Make a lighting system
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Load Diff
@ -15,9 +15,11 @@ namespace Saltosion.OneWeapon.Effects {
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private float ScreenShakeIntensity = 0.0f;
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private float ScreenShakeIntensity = 0.0f;
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private float TimeStopCooldown = 0.0f;
|
private float TimeStopCooldown = 0.0f;
|
||||||
|
|
||||||
|
private Vector3 DummyPosition;
|
||||||
|
|
||||||
private void Start() {
|
private void Start() {
|
||||||
Offset = CameraTransform.position;
|
Offset = CameraTransform.position;
|
||||||
CameraTransform.position = Player.position + Offset;
|
DummyPosition = Player.position + Offset;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
@ -29,7 +31,8 @@ namespace Saltosion.OneWeapon.Effects {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
|
Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
|
||||||
CameraTransform.position = Vector3.Lerp(CameraTransform.position, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
|
DummyPosition = Vector3.Lerp(DummyPosition, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
|
||||||
|
CameraTransform.position = new Vector3(Mathf.Floor(DummyPosition.x * 100) / 100, Mathf.Floor(DummyPosition.y * 100) / 100, Mathf.Floor(DummyPosition.z));
|
||||||
|
|
||||||
if (ScreenShakeTime > 0) {
|
if (ScreenShakeTime > 0) {
|
||||||
ScreenShakeTime -= Time.deltaTime;
|
ScreenShakeTime -= Time.deltaTime;
|
||||||
|
26
Assets/Scripts/Effects/CustomLight.cs
Normal file
26
Assets/Scripts/Effects/CustomLight.cs
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Saltosion.OneWeapon.Utils;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.Effects {
|
||||||
|
[ExecuteInEditMode]
|
||||||
|
public class CustomLight : MonoBehaviour {
|
||||||
|
[Range(0, 20)]
|
||||||
|
public float LightSize = 10;
|
||||||
|
[Range(0, 2)]
|
||||||
|
public float LightIntensity = 1;
|
||||||
|
public Color LightTint = new Color(1, 1, 1, 1);
|
||||||
|
|
||||||
|
private LightUpdater Updater;
|
||||||
|
|
||||||
|
void Start() {
|
||||||
|
Updater = GameObject.FindGameObjectWithTag("LightUpdater").GetComponent<LightUpdater>();
|
||||||
|
Updater.RegisterLight(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDestroy() {
|
||||||
|
Updater.UnregisterLight(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Effects/CustomLight.cs.meta
Normal file
11
Assets/Scripts/Effects/CustomLight.cs.meta
Normal file
@ -0,0 +1,11 @@
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57
Assets/Scripts/Utils/LightUpdater.cs
Normal file
57
Assets/Scripts/Utils/LightUpdater.cs
Normal file
@ -0,0 +1,57 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Saltosion.OneWeapon.Effects;
|
||||||
|
|
||||||
|
namespace Saltosion.OneWeapon.Utils {
|
||||||
|
|
||||||
|
[ExecuteInEditMode]
|
||||||
|
public class LightUpdater : MonoBehaviour {
|
||||||
|
public Material Material;
|
||||||
|
public Material ParticleMat;
|
||||||
|
|
||||||
|
[HideInInspector]
|
||||||
|
private List<CustomLight> Lights = new List<CustomLight>();
|
||||||
|
|
||||||
|
void Update() {
|
||||||
|
Vector4[] PosList = new Vector4[500];
|
||||||
|
float[] IntensityList = new float[500];
|
||||||
|
float[] SizeList = new float[500];
|
||||||
|
Color[] ColorList = new Color[500];
|
||||||
|
|
||||||
|
for (int i = 0; i < Lights.Count; i++) {
|
||||||
|
PosList[i] = Lights[i].transform.position;
|
||||||
|
IntensityList[i] = Lights[i].LightIntensity;
|
||||||
|
SizeList[i] = Lights[i].LightSize;
|
||||||
|
ColorList[i] = Lights[i].LightTint;
|
||||||
|
}
|
||||||
|
|
||||||
|
Material.SetInt("_LightCount", Lights.Count);
|
||||||
|
Material.SetVectorArray("_LightLocations", PosList);
|
||||||
|
Material.SetFloatArray("_LightIntensities", IntensityList);
|
||||||
|
Material.SetFloatArray("_LightSizes", SizeList);
|
||||||
|
Material.SetColorArray("_LightColors", ColorList);
|
||||||
|
|
||||||
|
ParticleMat.SetInt("_LightCount", Lights.Count);
|
||||||
|
ParticleMat.SetVectorArray("_LightLocations", PosList);
|
||||||
|
ParticleMat.SetFloatArray("_LightIntensities", IntensityList);
|
||||||
|
ParticleMat.SetFloatArray("_LightSizes", SizeList);
|
||||||
|
ParticleMat.SetColorArray("_LightColors", ColorList);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RegisterLight(CustomLight Light) {
|
||||||
|
if (Light != null) {
|
||||||
|
Lights.Add(Light);
|
||||||
|
Debug.Log("Got Light!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UnregisterLight(CustomLight Light) {
|
||||||
|
int idx = Lights.IndexOf(Light);
|
||||||
|
if (idx > 0) {
|
||||||
|
Lights.Remove(Light);
|
||||||
|
Debug.Log("Removed Light!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Utils/LightUpdater.cs.meta
Normal file
11
Assets/Scripts/Utils/LightUpdater.cs.meta
Normal file
@ -0,0 +1,11 @@
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SubShader
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|
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Cull Off
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|
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Blend One OneMinusSrcAlpha
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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|
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#pragma fragment frag
|
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#pragma multi_compile _ PIXELSNAP_ON
|
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||||||
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|
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#include "UnityCG.cginc"
|
|
||||||
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|
||||||
struct appdata
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|
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{
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|
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float4 vertex : POSITION;
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|
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float2 uv : TEXCOORD0;
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|
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struct v2f
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|
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{
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|
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float2 uv : TEXCOORD0;
|
|
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float4 vertex : SV_POSITION;
|
|
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|
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|
|
||||||
sampler2D _MainTex;
|
|
||||||
float4 _MainTex_ST;
|
|
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float _Intensity;
|
|
||||||
|
|
||||||
v2f vert (appdata v)
|
|
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{
|
|
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v2f o;
|
|
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|
|
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{
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|
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|
|
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col.r = min(1, col.r + _Intensity);
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|
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col.g = min(1, col.g + _Intensity);
|
|
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col.b = min(1, col.b + _Intensity);
|
|
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col.rgb *= col.a;
|
|
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return col;
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|
|
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ENDCG
|
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m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _DetailNormalMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _EmissionMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _MainTex:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _MetallicGlossMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _OcclusionMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _ParallaxMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
m_Floats:
|
|
||||||
- _BumpScale: 1
|
|
||||||
- _Cutoff: 0.5
|
|
||||||
- _DetailNormalMapScale: 1
|
|
||||||
- _DstBlend: 0
|
|
||||||
- _ExplosionIntensity: 0
|
|
||||||
- _GlossMapScale: 1
|
|
||||||
- _Glossiness: 0.5
|
|
||||||
- _GlossyReflections: 1
|
|
||||||
- _Intensity: 0
|
|
||||||
- _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}
|
|
102
Assets/Shaders/GeneralSpriteShader.shader
Normal file
102
Assets/Shaders/GeneralSpriteShader.shader
Normal file
@ -0,0 +1,102 @@
|
|||||||
|
Shader "Custom/GeneralSpriteShader"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
_MainTex ("Texture", 2D) = "white" {}
|
||||||
|
_Color ("Tint", Color) = (1,1,1,1)
|
||||||
|
_Intensity ("Intensity", Float) = 1
|
||||||
|
_LightTexture ("Light Texture", 2D) = "white" {}
|
||||||
|
_LightCount ("Light Count", Int) = 0
|
||||||
|
_AmbientLight ("Ambient Light Color", Color) = (0.0, 0.0, 0.0, 1.0)
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "CanUseSpriteAtlas"="true" "PreviewType"="Plane" }
|
||||||
|
ZWrite Off
|
||||||
|
Cull Off
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma multi_compile _ PIXELSNAP_ON
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float4 color : COLOR;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
float2 wp : TEXCOORD1;
|
||||||
|
};
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
fixed4 _Color;
|
||||||
|
float4 _MainTex_ST;
|
||||||
|
float _Intensity;
|
||||||
|
sampler2D _LightTexture;
|
||||||
|
|
||||||
|
int _LightCount;
|
||||||
|
float4 _LightLocations[500];
|
||||||
|
float _LightIntensities[500];
|
||||||
|
float _LightSizes[500];
|
||||||
|
fixed4 _LightColors[500];
|
||||||
|
|
||||||
|
fixed4 _AmbientLight;
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||||
|
o.color = v.color * _Color;
|
||||||
|
float4 worldpos = mul(unity_ObjectToWorld, v.vertex);
|
||||||
|
o.wp = float2(worldpos.x, worldpos.y);
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f input) : SV_Target
|
||||||
|
{
|
||||||
|
fixed4 total_light_col = _AmbientLight;
|
||||||
|
[loop]
|
||||||
|
for (int i = 0; i < _LightCount; i++) {
|
||||||
|
float size = max(_LightSizes[i], 0.01);
|
||||||
|
float2 location = float2(_LightLocations[i].x, _LightLocations[i].y);
|
||||||
|
location = input.wp - location;
|
||||||
|
location = float2(location.x / size + 0.5, location.y / size + 0.5);
|
||||||
|
|
||||||
|
if (location.x < 0 || location.x > 1 || location.y < 0 || location.y > 1) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 curr_light_col = tex2D(_LightTexture, location) * _LightIntensities[i];
|
||||||
|
curr_light_col = fixed4(curr_light_col.rgb * _LightColors[i].rgb * curr_light_col.a, 0);
|
||||||
|
total_light_col += curr_light_col;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 sprite_col = tex2D(_MainTex, input.uv);
|
||||||
|
sprite_col = sprite_col * input.color;
|
||||||
|
|
||||||
|
fixed4 col = sprite_col * total_light_col;
|
||||||
|
col = fixed4(col.rgb * col.a + _AmbientLight.rgb, sprite_col.a * _AmbientLight.a);
|
||||||
|
|
||||||
|
col.r = min(1, col.r + _Intensity);
|
||||||
|
col.g = min(1, col.g + _Intensity);
|
||||||
|
col.b = min(1, col.b + _Intensity);
|
||||||
|
col.rgb *= col.a;
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -8,19 +8,21 @@ Material:
|
|||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: Particle
|
m_Name: Particle
|
||||||
m_Shader: {fileID: 211, guid: 0000000000000000f000000000000000, type: 0}
|
m_Shader: {fileID: 4800000, guid: 1434422345737544399544f3eb31b6f9, type: 3}
|
||||||
m_ShaderKeywords: _ALPHABLEND_ON
|
m_ShaderKeywords: _ALPHATEST_ON
|
||||||
m_LightmapFlags: 0
|
m_LightmapFlags: 0
|
||||||
m_EnableInstancingVariants: 0
|
m_EnableInstancingVariants: 0
|
||||||
m_DoubleSidedGI: 0
|
m_DoubleSidedGI: 0
|
||||||
m_CustomRenderQueue: 3000
|
m_CustomRenderQueue: -1
|
||||||
stringTagMap:
|
stringTagMap: {}
|
||||||
RenderType: Transparent
|
disabledShaderPasses: []
|
||||||
disabledShaderPasses:
|
|
||||||
- ALWAYS
|
|
||||||
m_SavedProperties:
|
m_SavedProperties:
|
||||||
serializedVersion: 3
|
serializedVersion: 3
|
||||||
m_TexEnvs:
|
m_TexEnvs:
|
||||||
|
- _AlphaTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
- _BumpMap:
|
- _BumpMap:
|
||||||
m_Texture: {fileID: 0}
|
m_Texture: {fileID: 0}
|
||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
||||||
@ -41,14 +43,26 @@ Material:
|
|||||||
m_Texture: {fileID: 0}
|
m_Texture: {fileID: 0}
|
||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
||||||
m_Offset: {x: 0, y: 0}
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _LightTexture:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
- _MainTex:
|
- _MainTex:
|
||||||
m_Texture: {fileID: 2800000, guid: 0bff8cefb2c5bdc488d3b16a8bdc5159, type: 3}
|
m_Texture: {fileID: 2800000, guid: 0bff8cefb2c5bdc488d3b16a8bdc5159, type: 3}
|
||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
||||||
m_Offset: {x: 0, y: 0}
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MaskTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
- _MetallicGlossMap:
|
- _MetallicGlossMap:
|
||||||
m_Texture: {fileID: 0}
|
m_Texture: {fileID: 0}
|
||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
||||||
m_Offset: {x: 0, y: 0}
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _NormalMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
- _OcclusionMap:
|
- _OcclusionMap:
|
||||||
m_Texture: {fileID: 0}
|
m_Texture: {fileID: 0}
|
||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
||||||
@ -58,6 +72,7 @@ Material:
|
|||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
||||||
m_Offset: {x: 0, y: 0}
|
m_Offset: {x: 0, y: 0}
|
||||||
m_Floats:
|
m_Floats:
|
||||||
|
- PixelSnap: 0
|
||||||
- _BlendOp: 0
|
- _BlendOp: 0
|
||||||
- _BumpScale: 1
|
- _BumpScale: 1
|
||||||
- _CameraFadingEnabled: 0
|
- _CameraFadingEnabled: 0
|
||||||
@ -71,15 +86,18 @@ Material:
|
|||||||
- _DistortionEnabled: 0
|
- _DistortionEnabled: 0
|
||||||
- _DistortionStrength: 1
|
- _DistortionStrength: 1
|
||||||
- _DistortionStrengthScaled: 0
|
- _DistortionStrengthScaled: 0
|
||||||
- _DstBlend: 10
|
- _DstBlend: 0
|
||||||
- _EmissionEnabled: 0
|
- _EmissionEnabled: 0
|
||||||
|
- _EnableExternalAlpha: 0
|
||||||
- _FlipbookMode: 0
|
- _FlipbookMode: 0
|
||||||
- _GlossMapScale: 1
|
- _GlossMapScale: 1
|
||||||
- _Glossiness: 0.5
|
- _Glossiness: 0.5
|
||||||
- _GlossyReflections: 1
|
- _GlossyReflections: 1
|
||||||
|
- _Intensity: 0
|
||||||
|
- _LightCount: 37
|
||||||
- _LightingEnabled: 0
|
- _LightingEnabled: 0
|
||||||
- _Metallic: 0
|
- _Metallic: 0
|
||||||
- _Mode: 2
|
- _Mode: 1
|
||||||
- _OcclusionStrength: 1
|
- _OcclusionStrength: 1
|
||||||
- _Parallax: 0.02
|
- _Parallax: 0.02
|
||||||
- _SmoothnessTextureChannel: 0
|
- _SmoothnessTextureChannel: 0
|
||||||
@ -87,12 +105,15 @@ Material:
|
|||||||
- _SoftParticlesFarFadeDistance: 1
|
- _SoftParticlesFarFadeDistance: 1
|
||||||
- _SoftParticlesNearFadeDistance: 0
|
- _SoftParticlesNearFadeDistance: 0
|
||||||
- _SpecularHighlights: 1
|
- _SpecularHighlights: 1
|
||||||
- _SrcBlend: 5
|
- _SrcBlend: 1
|
||||||
- _UVSec: 0
|
- _UVSec: 0
|
||||||
- _ZWrite: 0
|
- _ZWrite: 1
|
||||||
m_Colors:
|
m_Colors:
|
||||||
|
- _AmbientLight: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
|
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
|
||||||
- _Color: {r: 2, g: 2, b: 2, a: 1}
|
- _Color: {r: 3.5648696, g: 3.5648696, b: 3.5648696, a: 1}
|
||||||
- _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
|
- _ColorAddSubDiff: {r: 1, g: 0, b: 0, a: 0}
|
||||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
|
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
|
@ -41,7 +41,8 @@ GraphicsSettings:
|
|||||||
m_PreloadedShaders: []
|
m_PreloadedShaders: []
|
||||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
||||||
type: 0}
|
type: 0}
|
||||||
m_CustomRenderPipeline: {fileID: 0}
|
m_CustomRenderPipeline: {fileID: 11400000, guid: 366832664f824904189f7529d938cdde,
|
||||||
|
type: 2}
|
||||||
m_TransparencySortMode: 0
|
m_TransparencySortMode: 0
|
||||||
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
|
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
|
||||||
m_DefaultRenderingPath: 1
|
m_DefaultRenderingPath: 1
|
||||||
@ -60,5 +61,5 @@ GraphicsSettings:
|
|||||||
m_FogKeepExp: 1
|
m_FogKeepExp: 1
|
||||||
m_FogKeepExp2: 1
|
m_FogKeepExp2: 1
|
||||||
m_AlbedoSwatchInfos: []
|
m_AlbedoSwatchInfos: []
|
||||||
m_LightsUseLinearIntensity: 0
|
m_LightsUseLinearIntensity: 1
|
||||||
m_LightsUseColorTemperature: 0
|
m_LightsUseColorTemperature: 0
|
||||||
|
@ -66,7 +66,7 @@ PlayerSettings:
|
|||||||
androidStartInFullscreen: 1
|
androidStartInFullscreen: 1
|
||||||
androidRenderOutsideSafeArea: 1
|
androidRenderOutsideSafeArea: 1
|
||||||
androidUseSwappy: 0
|
androidUseSwappy: 0
|
||||||
androidBlitType: 0
|
androidBlitType: 1
|
||||||
defaultIsNativeResolution: 1
|
defaultIsNativeResolution: 1
|
||||||
macRetinaSupport: 1
|
macRetinaSupport: 1
|
||||||
runInBackground: 1
|
runInBackground: 1
|
||||||
@ -547,7 +547,17 @@ PlayerSettings:
|
|||||||
webGLLinkerTarget: 1
|
webGLLinkerTarget: 1
|
||||||
webGLThreadsSupport: 0
|
webGLThreadsSupport: 0
|
||||||
webGLWasmStreaming: 0
|
webGLWasmStreaming: 0
|
||||||
scriptingDefineSymbols: {}
|
scriptingDefineSymbols:
|
||||||
|
1: UNITY_POST_PROCESSING_STACK_V2
|
||||||
|
7: UNITY_POST_PROCESSING_STACK_V2
|
||||||
|
13: UNITY_POST_PROCESSING_STACK_V2
|
||||||
|
19: UNITY_POST_PROCESSING_STACK_V2
|
||||||
|
21: UNITY_POST_PROCESSING_STACK_V2
|
||||||
|
25: UNITY_POST_PROCESSING_STACK_V2
|
||||||
|
26: UNITY_POST_PROCESSING_STACK_V2
|
||||||
|
27: UNITY_POST_PROCESSING_STACK_V2
|
||||||
|
28: UNITY_POST_PROCESSING_STACK_V2
|
||||||
|
29: UNITY_POST_PROCESSING_STACK_V2
|
||||||
platformArchitecture: {}
|
platformArchitecture: {}
|
||||||
scriptingBackend: {}
|
scriptingBackend: {}
|
||||||
il2cppCompilerConfiguration: {}
|
il2cppCompilerConfiguration: {}
|
||||||
|
@ -18,7 +18,7 @@ QualitySettings:
|
|||||||
shadowCascade2Split: 0.33333334
|
shadowCascade2Split: 0.33333334
|
||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||||
shadowmaskMode: 0
|
shadowmaskMode: 0
|
||||||
blendWeights: 1
|
skinWeights: 1
|
||||||
textureQuality: 1
|
textureQuality: 1
|
||||||
anisotropicTextures: 0
|
anisotropicTextures: 0
|
||||||
antiAliasing: 0
|
antiAliasing: 0
|
||||||
@ -53,7 +53,7 @@ QualitySettings:
|
|||||||
shadowCascade2Split: 0.33333334
|
shadowCascade2Split: 0.33333334
|
||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||||
shadowmaskMode: 0
|
shadowmaskMode: 0
|
||||||
blendWeights: 2
|
skinWeights: 2
|
||||||
textureQuality: 0
|
textureQuality: 0
|
||||||
anisotropicTextures: 0
|
anisotropicTextures: 0
|
||||||
antiAliasing: 0
|
antiAliasing: 0
|
||||||
@ -88,7 +88,7 @@ QualitySettings:
|
|||||||
shadowCascade2Split: 0.33333334
|
shadowCascade2Split: 0.33333334
|
||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||||
shadowmaskMode: 0
|
shadowmaskMode: 0
|
||||||
blendWeights: 2
|
skinWeights: 2
|
||||||
textureQuality: 0
|
textureQuality: 0
|
||||||
anisotropicTextures: 1
|
anisotropicTextures: 1
|
||||||
antiAliasing: 0
|
antiAliasing: 0
|
||||||
@ -123,7 +123,7 @@ QualitySettings:
|
|||||||
shadowCascade2Split: 0.33333334
|
shadowCascade2Split: 0.33333334
|
||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||||
shadowmaskMode: 1
|
shadowmaskMode: 1
|
||||||
blendWeights: 2
|
skinWeights: 2
|
||||||
textureQuality: 0
|
textureQuality: 0
|
||||||
anisotropicTextures: 1
|
anisotropicTextures: 1
|
||||||
antiAliasing: 0
|
antiAliasing: 0
|
||||||
@ -158,7 +158,7 @@ QualitySettings:
|
|||||||
shadowCascade2Split: 0.33333334
|
shadowCascade2Split: 0.33333334
|
||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||||
shadowmaskMode: 1
|
shadowmaskMode: 1
|
||||||
blendWeights: 4
|
skinWeights: 4
|
||||||
textureQuality: 0
|
textureQuality: 0
|
||||||
anisotropicTextures: 2
|
anisotropicTextures: 2
|
||||||
antiAliasing: 2
|
antiAliasing: 2
|
||||||
@ -193,10 +193,10 @@ QualitySettings:
|
|||||||
shadowCascade2Split: 0.33333334
|
shadowCascade2Split: 0.33333334
|
||||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||||
shadowmaskMode: 1
|
shadowmaskMode: 1
|
||||||
blendWeights: 4
|
skinWeights: 4
|
||||||
textureQuality: 0
|
textureQuality: 0
|
||||||
anisotropicTextures: 2
|
anisotropicTextures: 2
|
||||||
antiAliasing: 2
|
antiAliasing: 0
|
||||||
softParticles: 1
|
softParticles: 1
|
||||||
softVegetation: 1
|
softVegetation: 1
|
||||||
realtimeReflectionProbes: 1
|
realtimeReflectionProbes: 1
|
||||||
|
@ -6,6 +6,7 @@ TagManager:
|
|||||||
tags:
|
tags:
|
||||||
- Environment
|
- Environment
|
||||||
- Enemy
|
- Enemy
|
||||||
|
- LightUpdater
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
BIN
Raw Assets/Light.xcf
Normal file
BIN
Raw Assets/Light.xcf
Normal file
Binary file not shown.
BIN
Raw Assets/LightBulb.xcf
Normal file
BIN
Raw Assets/LightBulb.xcf
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user