abs(dot(from.rgb - lowRez.rgb, half3 (0.3,0.5,0.2))) * modulate < _Threshhold.x) - outColor = half4(0,0,0,0); // don't add - if (Luminance(from.rgb) * modulate < _Threshhold.y) - outColor = half4(0,0,0,0); // don't add - if (lowRez.a < _Threshhold.z) // need to make foreground not cast false bokeh's - outColor = half4(0,0,0,0); // don't add - */ - - return outColor; - } - - ENDCG - -Subshader { - - // pass 0 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertDofApply - #pragma fragment fragDofApplyBg - - ENDCG - } - - // pass 1 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - - CGPROGRAM - #pragma vertex vertDofApply - #pragma fragment fragDofApplyFgDebug - - ENDCG - } - - // pass 2 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - - CGPROGRAM - #pragma vertex vertDofApply - #pragma fragment fragDofApplyBgDebug - - ENDCG - } - - - - // pass 3 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask A - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragCocBg - - ENDCG - } - - - // pass 4 - - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - //Blend One One - - CGPROGRAM - #pragma vertex vertDofApply - #pragma fragment fragDofApplyFg - - ENDCG - } - - // pass 5 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask ARGB - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragCocFg - - ENDCG - } - - // pass 6 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertDownsampleWithCocConserve - #pragma fragment fragDownsampleWithCocConserve - - ENDCG - } - - // pass 7 - // not being used atm - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGBA - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragMask - - ENDCG - } - - // pass 8 - - Pass { - ZTest Always Cull Off ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAddBokeh - - ENDCG - } - - // pass 9 - - Pass { - ZTest Always Cull Off ZWrite Off - Blend One One - ColorMask RGB - - CGPROGRAM - #pragma vertex vertWithRadius - #pragma fragment fragExtractAndAddToBokeh - - ENDCG - } - - // pass 10 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertWithRadius - #pragma fragment fragDarkenForBokeh - - ENDCG - } - - // pass 11 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertWithRadius - #pragma fragment fragExtractAndAddToBokeh - - ENDCG - } - } - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta deleted file mode 100644 index b86195b1..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 987fb0677d01f43ce8a9dbf12271e668 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader deleted file mode 100644 index 056b2bdf..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader +++ /dev/null @@ -1,259 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -/* - DX11 Depth Of Field - pretty much just does bokeh texture splatting - - basic algorithm: - - * find bright spots - * verify high frequency (otherwise dont care) - * if possitive, replace with black pixel and add to append buffer - * box blur buffer (thus smearing black pixels) - * blend bokeh texture sprites via append buffer on top of box blurred buffer - * composite with frame buffer -*/ - -Shader "Hidden/Dof/DX11Dof" -{ - Properties - { - _MainTex ("", 2D) = "white" {} - _BlurredColor ("", 2D) = "white" {} - _FgCocMask ("", 2D) = "white" {} - } - - CGINCLUDE - - #define BOKEH_ZERO_VEC (float4(0,0,0,0)) - #define BOKEH_ONE_VEC (float4(1,1,1,1)) - - float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth - float4 _MainTex_TexelSize; - float3 _Screen; - float _SpawnHeuristic; - - sampler2D_float _CameraDepthTexture; - sampler2D _BlurredColor; - sampler2D _MainTex; - sampler2D _FgCocMask; - - struct appendStruct { - float3 pos; - float4 color; - }; - - struct gs_out { - float4 pos : SV_POSITION; - float3 uv : TEXCOORD0; - float4 color : TEXCOORD1; - float4 misc : TEXCOORD2; - }; - - // TODO: activate border clamp tex sampler state instead? - inline float4 clampBorderColor(float2 uv) - { -#if 1 - if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC; - if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC; -#endif - return BOKEH_ONE_VEC; - } - - struct vs_out { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 color : TEXCOORD1; - float cocOverlap : TEXCOORD2; - }; - - StructuredBuffer pointBuffer; - - vs_out vertApply (uint id : SV_VertexID) - { - vs_out o; - float2 pos = pointBuffer[id].pos.xy ; - o.pos = float4(pos * 2.0 - 1.0, 0, 1); - o.color = pointBuffer[id].color; - #if UNITY_UV_STARTS_AT_TOP - o.pos.y *= -1; - #endif - o.cocOverlap = pointBuffer[id].pos.z; - - return o; - } - - [maxvertexcount(4)] - void geom (point vs_out input[1], inout TriangleStream outStream) - { - // NEW ENERGY CONSERVATION: - - float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx; - float4 offs = 0; - offs.xy = float2(3.0, 3.0) + 2.0f * floor(scale2 + float2(0.5,0.5)); - - float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));; - float2 f2 = offs.xy / rs; - - float energyAdjustment = (_BokehParams.y) / (rs.x*rs.y); - offs.xy *= _Screen.xy; - - gs_out output; - - output.pos = input[0].pos + offs*float4(-1,1,0,0); - output.misc = float4(f2,0,0); - output.uv = float3(0, 1, input[0].cocOverlap); - output.color = input[0].color * energyAdjustment; - outStream.Append (output); - - output.pos = input[0].pos + offs*float4(1,1,0,0); - output.misc = float4(f2,0,0); - output.uv = float3(1, 1, input[0].cocOverlap); - output.color = input[0].color * energyAdjustment; - outStream.Append (output); - - output.pos = input[0].pos + offs*float4(-1,-1,0,0); - output.misc = float4(f2,0,0); - output.uv = float3(0, 0, input[0].cocOverlap); - output.color = input[0].color * energyAdjustment; - outStream.Append (output); - - output.pos = input[0].pos + offs*float4(1,-1,0,0); - output.misc = float4(f2,0,0); - output.uv = float3(1, 0, input[0].cocOverlap); - output.color = input[0].color * energyAdjustment; - outStream.Append (output); - - outStream.RestartStrip(); - } - -ENDCG - -SubShader -{ - -// pass 0: append buffer "collect" - -Pass -{ - ZWrite Off ZTest Always Cull Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - #pragma target 5.0 - - #include "UnityCG.cginc" - - struct appdata { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - }; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv_flip : TEXCOORD0; - float2 uv : TEXCOORD1; - }; - - v2f vert (appdata v) - { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = v.texcoord; - o.uv_flip = v.texcoord; - #if UNITY_UV_STARTS_AT_TOP - if(_MainTex_TexelSize.y<0) - o.uv_flip.y = 1.0-o.uv_flip.y; - if(_MainTex_TexelSize.y<0) - o.pos.y *= -1.0; - #endif - return o; - } - - AppendStructuredBuffer pointBufferOutput : register(u1); - - float4 frag (v2f i) : SV_Target - { - float4 c = tex2D (_MainTex, i.uv_flip); - float lumc = Luminance (c.rgb); - - float4 cblurred = tex2D (_BlurredColor, i.uv); - float lumblurred = Luminance (cblurred.rgb); - - float fgCoc = tex2D(_FgCocMask, i.uv).a; - - [branch] - if (c.a * _BokehParams.w > 1 && cblurred.a > 0.1 && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic) - { - appendStruct append; - append.pos = float3(i.uv, fgCoc); - append.color.rgba = float4(c.rgb * saturate(c.a*4), c.a); - pointBufferOutput.Append (append); - return float4(c.rgb * saturate(1-c.a*4), c.a); - } - - return c; - } - ENDCG -} - -// pass 1: bokeh splatting (low resolution) - -Pass { - - ZWrite Off ZTest Always Cull Off - Blend One One, One One - ColorMask RGBA - - CGPROGRAM - - #pragma target 5.0 - #pragma vertex vertApply - #pragma geometry geom - #pragma fragment frag - - #include "UnityCG.cginc" - - fixed4 frag (gs_out i) : SV_Target - { - float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale - return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv); - } - - ENDCG -} - -// pass 2: bokeh splatting (high resolution) - -Pass { - - ZWrite Off ZTest Always Cull Off - BlendOp Add, Add - Blend DstAlpha One, Zero One - ColorMask RGBA - - CGPROGRAM - - #pragma target 5.0 - #pragma vertex vertApply - #pragma geometry geom - #pragma fragment frag - - #include "UnityCG.cginc" - - fixed4 frag (gs_out i) : SV_Target - { - float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale - return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv); - } - - ENDCG -} - -} - -Fallback Off -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta deleted file mode 100644 index 15935f16..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: d8e82664aa8686642a424c88ab10164a -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader deleted file mode 100644 index b64085ad..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader +++ /dev/null @@ -1,936 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - Shader "Hidden/Dof/DepthOfFieldHdr" { - Properties { - _MainTex ("-", 2D) = "black" {} - _FgOverlap ("-", 2D) = "black" {} - _LowRez ("-", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv1 : TEXCOORD1; - }; - - struct v2fRadius { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 uv1[4] : TEXCOORD1; - }; - - struct v2fBlur { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 uv01 : TEXCOORD1; - float4 uv23 : TEXCOORD2; - float4 uv45 : TEXCOORD3; - float4 uv67 : TEXCOORD4; - float4 uv89 : TEXCOORD5; - }; - - uniform sampler2D _MainTex; - uniform sampler2D_float _CameraDepthTexture; - uniform sampler2D _FgOverlap; - uniform sampler2D _LowRez; - uniform float4 _CurveParams; - uniform float4 _MainTex_TexelSize; - uniform float4 _Offsets; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv1.xy = v.texcoord.xy; - o.uv.xy = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv.y = 1-o.uv.y; - #endif - - return o; - } - - v2f vertFlip( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv1.xy = v.texcoord.xy; - o.uv.xy = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv.y = 1-o.uv.y; - if (_MainTex_TexelSize.y < 0) - o.uv1.y = 1-o.uv1.y; - #endif - - return o; - } - - v2fBlur vertBlurPlusMinus (appdata_img v) - { - v2fBlur o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv.xy = v.texcoord.xy; - o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0; - o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0; - o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * float4(3,3, -3,-3) * _MainTex_TexelSize.xyxy / 6.0; - o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * float4(4,4, -4,-4) * _MainTex_TexelSize.xyxy / 6.0; - o.uv89 = v.texcoord.xyxy + _Offsets.xyxy * float4(5,5, -5,-5) * _MainTex_TexelSize.xyxy / 6.0; - return o; - } - - #define SCATTER_OVERLAP_SMOOTH (-0.265) - - inline float BokehWeightDisc(float4 theSample, float sampleDistance, float4 centerSample) - { - return smoothstep(SCATTER_OVERLAP_SMOOTH, 0.0, theSample.a - centerSample.a*sampleDistance); - } - - inline float2 BokehWeightDisc2(float4 sampleA, float4 sampleB, float2 sampleDistance2, float4 centerSample) - { - return smoothstep(float2(SCATTER_OVERLAP_SMOOTH, SCATTER_OVERLAP_SMOOTH), float2(0.0,0.0), float2(sampleA.a, sampleB.a) - centerSample.aa*sampleDistance2); } - - static const int SmallDiscKernelSamples = 12; - static const float2 SmallDiscKernel[SmallDiscKernelSamples] = - { - float2(-0.326212,-0.40581), - float2(-0.840144,-0.07358), - float2(-0.695914,0.457137), - float2(-0.203345,0.620716), - float2(0.96234,-0.194983), - float2(0.473434,-0.480026), - float2(0.519456,0.767022), - float2(0.185461,-0.893124), - float2(0.507431,0.064425), - float2(0.89642,0.412458), - float2(-0.32194,-0.932615), - float2(-0.791559,-0.59771) - }; - - static const int NumDiscSamples = 28; - static const float3 DiscKernel[NumDiscSamples] = - { - float3(0.62463,0.54337,0.82790), - float3(-0.13414,-0.94488,0.95435), - float3(0.38772,-0.43475,0.58253), - float3(0.12126,-0.19282,0.22778), - float3(-0.20388,0.11133,0.23230), - float3(0.83114,-0.29218,0.88100), - float3(0.10759,-0.57839,0.58831), - float3(0.28285,0.79036,0.83945), - float3(-0.36622,0.39516,0.53876), - float3(0.75591,0.21916,0.78704), - float3(-0.52610,0.02386,0.52664), - float3(-0.88216,-0.24471,0.91547), - float3(-0.48888,-0.29330,0.57011), - float3(0.44014,-0.08558,0.44838), - float3(0.21179,0.51373,0.55567), - float3(0.05483,0.95701,0.95858), - float3(-0.59001,-0.70509,0.91938), - float3(-0.80065,0.24631,0.83768), - float3(-0.19424,-0.18402,0.26757), - float3(-0.43667,0.76751,0.88304), - float3(0.21666,0.11602,0.24577), - float3(0.15696,-0.85600,0.87027), - float3(-0.75821,0.58363,0.95682), - float3(0.99284,-0.02904,0.99327), - float3(-0.22234,-0.57907,0.62029), - float3(0.55052,-0.66984,0.86704), - float3(0.46431,0.28115,0.54280), - float3(-0.07214,0.60554,0.60982), - }; - - float4 fragBlurInsaneMQ (v2f i) : SV_Target - { - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - float4 sum = centerTap; - float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w; - - float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec - sum *= sampleCount; - - float weights = 0; - - for(int l=0; l < NumDiscSamples; l++) - { - float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy; - float4 sample0 = tex2D(_MainTex, sampleUV.xy); - - if( sample0.a > 0.0 ) - { - weights = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap); - sum += sample0 * weights; - sampleCount += weights; - } - } - - float4 returnValue = sum / sampleCount; - returnValue.a = centerTap.a; - - return returnValue; - } - - float4 fragBlurInsaneHQ (v2f i) : SV_Target - { - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - float4 sum = centerTap; - float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w; - - float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec - sum *= sampleCount; - - float2 weights = 0; - - for(int l=0; l < NumDiscSamples; l++) - { - float4 sampleUV = i.uv1.xyxy + DiscKernel[l].xyxy * poissonScale.xyxy / float4(1.2,1.2,DiscKernel[l].zz); - - float4 sample0 = tex2D(_MainTex, sampleUV.xy); - float4 sample1 = tex2D(_MainTex, sampleUV.zw); - - if( (sample0.a + sample1.a) > 0.0 ) - { - weights = BokehWeightDisc2(sample0, sample1, float2(DiscKernel[l].z/1.2, 1.0), centerTap); - sum += sample0 * weights.x + sample1 * weights.y; - sampleCount += dot(weights, 1); - } - } - - float4 returnValue = sum / sampleCount; - returnValue.a = centerTap.a; - - return returnValue; - } - - inline float4 BlendLowWithHighHQ(float coc, float4 low, float4 high) - { - float blend = smoothstep(0.65,0.85, coc); - return lerp(low, high, blend); - } - - inline float4 BlendLowWithHighMQ(float coc, float4 low, float4 high) - { - float blend = smoothstep(0.4,0.6, coc); - return lerp(low, high, blend); - } - - float4 fragBlurUpsampleCombineHQ (v2f i) : SV_Target - { - float4 bigBlur = tex2D(_LowRez, i.uv1.xy); - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - - float4 smallBlur = centerTap; - float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ; - - float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec - smallBlur *= sampleCount; - - for(int l=0; l < NumDiscSamples; l++) - { - float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy; - - float4 sample0 = tex2D(_MainTex, sampleUV); - float weight0 = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap); - smallBlur += sample0 * weight0; sampleCount += weight0; - } - - smallBlur /= (sampleCount+1e-5f); - smallBlur = BlendLowWithHighHQ(centerTap.a, smallBlur, bigBlur); - - return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a); - } - - float4 fragBlurUpsampleCombineMQ (v2f i) : SV_Target - { - float4 bigBlur = tex2D(_LowRez, i.uv1.xy); - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - - float4 smallBlur = centerTap; - float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ; - - float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec - smallBlur *= sampleCount; - - for(int l=0; l < SmallDiscKernelSamples; l++) - { - float2 sampleUV = i.uv1.xy + SmallDiscKernel[l].xy * poissonScale.xy*1.1; - - float4 sample0 = tex2D(_MainTex, sampleUV); - float weight0 = BokehWeightDisc(sample0, length(SmallDiscKernel[l].xy*1.1), centerTap); - smallBlur += sample0 * weight0; sampleCount += weight0; - } - - smallBlur /= (sampleCount+1e-5f); - - smallBlur = BlendLowWithHighMQ(centerTap.a, smallBlur, bigBlur); - - return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a); - } - - float4 fragBlurUpsampleCheap (v2f i) : SV_Target - { - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - float4 bigBlur = tex2D(_LowRez, i.uv1.xy); - - float fgCoc = tex2D(_FgOverlap, i.uv1.xy).a; - float4 smallBlur = lerp(centerTap, bigBlur, saturate( max(centerTap.a,fgCoc)*8.0 )); - - return float4(smallBlur.rgb, centerTap.a); - } - - float4 fragBlurBox (v2f i) : SV_Target - { - const int TAPS = 12; - - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - - // TODO: important ? breaks when HR blur is being used - //centerTap.a = max(centerTap.a, 0.1f); - - float sampleCount = centerTap.a; - float4 sum = centerTap * sampleCount; - - float2 lenStep = centerTap.aa * (1.0 / (TAPS-1.0)); - float4 steps = (_Offsets.xyxy * _MainTex_TexelSize.xyxy) * lenStep.xyxy * float4(1,1, -1,-1); - - for(int l=1; l 1e-5f) outColor.rgb = color.rgb/sumWeights; - - return outColor; - } - - float4 fragCaptureColorAndSignedCoc (v2f i) : SV_Target - { - float4 color = tex2D (_MainTex, i.uv1.xy); - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); - color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x) * sign(d - _CurveParams.w); - - return color; - } - - float4 fragCaptureCoc (v2f i) : SV_Target - { - float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); - color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); - - return color; - } - - float4 AddFgCoc (v2f i) : SV_Target - { - return tex2D (_MainTex, i.uv1.xy); - } - - float4 fragMergeCoc (v2f i) : SV_Target - { - float4 color = tex2D (_FgOverlap, i.uv.xy); // this is the foreground overlap value - float fgCoc = color.a; - - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); - color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); - - return max(color.aaaa, float4(fgCoc,fgCoc,fgCoc,fgCoc)); - } - - float4 fragCombineCocWithMaskBlur (v2f i) : SV_Target - { - float bgAndFgCoc = tex2D (_MainTex, i.uv1.xy).a; - float fgOverlapCoc = tex2D (_FgOverlap, i.uv1.xy).a; - - return (bgAndFgCoc < 0.01) * saturate(fgOverlapCoc-bgAndFgCoc); - } - - float4 fragCaptureForegroundCoc (v2f i) : SV_Target - { - float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f); - color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); - - return color; - } - - float4 fragCaptureForegroundCocMask (v2f i) : SV_Target - { - float4 color = float4(0,0,0,0); - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f); - color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); - - return color.a > 0; - } - - float4 fragBlendInHighRez (v2f i) : SV_Target - { - float4 tapHighRez = tex2D(_MainTex, i.uv.xy); - return float4(tapHighRez.rgb, 1.0-saturate(tapHighRez.a*5.0)); - } - - float4 fragBlendInLowRezParts (v2f i) : SV_Target - { - float4 from = tex2D(_MainTex, i.uv1.xy); - from.a = saturate(from.a * _Offsets.w) / (_CurveParams.x + 1e-5f); - float square = from.a * from.a; - from.a = square * square * _CurveParams.x; - return from; - } - - float4 fragUpsampleWithAlphaMask(v2f i) : SV_Target - { - float4 c = tex2D(_MainTex, i.uv1.xy); - return c; - } - - float4 fragAlphaMask(v2f i) : SV_Target - { - float4 c = tex2D(_MainTex, i.uv1.xy); - c.a = saturate(c.a*100.0); - return c; - } - - ENDCG - -Subshader -{ - - // pass 0 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask A - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCaptureCoc - - ENDCG - } - - // pass 1 - - Pass - { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vertBlurPlusMinus - #pragma fragment fragGaussBlur - - ENDCG - } - - // pass 2 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vertBlurPlusMinus - #pragma fragment fragBlurForFgCoc - - ENDCG - } - - - // pass 3 - - Pass - { - ZTest Always Cull Off ZWrite Off - ColorMask A - BlendOp Max, Max - Blend One One, One One - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment AddFgCoc - - ENDCG - } - - - // pass 4 - - Pass - { - ZTest Always Cull Off ZWrite Off - ColorMask A - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCaptureForegroundCoc - - ENDCG - } - - // pass 5 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurBox - - ENDCG - } - - // pass 6 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment frag4TapBlurForLRSpawn - - ENDCG - } - - // pass 7 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlendInHighRez - - ENDCG - } - - // pass 8 - - Pass - { - ZTest Always Cull Off ZWrite Off - ColorMask A - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCaptureForegroundCocMask - - ENDCG - } - - - // pass 9 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurUpsampleCheap - - ENDCG - } - - // pass 10 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCaptureColorAndSignedCoc - - ENDCG - } - - // pass 11 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurInsaneMQ - - ENDCG - } - - // pass 12 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurUpsampleCombineMQ - - ENDCG - } - - // pass 13 - Pass { - ZTest Always Cull Off ZWrite Off - - ColorMask A - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragMergeCoc - - ENDCG - } - - // pass 14 - - Pass { - ZTest Always Cull Off ZWrite Off - - ColorMask A - BlendOp Max, Max - Blend One One, One One - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCombineCocWithMaskBlur - - ENDCG - } - - // pass 15 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBoxDownsample - - ENDCG - } - - // pass 16 - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragVisualize - - ENDCG - } - - // pass 17 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurInsaneHQ - - ENDCG - } - - // pass 18 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurUpsampleCombineHQ - - ENDCG - } - - // pass 19 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vertBlurPlusMinus - #pragma fragment fragBlurAlphaWeighted - - ENDCG - } - - // pass 20 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragAlphaMask - - ENDCG - } - - // pass 21 - - Pass { - ZTest Always Cull Off ZWrite Off - - BlendOp Add, Add - Blend DstAlpha OneMinusDstAlpha, Zero One - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vertFlip - #pragma fragment fragBlurBox - - ENDCG - } - - // pass 22 - - Pass { - ZTest Always Cull Off ZWrite Off - - // destination alpha needs to stay intact as we have layed alpha before - BlendOp Add, Add - Blend DstAlpha One, Zero One - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragUpsampleWithAlphaMask - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta deleted file mode 100644 index b38c9740..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: acd613035ff3e455e8abf23fdc8c8c24 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader deleted file mode 100644 index 2ffca4b1..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader +++ /dev/null @@ -1,68 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/SeparableBlur" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - - float4 uv01 : TEXCOORD1; - float4 uv23 : TEXCOORD2; - float4 uv45 : TEXCOORD3; - }; - - float4 offsets; - - sampler2D _MainTex; - - v2f vert (appdata_img v) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - - o.uv.xy = v.texcoord.xy; - - o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1); - o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0; - o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0; - - return o; - } - - half4 frag (v2f i) : SV_Target { - half4 color = float4 (0,0,0,0); - - color += 0.40 * tex2D (_MainTex, i.uv); - color += 0.15 * tex2D (_MainTex, i.uv01.xy); - color += 0.15 * tex2D (_MainTex, i.uv01.zw); - color += 0.10 * tex2D (_MainTex, i.uv23.xy); - color += 0.10 * tex2D (_MainTex, i.uv23.zw); - color += 0.05 * tex2D (_MainTex, i.uv45.xy); - color += 0.05 * tex2D (_MainTex, i.uv45.zw); - - return color; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta deleted file mode 100644 index b9f6a84f..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: e97c14fbb5ea04c3a902cc533d7fc5d1 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader deleted file mode 100644 index e04f4ee8..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader +++ /dev/null @@ -1,244 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/SeparableWeightedBlurDof34" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - _TapMedium ("TapMedium (RGB)", 2D) = "" {} - _TapLow ("TapLow (RGB)", 2D) = "" {} - _TapHigh ("TapHigh (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - half4 offsets; - half4 _Threshhold; - sampler2D _MainTex; - sampler2D _TapHigh; - - struct v2f { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 uv01 : TEXCOORD1; - half4 uv23 : TEXCOORD2; - half4 uv45 : TEXCOORD3; - }; - - struct v2fSingle { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - }; - - // - // VERT PROGRAMS - // - - v2f vert (appdata_img v) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv.xy = v.texcoord.xy; - o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1); - o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0; - o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0; - - return o; - } - - v2fSingle vertSingleTex (appdata_img v) { - v2fSingle o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv.xy = v.texcoord.xy; - return o; - } - - // - // FRAG PROGRAMS - // - - // mostly used for foreground, so more gaussian-like - - half4 fragBlurUnweighted (v2f i) : SV_Target { - half4 blurredColor = half4 (0,0,0,0); - - half4 sampleA = tex2D(_MainTex, i.uv.xy); - half4 sampleB = tex2D(_MainTex, i.uv01.xy); - half4 sampleC = tex2D(_MainTex, i.uv01.zw); - half4 sampleD = tex2D(_MainTex, i.uv23.xy); - half4 sampleE = tex2D(_MainTex, i.uv23.zw); - - blurredColor += sampleA; - blurredColor += sampleB; - blurredColor += sampleC; - blurredColor += sampleD; - blurredColor += sampleE; - - blurredColor *= 0.2; - - blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a); - - return blurredColor; - } - - // used for background, so more bone curve-like - - half4 fragBlurWeighted (v2f i) : SV_Target { - half4 blurredColor = half4 (0,0,0,0); - - half4 sampleA = tex2D(_MainTex, i.uv.xy); - half4 sampleB = tex2D(_MainTex, i.uv01.xy); - half4 sampleC = tex2D(_MainTex, i.uv01.zw); - half4 sampleD = tex2D(_MainTex, i.uv23.xy); - half4 sampleE = tex2D(_MainTex, i.uv23.zw); - - half sum = sampleA.a + dot (half4 (1.25, 1.25, 1.5, 1.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a)); - - sampleA.rgb = sampleA.rgb * sampleA.a; - sampleB.rgb = sampleB.rgb * sampleB.a * 1.25; - sampleC.rgb = sampleC.rgb * sampleC.a * 1.25; - sampleD.rgb = sampleD.rgb * sampleD.a * 1.5; - sampleE.rgb = sampleE.rgb * sampleE.a * 1.5; - - blurredColor += sampleA; - blurredColor += sampleB; - blurredColor += sampleC; - blurredColor += sampleD; - blurredColor += sampleE; - - blurredColor /= sum; - half4 color = blurredColor; - - color.a = sampleA.a; - - return color; - } - - half4 fragBlurDark (v2f i) : SV_Target { - half4 blurredColor = half4 (0,0,0,0); - - half4 sampleA = tex2D(_MainTex, i.uv.xy); - half4 sampleB = tex2D(_MainTex, i.uv01.xy); - half4 sampleC = tex2D(_MainTex, i.uv01.zw); - half4 sampleD = tex2D(_MainTex, i.uv23.xy); - half4 sampleE = tex2D(_MainTex, i.uv23.zw); - - half sum = sampleA.a + dot (half4 (0.75, 0.75, 0.5, 0.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a)); - - sampleA.rgb = sampleA.rgb * sampleA.a; - sampleB.rgb = sampleB.rgb * sampleB.a * 0.75; - sampleC.rgb = sampleC.rgb * sampleC.a * 0.75; - sampleD.rgb = sampleD.rgb * sampleD.a * 0.5; - sampleE.rgb = sampleE.rgb * sampleE.a * 0.5; - - blurredColor += sampleA; - blurredColor += sampleB; - blurredColor += sampleC; - blurredColor += sampleD; - blurredColor += sampleE; - - blurredColor /= sum; - half4 color = blurredColor; - - color.a = sampleA.a; - - return color; - } - - // not used atm - - half4 fragBlurUnweightedDark (v2f i) : SV_Target { - half4 blurredColor = half4 (0,0,0,0); - - half4 sampleA = tex2D(_MainTex, i.uv.xy); - half4 sampleB = tex2D(_MainTex, i.uv01.xy); - half4 sampleC = tex2D(_MainTex, i.uv01.zw); - half4 sampleD = tex2D(_MainTex, i.uv23.xy); - half4 sampleE = tex2D(_MainTex, i.uv23.zw); - - blurredColor += sampleA; - blurredColor += sampleB * 0.75; - blurredColor += sampleC * 0.75; - blurredColor += sampleD * 0.5; - blurredColor += sampleE * 0.5; - - blurredColor /= 3.5; - - blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a); - - return blurredColor; - } - - // fragMixMediumAndLowTap - // happens before applying final coc/blur result to screen, - // mixes defocus buffers of different resolutions / bluriness - - sampler2D _TapMedium; - sampler2D _TapLow; - - half4 fragMixMediumAndLowTap (v2fSingle i) : SV_Target - { - half4 tapMedium = tex2D (_TapMedium, i.uv.xy); - half4 tapLow = tex2D (_TapLow, i.uv.xy); - tapMedium.a *= tapMedium.a; - - tapLow.rgb = lerp (tapMedium.rgb, tapLow.rgb, (tapMedium.a * tapMedium.a)); - return tapLow; - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurWeighted - - ENDCG - } - Pass { - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurUnweighted - - ENDCG - } - - // 2 - - Pass { - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurUnweightedDark - - ENDCG - } - Pass { - CGPROGRAM - - #pragma vertex vertSingleTex - #pragma fragment fragMixMediumAndLowTap - - ENDCG - } - - // 4 - - Pass { - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurDark - - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta deleted file mode 100644 index 2fae7fc8..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: bb4af680337344a4abad65a4e8873c50 -ShaderImporter: - userData: diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader b/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader deleted file mode 100644 index 73e8876b..00000000 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader +++ /dev/null @@ -1,311 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - - Shader "Hidden/Dof/TiltShiftHdrLensBlur" { - Properties { - _MainTex ("-", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv1 : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D _Blurred; - - float4 _MainTex_TexelSize; - float _BlurSize; - float _BlurArea; - - #ifdef SHADER_API_D3D11 - #define SAMPLE_TEX(sampler, uv) tex2Dlod(sampler, float4(uv,0,1)) - #else - #define SAMPLE_TEX(sampler, uv) tex2D(sampler, uv) - #endif - - v2f vert (appdata_img v) - { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv.xy = v.texcoord; - o.uv1.xy = v.texcoord; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv1.y = 1-o.uv1.y; - #else - - #endif - - return o; - } - - static const int SmallDiscKernelSamples = 12; - static const float2 SmallDiscKernel[SmallDiscKernelSamples] = - { - float2(-0.326212,-0.40581), - float2(-0.840144,-0.07358), - float2(-0.695914,0.457137), - float2(-0.203345,0.620716), - float2(0.96234,-0.194983), - float2(0.473434,-0.480026), - float2(0.519456,0.767022), - float2(0.185461,-0.893124), - float2(0.507431,0.064425), - float2(0.89642,0.412458), - float2(-0.32194,-0.932615), - float2(-0.791559,-0.59771) - }; - - static const int NumDiscSamples = 28; - static const float3 DiscKernel[NumDiscSamples] = - { - float3(0.62463,0.54337,0.82790), - float3(-0.13414,-0.94488,0.95435), - float3(0.38772,-0.43475,0.58253), - float3(0.12126,-0.19282,0.22778), - float3(-0.20388,0.11133,0.23230), - float3(0.83114,-0.29218,0.88100), - float3(0.10759,-0.57839,0.58831), - float3(0.28285,0.79036,0.83945), - float3(-0.36622,0.39516,0.53876), - float3(0.75591,0.21916,0.78704), - float3(-0.52610,0.02386,0.52664), - float3(-0.88216,-0.24471,0.91547), - float3(-0.48888,-0.29330,0.57011), - float3(0.44014,-0.08558,0.44838), - float3(0.21179,0.51373,0.55567), - float3(0.05483,0.95701,0.95858), - float3(-0.59001,-0.70509,0.91938), - float3(-0.80065,0.24631,0.83768), - float3(-0.19424,-0.18402,0.26757), - float3(-0.43667,0.76751,0.88304), - float3(0.21666,0.11602,0.24577), - float3(0.15696,-0.85600,0.87027), - float3(-0.75821,0.58363,0.95682), - float3(0.99284,-0.02904,0.99327), - float3(-0.22234,-0.57907,0.62029), - float3(0.55052,-0.66984,0.86704), - float3(0.46431,0.28115,0.54280), - float3(-0.07214,0.60554,0.60982), - }; - - float WeightFieldMode (float2 uv) - { - float2 tapCoord = uv*2.0-1.0; - return (abs(tapCoord.y * _BlurArea)); - } - - float WeightIrisMode (float2 uv) - { - float2 tapCoord = (uv*2.0-1.0); - return dot(tapCoord, tapCoord) * _BlurArea; - } - - float4 fragIrisPreview (v2f i) : SV_Target - { - return WeightIrisMode(i.uv.xy) * 0.5; - } - - float4 fragFieldPreview (v2f i) : SV_Target - { - return WeightFieldMode(i.uv.xy) * 0.5; - } - - float4 fragUpsample (v2f i) : SV_Target - { - float4 blurred = tex2D(_Blurred, i.uv1.xy); - float4 frame = tex2D(_MainTex, i.uv.xy); - - return lerp(frame, blurred, saturate(blurred.a)); - } - - float4 fragIris (v2f i) : SV_Target - { - float4 centerTap = tex2D(_MainTex, i.uv.xy); - float4 sum = centerTap; - - float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize); - - float4 poissonScale = _MainTex_TexelSize.xyxy * w; - - #ifndef SHADER_API_D3D9 - if(w<1e-2f) - return sum; - #endif - - for(int l=0; l(); agent = GetComponent(); agent.destination = goal.position; - enemyManager = transform.parent.GetComponent(); SetSpeed(); //initiate healthbar and finding headsetposition, Arne-Martin @@ -36,9 +41,6 @@ void Start() headsetPosition = Player.instance.trackingOriginTransform; health = startHealth; - //Vector3 left = Quaternion.Inverse(InputTracking.GetLocalRotation(VRNode.LeftEye)) * InputTracking.GetLocalPosition(VRNode.LeftEye); - SoundStart(); - float h, s, v; // hue, saturation, value (brightness) float oldV; enemySkinnedMeshRenderer = GetComponentInChildren(); @@ -54,6 +56,8 @@ void Start() enemySkinnedMeshRenderer.materials[i].color = Color.HSVToRGB(h, s, v); } + + SoundStart(); } protected void SetSpeed() @@ -71,41 +75,52 @@ void Update() if (agent.remainingDistance < 1f) { print(name + " reached goal"); - enemyManager.ReachedGoal(1); + enemyManager.EnemyReachedGoal(1); Destroy(gameObject); } - if (health <= 0f) - { - //play die animation - //instantiate particles - if (alive) - { - GetComponent().OnDeath(); - GetComponent().speed = 0f; - alive = false; - GetComponentInChildren().enabled = false; - Destroy(healthBar.gameObject); - Destroy(gameObject, 4f); - PlayDeathSound(); - } - } else - { - //To scale healthbar to health, Arne-Martin - float healthPercentage = health / startHealth; - healthBar.Display(healthPercentage); - //Rotate healthbar towards player, Arne-Martin - Vector3 UpdatedHeadsetPosition = headsetPosition.position; - healthBar.transform.LookAt(UpdatedHeadsetPosition); - } + //To scale healthbar to health, Arne-Martin + float healthPercentage = health / startHealth; + healthBar.Display(healthPercentage); + //Rotate healthbar towards player, Arne-Martin + Vector3 UpdatedHeadsetPosition = headsetPosition.position; + healthBar.transform.LookAt(UpdatedHeadsetPosition); - HandleIdleSound(); + SoundUpdate(); } - public void InflictDamage(float damage) + void FixedUpdate() + { + SoundFixedUpdate(); + } + + public void InflictDamage(float damage, Component source = null) { health -= damage; + if (health > 0f) + PlayHurtSound(source); + else + OnDeath(); + } + + private void OnDeath() + { + AudioClip chosenClip = PlayDeathSound(); + + // Play death animation + Enemy_Animator animator = GetComponent(); + animator.OnDeath(); + + float timeTillDestroy = Mathf.Max(chosenClip.length, animator.GetDeathAnimationLength()); + + // Stop movement and collision + GetComponent().speed = 0f; + GetComponentInChildren().enabled = false; - PlayHurtSound(); + Destroy(healthBar.gameObject); + // Destroy game object after death animation has finished playing + Destroy(gameObject, timeTillDestroy); + // Destroy this script component to prevent further invocations of Update() + Destroy(this); } } diff --git a/Assets/Scripts/Enemy/EnemyManager.cs b/Assets/Scripts/Enemy/EnemyManager.cs index b4ddc5f8..5ee78332 100644 --- a/Assets/Scripts/Enemy/EnemyManager.cs +++ b/Assets/Scripts/Enemy/EnemyManager.cs @@ -1,16 +1,63 @@ -using UnityEngine; +using System; +using UnityEngine; public class EnemyManager : MonoBehaviour { + private static EnemyManager THIS; + public GameHealthManager gameHealthManager; + public Transform enemyGoal; + + private float[] enemyLastSoundPlayTime = new float[Enum.GetNames(typeof(Enemy.Type)).Length]; + + void Awake() + { + if (THIS == null) + { + THIS = this; + } else if (THIS != this) + { + Debug.LogWarning("There's more than one EnemyManager in the scene!"); + Destroy(gameObject); + } + } + + public void OnNewWave() + { + Array.Clear(enemyLastSoundPlayTime, 0, enemyLastSoundPlayTime.Length); + } + + public void OnEnemySpawned(Enemy enemy) + { + enemy.transform.parent = transform; + enemy.goal = enemyGoal; + } + + public void EnemyPlaySoundTimeManaged(Enemy enemy, Action soundFunc, float maxSilenceDuration) + { + float currentTime = Time.time; + float lastSoundPlayTime = enemyLastSoundPlayTime[(int)enemy.type]; + + if (lastSoundPlayTime == 0f // Play sound if the enemy is the first of its type this wave, + || currentTime > lastSoundPlayTime + maxSilenceDuration) // or if it's been more than maxSilenceDuration since an enemy of its type last played + { + soundFunc(); + enemyLastSoundPlayTime[(int)enemy.type] = currentTime; + } + } + + public void OnEnemyPlayedSound(Enemy enemy) + { + enemyLastSoundPlayTime[(int)enemy.type] = Time.time; + } public bool AreAllEnemiesDead() { return transform.childCount == 0; } - public void ReachedGoal(uint n) + public void EnemyReachedGoal(uint healthLost) { - gameHealthManager.DecreaseGameHealth(n); + gameHealthManager.DecreaseGameHealth(healthLost); } } diff --git a/Assets/Scripts/Enemy/Enemy_Animator.cs b/Assets/Scripts/Enemy/Enemy_Animator.cs index 1502d358..cfb5829e 100644 --- a/Assets/Scripts/Enemy/Enemy_Animator.cs +++ b/Assets/Scripts/Enemy/Enemy_Animator.cs @@ -17,6 +17,19 @@ public void OnSetSpeed(float baseSpeed, float setSpeed) animator.SetFloat(speedMultiplierHash, setSpeed / baseSpeed); } + public float GetDeathAnimationLength() + { + AnimationClip[] clips = animator.runtimeAnimatorController.animationClips; + foreach (AnimationClip clip in clips) + { + if (clip.name.ToLower().Contains("death")) + return clip.length; + } + + Debug.LogError("Couldn't find any death animation clips in the " + animator.runtimeAnimatorController.name + " animator controller."); + return -1f; + } + public void OnDeath() { animator.SetTrigger(deathHash); diff --git a/Assets/Scripts/Enemy/Enemy_Sound.cs b/Assets/Scripts/Enemy/Enemy_Sound.cs index 287c538b..d2cb5757 100644 --- a/Assets/Scripts/Enemy/Enemy_Sound.cs +++ b/Assets/Scripts/Enemy/Enemy_Sound.cs @@ -9,34 +9,93 @@ abstract partial class Enemy public AudioClip[] deathSounds; public float deathVolume = 1f; - public float IdleSoundFreq_sec = 5f; - public float IdleSoundChance = 0.1f; + public float idleSoundFreq_sec = 5f; + public float idleSoundChance = 0.2f; + public float maxSilenceDuration_sec = 20f; - protected float lastIdleSoundTime; + public Vector2 randomPitchRange = new Vector2(0.8f, 1.2f); + + private float nextIdleSoundTime; + private float lastSoundPlayTime; + + private AudioClip lastPlayedSound; + + private float warnPlayerDistance; + private bool hasWarned = false; void SoundStart() { - lastIdleSoundTime = Random.value * IdleSoundFreq_sec; + nextIdleSoundTime = Time.time; + lastSoundPlayTime = Time.time; + + enemyManager.EnemyPlaySoundTimeManaged(this, PlayIdleSound, maxSilenceDuration_sec); + + warnPlayerDistance = GameHealthManager.GetWarnPlayerDistance(); + } + + void SoundUpdate() + { + HandleIdleSound(); } - protected void HandleIdleSound() + void SoundFixedUpdate() { - if (Time.time + IdleSoundFreq_sec >= lastIdleSoundTime) + if (!hasWarned + && Vector3.Distance(transform.position, goal.position) <= warnPlayerDistance) { - if (Random.value <= IdleSoundChance) - SoundManager.PlayRandomSound(this, idleSounds); + PlayIdleSound(); + hasWarned = true; + } + } - lastIdleSoundTime += IdleSoundFreq_sec; + private void HandleIdleSound() + { + float currentTime = Time.time; + if (currentTime >= nextIdleSoundTime) + { + if (Random.value <= idleSoundChance) + PlayIdleSound(); + else // Timeout till next time enemy should try playing + nextIdleSoundTime = currentTime + idleSoundFreq_sec * 0.5f + Random.value * idleSoundFreq_sec; + } else if (currentTime > lastSoundPlayTime + maxSilenceDuration_sec) + { + enemyManager.EnemyPlaySoundTimeManaged(this, PlayIdleSound, maxSilenceDuration_sec); } } - protected void PlayHurtSound() + private void PlayIdleSound() { - SoundManager.PlayRandomSound(this, hurtSounds, hurtVolume); + float currentTime = Time.time; + AudioClip clip = SoundManager.PlayRandomSound(this, idleSounds, randomPitchRange, idleVolume); + enemyManager.OnEnemyPlayedSound(this); + lastSoundPlayTime = currentTime; + lastPlayedSound = clip; + // Longer timeout when enemy has just played a sound + nextIdleSoundTime = currentTime + idleSoundFreq_sec * 1.5f + Random.value * idleSoundFreq_sec; + } + + private void PlayHurtSound(Component source) + { + float currentTime = Time.time; + if (source is FireballRange) + { + if (lastPlayedSound != null + && currentTime <= lastSoundPlayTime + lastPlayedSound.length * 1.5f) // 50% extra silence time + return; + } + + AudioClip clip = SoundManager.PlayRandomSound(this, hurtSounds, randomPitchRange, hurtVolume); + enemyManager.OnEnemyPlayedSound(this); + lastSoundPlayTime = currentTime; + lastPlayedSound = clip; } - protected void PlayDeathSound() + private AudioClip PlayDeathSound() { - SoundManager.PlayRandomSoundAtPoint(deathSounds, transform.position, 1f, transform.parent); + AudioClip clip = SoundManager.PlayRandomSound(this, deathSounds, randomPitchRange, deathVolume); + enemyManager.OnEnemyPlayedSound(this); + lastSoundPlayTime = Time.time; + lastPlayedSound = clip; + return clip; } } diff --git a/Assets/Scripts/Enemy/Spawning/EnemySpawner.cs b/Assets/Scripts/Enemy/Spawning/EnemySpawner.cs index b08c538a..bb71acee 100644 --- a/Assets/Scripts/Enemy/Spawning/EnemySpawner.cs +++ b/Assets/Scripts/Enemy/Spawning/EnemySpawner.cs @@ -3,22 +3,13 @@ public class EnemySpawner : MonoBehaviour { - public enum EnemyType { Wolf, Bear, Fox, Seal, PolarBear, Muskox, Null }; - public Enemy[] enemyPrefabs; - public Transform enemyManager; - public Transform goal; - + public EnemyManager enemyManager; public CrowSpawner crowSpawner; + private bool firstEnemy = true; - public bool SpawnEnemy(EnemyType enemyType, float speed) + public void SpawnEnemy(Enemy enemy) { - if (enemyType == EnemyType.Null) - { - Debug.LogError("Enemy " + enemyType + " not defined"); - return false; - } - if (firstEnemy) { if (crowSpawner) @@ -29,15 +20,6 @@ public bool SpawnEnemy(EnemyType enemyType, float speed) firstEnemy = false; } - //replace the "prefab enemy variable" with a real enemy - Enemy enemy = Instantiate(GetPrefab(enemyType).gameObject, transform).GetComponent(); - enemy.transform.parent = enemyManager; - enemy.goal = goal; - return true; - } - - private Enemy GetPrefab(EnemyType enemyType) - { - return enemyPrefabs[(int)enemyType]; + enemyManager.OnEnemySpawned(Instantiate(enemy.gameObject, transform).GetComponent()); } } diff --git a/Assets/Scripts/Enemy/Spawning/EnemyWave.cs b/Assets/Scripts/Enemy/Spawning/EnemyWave.cs index 82250813..03506f41 100644 --- a/Assets/Scripts/Enemy/Spawning/EnemyWave.cs +++ b/Assets/Scripts/Enemy/Spawning/EnemyWave.cs @@ -2,54 +2,42 @@ //Timmy Chan /* Directions: - * - different Enemy types can be put into the enemies[] * - spawnDelay is the delay in second after each spawn. - * - spawnDelay needs at least one value */ public class EnemyWave { - public List spawnID = new List(); - public List enemies = new List(); //Enemy component of prefabs of different enemies - public List spawnDelay = new List(); - private int nextSpawnIndex = 0; //index of the current spawned enemy - - public EnemyWave(int[] spawnerID, EnemySpawner.EnemyType[] enemies, float[] spawnDelay) - { //works - foreach (int spawnID in spawnerID) - this.spawnID.Add(spawnID); - foreach (EnemySpawner.EnemyType enemy in enemies) - this.enemies.Add(enemy); - foreach (float delay in spawnDelay) - this.spawnDelay.Add(delay); - } + public struct Spawn + { + public readonly int spawnerID; + public readonly Enemy.Type enemy; + public readonly float delay; - public bool IsAllSpawned() - { //works - return (nextSpawnIndex >= enemies.Count); + public Spawn(int spawnerID, Enemy.Type enemy, float delay) + { + this.spawnerID = spawnerID; + this.enemy = enemy; + this.delay = delay; + } } - public float GetSpawnDelay() - { //works - if (nextSpawnIndex - 1 >= spawnDelay.Count) - return spawnDelay[spawnDelay.Count - 1]; - return spawnDelay[nextSpawnIndex - 1]; - } - public List GetNextEnemy() + private Spawn[] spawns; + + private int currentSpawnIndex = -1; + + public EnemyWave(List spawns) { - EnemySpawner.EnemyType nextEnemy = EnemySpawner.EnemyType.Null; //null for enums - int nextSpawnID = -1; //default - List result = new List(); - if (nextSpawnIndex < enemies.Count) - { - nextSpawnID = spawnID[nextSpawnIndex]; - nextEnemy = enemies[nextSpawnIndex]; - nextSpawnIndex += 1; - } + this.spawns = spawns.ToArray(); + } - result.Add(nextSpawnID); - result.Add(nextEnemy); + public bool HasNext() + { + return currentSpawnIndex + 1 < spawns.Length; + } - return result; + public Spawn GetNextSpawn() + { + currentSpawnIndex++; + return spawns[currentSpawnIndex]; } } diff --git a/Assets/Scripts/Enemy/Spawning/SpawnManager.cs b/Assets/Scripts/Enemy/Spawning/SpawnManager.cs index b44d91b7..213c63f8 100644 --- a/Assets/Scripts/Enemy/Spawning/SpawnManager.cs +++ b/Assets/Scripts/Enemy/Spawning/SpawnManager.cs @@ -1,22 +1,61 @@ -using System.Collections.Generic; +using System; +using System.Collections.Generic; using UnityEngine; public class SpawnManager : MonoBehaviour { - public enum EnemyType { Wolf, Bear, Fox, Seal, Muskox, Fish, Pig, Null }; + private static SpawnManager THIS; + public TextAsset waveFile; + public float timeBetweenWaves = 10f; private List waves; - EnemyWave currentWave; - private List wavesDelay; + private EnemyWave currentWave; public EnemyManager enemyManager; public List spawners; + + public Enemy[] enemyPrefabs; + private int currentWaveIndex = 0; private float timeToNextWave = 0f; private bool waveSpawning = false; private bool isSpawningStarted = false; private float timeToNextSpawn = 0f; - private float speedMultiplier = 1; + + void Awake() + { + if (THIS == null) + { + THIS = this; + } else if (THIS != this) + { + Debug.LogWarning("There's more than one SpawnManager in the scene!"); + Destroy(gameObject); + } + + // Sort enemy prefabs + + if (enemyPrefabs == null || enemyPrefabs.Length < 1) + { + Debug.LogError(name + " is missing enemy prefabs to spawn."); + Destroy(this); + return; + } + + if (Array.IndexOf(enemyPrefabs, null) > -1) + { + Debug.LogError(name + "'s enemy prefabs should not contain null values."); + Destroy(this); + return; + } + + // Places each enemy in the original enemyPrefabs array on its respective index in the new sorted array + Enemy[] enemyPrefabs_sorted = new Enemy[Enum.GetNames(typeof(Enemy.Type)).Length]; + foreach (Enemy enemy in enemyPrefabs) + enemyPrefabs_sorted[(int)enemy.type] = enemy; + + enemyPrefabs = enemyPrefabs_sorted; + } void Update() { @@ -30,16 +69,7 @@ void Update() { if (timeToNextSpawn <= 0f) { - List nextSpawn = currentWave.GetNextEnemy(); - int nextSpawnID = (int)nextSpawn[0]; - if (nextSpawnID == -1) - { - WaveEnded(); - return; - } - EnemySpawner.EnemyType nextEnemy = (EnemySpawner.EnemyType)nextSpawn[1]; - spawners[nextSpawnID].SpawnEnemy(nextEnemy, speedMultiplier); - timeToNextSpawn += currentWave.GetSpawnDelay(); + SpawnNextEnemy(); } timeToNextSpawn -= Time.deltaTime; } @@ -47,26 +77,27 @@ void Update() } } + private void SpawnNextEnemy() + { + if (currentWave.HasNext()) + { + EnemyWave.Spawn nextSpawn = currentWave.GetNextSpawn(); + spawners[nextSpawn.spawnerID].SpawnEnemy(enemyPrefabs[(int)nextSpawn.enemy]); + timeToNextSpawn += nextSpawn.delay; + } else + WaveEnded(); + } + public void StartSpawningWaves() { //called from gameManager - wavesDelay = new List(); waves = WaveParser.ParseWaveFile(waveFile); - wavesDelay.Add(10f); isSpawningStarted = true; } - float WaveDelay() - { - if (wavesDelay.Count <= currentWaveIndex) - return wavesDelay[wavesDelay.Count - 1]; - - return wavesDelay[currentWaveIndex]; - } - public void WaveEnded() { // always called from spawner, when the wave ends waveSpawning = false; - timeToNextWave = WaveDelay(); + timeToNextWave = timeBetweenWaves; currentWaveIndex++; if (RemainingWavesCount() <= 0) @@ -82,6 +113,7 @@ void StartNewWave() { currentWave = waves[currentWaveIndex]; waveSpawning = true; + enemyManager.OnNewWave(); } public void StopSpawning() diff --git a/Assets/Scripts/GameHealth/GameHealthIndicationPenguin.cs b/Assets/Scripts/GameHealth/GameHealthIndicationPenguin.cs index 4530b32e..cd867e8a 100644 --- a/Assets/Scripts/GameHealth/GameHealthIndicationPenguin.cs +++ b/Assets/Scripts/GameHealth/GameHealthIndicationPenguin.cs @@ -1,34 +1,29 @@ using UnityEngine; -public class GameHealthIndicationPenguin : MonoBehaviour, IGameHealthIndicationItem { +public class GameHealthIndicationPenguin : MonoBehaviour, IGameHealthIndicationItem +{ + public AudioClip[] deathSounds; + public float deathVolume = 1f; + public Vector2 randomPitchRange = new Vector2(1f, 1f); + private int health = 1; - public AudioClip deathSound; - private AudioSource audioSource; - public int GetHealthAmount() { - return health; - } + private int deathHash = Animator.StringToHash("Death"); - void Start () { - audioSource = GetComponent(); - } - - void Update () { - - } - - void OnDestroy(){ - // FIXME: - //transform.parent.GetComponent().DecreaseGameHealth ((uint)health); + public int GetHealthAmount() + { + return health; } - public void Kill(){ - audioSource.PlayOneShot(deathSound); - gameObject.GetComponent ().Play ("Die"); - Destroy (gameObject, 2f); + public void Kill() + { + SoundManager.PlayRandomSound(this, deathSounds, randomPitchRange, deathVolume); + GetComponent().SetTrigger(deathHash); + Destroy(gameObject, 2f); } - public GameObject GetGameObject() { + public GameObject GetGameObject() + { return gameObject; } } diff --git a/Assets/Scripts/GameHealth/GameHealthManager.cs b/Assets/Scripts/GameHealth/GameHealthManager.cs index c94a4287..be925ff1 100644 --- a/Assets/Scripts/GameHealth/GameHealthManager.cs +++ b/Assets/Scripts/GameHealth/GameHealthManager.cs @@ -1,42 +1,75 @@ using System.Collections.Generic; using UnityEngine; -public class GameHealthManager : MonoBehaviour { +public class GameHealthManager : MonoBehaviour +{ + private static GameHealthManager THIS; + public IGameManager gameManager; + + public float warnPlayer_enemyDistance = 20f; + // when "gameHealth" gets decreased to 0, the player loses the game. private int gameHealth; // we should have 20 penguins on the water private List gameHealthIndicationItems = new List(); - void Start() { + public static float GetWarnPlayerDistance() + { + return THIS.warnPlayer_enemyDistance; + } + + void Awake() + { + if (THIS == null) + { + THIS = this; + } else if (THIS != this) + { + Debug.LogWarning("There's more than one GameHealthManager in the scene!"); + Destroy(gameObject); + } + } + + void Start() + { gameHealth = transform.childCount; - foreach (Transform child in transform) { + foreach (Transform child in transform) + { var comp = child.gameObject.GetComponent(); - gameHealthIndicationItems.Add (comp); + gameHealthIndicationItems.Add(comp); //gameHealthIndicationItems.Add (child.gameObject); } } - public void SetGameHealth(uint health) { //should not be used yet + + //should not be used yet + public void SetGameHealth(uint health) + { gameHealth = (int)health; } - public void IncreaseGameHealth(uint health) { //should not be used yet + //should not be used yet + public void IncreaseGameHealth(uint health) + { gameHealth += (int)health; //generate penguins } - public void DecreaseGameHealth(uint health) { + public void DecreaseGameHealth(uint health) + { if (gameHealthIndicationItems.Count <= 0) return; - gameHealthIndicationItems [0].Kill (); + gameHealthIndicationItems[0].Kill(); gameHealthIndicationItems.RemoveAt(0); gameHealth -= (int)health; if (gameHealth <= 0) - gameManager.GameLost (); - //remove number of pengies by the value of health + gameManager.GameLost(); + // TODO: remove number of pengies by the value of health } - public int RemainingGameHealth(){ + + public int RemainingGameHealth() + { return gameHealth; } } diff --git a/Assets/Scripts/GameManager_level01.cs b/Assets/Scripts/GameManager_level01.cs index e77e942b..b55ca7c1 100644 --- a/Assets/Scripts/GameManager_level01.cs +++ b/Assets/Scripts/GameManager_level01.cs @@ -4,18 +4,33 @@ public class GameManager_level01 : MonoBehaviour, IGameManager { + private static GameManager_level01 THIS; + public SpawnManager spawnManager; public EnemyManager enemyManager; public GameHealthManager gameHealthManager; public GameUI_ImportantMessage importantMessage; - private float timeToStart = 3f; + public string sceneLoadedOnRestart = "menu"; + public bool started = false; public bool levelEnded = false; + void Awake() + { + if (THIS == null) + { + THIS = this; + } else if (THIS != this) + { + Debug.LogWarning("There's more than one GameManager in the scene!"); + Destroy(gameObject); + } + } + void Start() { - gameHealthManager.gameManager = (IGameManager)this; + gameHealthManager.gameManager = this; } void Update() @@ -42,13 +57,6 @@ void Update() GameStart(); if (Input.GetKeyUp(KeyCode.S)) GameLost(); - if (timeToStart >= 0) - { - //timeToStart -= Time.deltaTime; - } else - { - //GameStart (); - } } if (started) { @@ -74,18 +82,6 @@ void Update() } } - public void GameLost() - { - levelEnded = true; - print("You have lost the game"); - spawnManager.StopSpawning(); - importantMessage.Show("Game Over"); - SoundManager.PlayLevelLostSound(); - //Invoke ("LoadMenu", 5f); - //change scene?? - Invoke("GameRestart", 10f); - } - public void GameStart() { if (started) @@ -106,22 +102,29 @@ public void GamePause() throw new System.NotImplementedException(); } - public void GameRestart() - { - SceneManager.LoadScene("menu"); - } - public void GameWin() { levelEnded = true; print("You have won the game"); importantMessage.Show("Game Win"); - SoundManager.PlayWinFanfare(); - Invoke("GameRestart", 5f); + + AudioClip sound = SoundManager.PlayWinFanfare(); + Invoke("GameRestart", Mathf.Max(sound.length, 5f)); } - void LoadMenu() + public void GameLost() + { + levelEnded = true; + print("You have lost the game"); + spawnManager.StopSpawning(); + importantMessage.Show("Game Over"); + + AudioClip sound = SoundManager.PlayLevelLostSound(); + Invoke("GameRestart", Mathf.Max(sound.length, 10f)); + } + + public void GameRestart() { - SceneManager.LoadScene("menu"); + SceneManager.LoadScene(sceneLoadedOnRestart); } } diff --git a/Assets/Scripts/Interfaces/IDamagable.cs b/Assets/Scripts/Interfaces/IDamagable.cs index 53326413..eda67471 100644 --- a/Assets/Scripts/Interfaces/IDamagable.cs +++ b/Assets/Scripts/Interfaces/IDamagable.cs @@ -1,3 +1,6 @@ -public interface IDamagable { - void InflictDamage (float damage); +using UnityEngine; + +public interface IDamagable +{ + void InflictDamage(float damage, Component source = null); } diff --git a/Assets/Scripts/Interfaces/IGameHealthIndicationItem.cs b/Assets/Scripts/Interfaces/IGameHealthIndicationItem.cs index 68ddaf7e..6079f8ae 100644 --- a/Assets/Scripts/Interfaces/IGameHealthIndicationItem.cs +++ b/Assets/Scripts/Interfaces/IGameHealthIndicationItem.cs @@ -1,7 +1,8 @@ using UnityEngine; -public interface IGameHealthIndicationItem{ +public interface IGameHealthIndicationItem +{ int GetHealthAmount(); - GameObject GetGameObject (); + GameObject GetGameObject(); void Kill(); } diff --git a/Assets/Scripts/Interfaces/IGameManager.cs b/Assets/Scripts/Interfaces/IGameManager.cs index 3c18f685..2f270562 100644 --- a/Assets/Scripts/Interfaces/IGameManager.cs +++ b/Assets/Scripts/Interfaces/IGameManager.cs @@ -1,7 +1,8 @@ -public interface IGameManager{ - void GameLost(); - void GameStart(); - void GamePause(); - void GameRestart(); - void GameWin(); +public interface IGameManager +{ + void GameLost(); + void GameStart(); + void GamePause(); + void GameRestart(); + void GameWin(); } diff --git a/Assets/Scripts/ResetHotkeys.cs b/Assets/Scripts/ResetHotkeys.cs index 77e88351..9bf7227f 100644 --- a/Assets/Scripts/ResetHotkeys.cs +++ b/Assets/Scripts/ResetHotkeys.cs @@ -5,7 +5,7 @@ public class ResetHotkeys : MonoBehaviour { - public string sceneLoadedWhenReset; + public string sceneLoadedWhenReset = "menu"; private SteamVR_Controller.Device[] controllers = null; diff --git a/Assets/Scripts/RotateCameraRigOnLoad.cs b/Assets/Scripts/RotateCameraRigOnLoad.cs new file mode 100644 index 00000000..c3cd279a --- /dev/null +++ b/Assets/Scripts/RotateCameraRigOnLoad.cs @@ -0,0 +1,24 @@ +using UnityEngine; + +public class RotateCameraRigOnLoad : MonoBehaviour +{ + public Camera VRCamera_eye; + public Transform lookAtObject; + + void Start() + { + // Rotates the camera rig to look at lookAtObject, saves the rotated vector, and resets back to its starting rotation + Vector3 startRotation = transform.forward; + transform.LookAt(lookAtObject); + Vector3 lookAtVector = transform.forward; + transform.forward = startRotation; + + Vector3 eyeVector = VRCamera_eye.transform.forward; + // Discards the y component to only rotate the camera rig horizontally + lookAtVector.y = 0; + eyeVector.y = 0; + // Measures the angle between where the eye is looking and where the eye would have been looking if it was looking towards lookAtObject + float angle = Vector3.SignedAngle(eyeVector, lookAtVector, Vector3.up); + transform.Rotate(Vector3.up, angle); + } +} diff --git a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta b/Assets/Scripts/RotateCameraRigOnLoad.cs.meta similarity index 55% rename from Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta rename to Assets/Scripts/RotateCameraRigOnLoad.cs.meta index 4ccd0332..bade85f5 100644 --- a/Assets/NatureStarterKit/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta +++ b/Assets/Scripts/RotateCameraRigOnLoad.cs.meta @@ -1,9 +1,13 @@ fileFormatVersion: 2 -guid: 50b03df8f04b5c441aaac5b7fccb4734 +guid: 9d8929cead20c424793502447963fc34 +timeCreated: 1518184285 +licenseType: Free MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SelectLevel.cs b/Assets/Scripts/SelectLevel.cs index 34b15404..d22fc1af 100644 --- a/Assets/Scripts/SelectLevel.cs +++ b/Assets/Scripts/SelectLevel.cs @@ -1,5 +1,6 @@ using UnityEngine; using UnityEngine.SceneManagement; +using Valve.VR; using Valve.VR.InteractionSystem; [RequireComponent(typeof(Interactable))] @@ -20,7 +21,7 @@ void OnHandHoverBegin(Hand hand) void HandHoverUpdate(Hand hand) { - if (hand.GetStandardInteractionButton()) + if (hand.controller.GetPressDown(EVRButtonId.k_EButton_SteamVR_Trigger)) { if (!isLoadingLevel) { diff --git a/Assets/Scripts/Sound/SoundManager.cs b/Assets/Scripts/Sound/SoundManager.cs index 6aa6ecbf..d1189fae 100644 --- a/Assets/Scripts/Sound/SoundManager.cs +++ b/Assets/Scripts/Sound/SoundManager.cs @@ -22,7 +22,10 @@ void Awake() THIS = this; audioSource = GetComponent(); } else if (THIS != this) + { + Debug.LogWarning("There's more than one SoundManager in the scene!"); Destroy(gameObject); + } } public static void PlayStinger() @@ -41,16 +44,18 @@ public static void PlayCrowSound(Vector3 point) Destroy(audio.gameObject, THIS.crowSound.length); } - public static void PlayLevelLostSound() + public static AudioClip PlayLevelLostSound() { THIS.levelMusicChild.GetComponent().Stop(); THIS.audioSource.PlayOneShot(THIS.gameLost); + return THIS.gameLost; } - public static void PlayWinFanfare() + public static AudioClip PlayWinFanfare() { THIS.levelMusicChild.GetComponent().Stop(); THIS.audioSource.PlayOneShot(THIS.gameWon); + return THIS.gameLost; } public static void PlaySoundAtPoint(AudioClip sound, Vector3 point, float volume = 1f, Transform parent = null) @@ -62,31 +67,35 @@ public static void PlaySoundAtPoint(AudioClip sound, Vector3 point, float volume Destroy(audio.gameObject, sound.length); } - public static void PlayRandomSoundAtPoint(AudioClip[] sounds, Vector3 point, float volume = 1f, Transform parent = null) + /// + /// Returns the AudioClip played. + /// + public static AudioClip PlayRandomSoundAtPoint(AudioClip[] sounds, Vector3 point, Vector2 randomPitchRange, float volume = 1f, Transform parent = null) { AudioSource audio = CreatePointSound(point, parent); - AudioClip sound = PlayRandomSound(audio, sounds, volume); + AudioClip sound = PlayRandomSound(audio, sounds, randomPitchRange, volume); Destroy(audio.gameObject, sound.length); + return audio.clip; } - public static AudioClip PlayRandomSound(Component gameObject, AudioClip[] sounds, float volume = 1f) + /// + /// Returns the AudioClip played. + /// + public static AudioClip PlayRandomSound(Component gameObject, AudioClip[] sounds, Vector2 randomPitchRange, float volume = 1f) { AudioSource audio = gameObject.GetComponent(); - AudioClip sound = null; try { - sound = ChooseRandomAudioClip(sounds); + audio.clip = ChooseRandomAudioClip(sounds); } catch (System.IndexOutOfRangeException) { Debug.LogError(audio.gameObject.name + " is missing some sounds. Playing \"" + THIS.DEBUG_SOUND.name + "\" instead."); - } - if (sound) - audio.clip = sound; - else audio.clip = THIS.DEBUG_SOUND; + } audio.volume = volume; + audio.pitch = GetRandomPitch(randomPitchRange); audio.Play(); return audio.clip; } @@ -103,16 +112,14 @@ private static AudioSource CreatePointSound(Vector3 point, Transform parent = nu return audio; } - private static readonly float[] RANDOM_PITCH_RANGE = { 0.9f, 1.1f }; - private static AudioClip ChooseRandomAudioClip(AudioClip[] sounds) { int soundIndex = (int)Mathf.Round(Random.value * (sounds.Length - 1)); return sounds[soundIndex]; } - private static float GetRandomPitch() + private static float GetRandomPitch(Vector2 randomPitchRange) { - return Random.value * (RANDOM_PITCH_RANGE[1] - RANDOM_PITCH_RANGE[0]) + RANDOM_PITCH_RANGE[0]; + return Random.value * (randomPitchRange[1] - randomPitchRange[0]) + randomPitchRange[0]; } } diff --git a/Assets/Scripts/Util/WaveParser.cs b/Assets/Scripts/Util/WaveParser.cs index 1210fd19..7cc63516 100644 --- a/Assets/Scripts/Util/WaveParser.cs +++ b/Assets/Scripts/Util/WaveParser.cs @@ -6,17 +6,15 @@ public class WaveParser { public static List ParseWaveFile(TextAsset wavefile) { + List spawns = new List(); List waves = new List(); - List spawnerID_currentWave = new List(); - List enemies_currentWave = new List(); - List delays_currentWave = new List(); foreach (string l in wavefile.text.Split(new[] { "\n" }, StringSplitOptions.None)) { string line = l.Trim(); if (line.Length == 0 || line[0] == '/' || line[0] == '#') { - AddWave(waves, spawnerID_currentWave, enemies_currentWave, delays_currentWave); + AddWave(waves, spawns); continue; } @@ -27,54 +25,48 @@ public static List ParseWaveFile(TextAsset wavefile) int spawnID = int.Parse(tokens[0]); int enemyCount = int.Parse(tokens[1]); - EnemySpawner.EnemyType enemy = GetEnemyType(tokens[2]); + Enemy.Type enemy = GetEnemyType(tokens[2]); float delay = float.Parse(tokens[3]); for (int i = 0; i < enemyCount; i++) - { - spawnerID_currentWave.Add(spawnID); - enemies_currentWave.Add(enemy); - delays_currentWave.Add(delay); - } + spawns.Add(new EnemyWave.Spawn(spawnID, enemy, delay)); } - if (enemies_currentWave.Count > 0) - AddWave(waves, spawnerID_currentWave, enemies_currentWave, delays_currentWave); + if (spawns.Count > 0) + AddWave(waves, spawns); return waves; } - private static void AddWave(List waves, List spawnerID_currentWave, List enemies_currentWave, List delays_currentWave) + private static void AddWave(List waves, List spawns) { - if (enemies_currentWave.Count == 0) + if (spawns.Count == 0) return; - waves.Add(new EnemyWave(spawnerID_currentWave.ToArray(), enemies_currentWave.ToArray(), delays_currentWave.ToArray())); - spawnerID_currentWave.Clear(); - enemies_currentWave.Clear(); - delays_currentWave.Clear(); + waves.Add(new EnemyWave(spawns)); + spawns.Clear(); } - private static EnemySpawner.EnemyType GetEnemyType(string token) + private static Enemy.Type GetEnemyType(string token) { - switch (token) + switch (token.ToLower()) { - case "bear": - return EnemySpawner.EnemyType.Bear; - case "wolf": - return EnemySpawner.EnemyType.Wolf; + return Enemy.Type.Wolf; - case "fox": - return EnemySpawner.EnemyType.Fox; + case "bear": + return Enemy.Type.Bear; - case "polarbear": - return EnemySpawner.EnemyType.PolarBear; + case "fox": + return Enemy.Type.Fox; case "seal": - return EnemySpawner.EnemyType.Seal; + return Enemy.Type.Seal; + + case "polarbear": + return Enemy.Type.PolarBear; case "muskox": - return EnemySpawner.EnemyType.Muskox; + return Enemy.Type.Muskox; default: throw new System.FormatException("Invalid enemy type: " + token); diff --git a/Assets/NatureStarterKit/Materials/branch01.mat b/Assets/Shaders/night skybox.mat similarity index 58% rename from Assets/NatureStarterKit/Materials/branch01.mat rename to Assets/Shaders/night skybox.mat index 475c2a7d..661e84c5 100644 --- a/Assets/NatureStarterKit/Materials/branch01.mat +++ b/Assets/Shaders/night skybox.mat @@ -6,18 +6,22 @@ Material: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} - m_Name: branch01 - m_Shader: {fileID: 10601, guid: 0000000000000000f000000000000000, type: 0} - m_ShaderKeywords: - m_LightmapFlags: 5 + m_Name: night skybox + m_Shader: {fileID: 106, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _MAPPING_6_FRAMES_LAYOUT _SUNDISK_HIGH_QUALITY + m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 + m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] m_SavedProperties: serializedVersion: 3 m_TexEnvs: + - _BackTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _BumpMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -34,16 +38,24 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _DownTex: + 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} - - _GlossMap: + - _FrontTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _LeftTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MainTex: - m_Texture: {fileID: 2800000, guid: 819318a99e540f4429a2e3d1cf944173, type: 3} + m_Texture: {fileID: 2800000, guid: 7b7cb09d5ac28164b963b225969e64ac, type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MetallicGlossMap: @@ -58,31 +70,48 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _ShadowOffset: + - _RightTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - - _TranslucencyMap: + - _Tex: + m_Texture: {fileID: 8900000, guid: 7b7cb09d5ac28164b963b225969e64ac, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _UpTex: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: + - _AtmosphereThickness: 2.22 - _BumpScale: 1 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _Exposure: 0.04 + - _GlossMapScale: 1 - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _ImageType: 0 + - _Layout: 0 + - _Mapping: 0 - _Metallic: 0 + - _MirrorOnBack: 0 - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.02 - - _Shininess: 0.078125 - - _SquashAmount: 1 + - _Rotation: 198 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 - _SrcBlend: 1 + - _SunDisk: 2 + - _SunSize: 0.027 + - _SunSizeConvergence: 10 - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 0.2968918, g: 0.5441177, b: 0.2640571, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - - _TreeInstanceColor: {r: 1, g: 1, b: 1, a: 1} - - _TreeInstanceScale: {r: 1, g: 1, b: 1, a: 1} + - _GroundColor: {r: 0.36899996, g: 0.34899998, b: 0.34099993, a: 1} + - _SkyTint: {r: 0.5, g: 0.5, b: 0.5, a: 1} + - _Tint: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} diff --git a/Assets/Shaders/night skybox.mat.meta b/Assets/Shaders/night skybox.mat.meta new file mode 100644 index 00000000..8899fcbd --- /dev/null +++ b/Assets/Shaders/night skybox.mat.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 192cb4d58a6e75e4e9df584c26db6576 +timeCreated: 1519075504 +licenseType: Free +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index bd43c40b..f8061d67 100644 --- a/ProjectSettings/QualitySettings.asset +++ b/ProjectSettings/QualitySettings.asset @@ -14,8 +14,10 @@ QualitySettings: shadowProjection: 1 shadowCascades: 1 shadowDistance: 15 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 0 blendWeights: 1 textureQuality: 1 anisotropicTextures: 0 @@ -25,9 +27,12 @@ QualitySettings: realtimeReflectionProbes: 0 billboardsFaceCameraPosition: 0 vSyncCount: 0 - lodBias: .300000012 + lodBias: 0.3 maximumLODLevel: 0 particleRaycastBudget: 4 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Fast @@ -37,8 +42,10 @@ QualitySettings: shadowProjection: 1 shadowCascades: 1 shadowDistance: 20 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 0 blendWeights: 2 textureQuality: 0 anisotropicTextures: 0 @@ -48,9 +55,12 @@ QualitySettings: realtimeReflectionProbes: 0 billboardsFaceCameraPosition: 0 vSyncCount: 0 - lodBias: .400000006 + lodBias: 0.4 maximumLODLevel: 0 particleRaycastBudget: 16 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Simple @@ -60,8 +70,10 @@ QualitySettings: shadowProjection: 1 shadowCascades: 1 shadowDistance: 20 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 0 blendWeights: 2 textureQuality: 0 anisotropicTextures: 1 @@ -71,9 +83,12 @@ QualitySettings: realtimeReflectionProbes: 0 billboardsFaceCameraPosition: 0 vSyncCount: 0 - lodBias: .699999988 + lodBias: 0.7 maximumLODLevel: 0 particleRaycastBudget: 64 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Good @@ -83,8 +98,10 @@ QualitySettings: shadowProjection: 1 shadowCascades: 2 shadowDistance: 40 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 1 blendWeights: 2 textureQuality: 0 anisotropicTextures: 1 @@ -97,6 +114,9 @@ QualitySettings: lodBias: 1 maximumLODLevel: 0 particleRaycastBudget: 256 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Beautiful @@ -106,8 +126,10 @@ QualitySettings: shadowProjection: 1 shadowCascades: 2 shadowDistance: 70 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 1 blendWeights: 4 textureQuality: 0 anisotropicTextures: 2 @@ -120,6 +142,9 @@ QualitySettings: lodBias: 1.5 maximumLODLevel: 0 particleRaycastBudget: 1024 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 name: Fantastic @@ -129,8 +154,10 @@ QualitySettings: shadowProjection: 1 shadowCascades: 4 shadowDistance: 150 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .199999988, z: .466666639} + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.19999999, z: 0.46666664} + shadowmaskMode: 1 blendWeights: 4 textureQuality: 0 anisotropicTextures: 2 @@ -143,6 +170,9 @@ QualitySettings: lodBias: 2 maximumLODLevel: 0 particleRaycastBudget: 4096 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 4 + resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] m_PerPlatformDefaultQuality: Android: 0