Make a lighting system
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File diff suppressed because it is too large
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 TimeStopCooldown = 0.0f;
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private Vector3 DummyPosition;
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private void Start() {
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Offset = CameraTransform.position;
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CameraTransform.position = Player.position + Offset;
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DummyPosition = Player.position + Offset;
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}
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private void Update() {
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@ -29,7 +31,8 @@ namespace Saltosion.OneWeapon.Effects {
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}
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Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
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CameraTransform.position = Vector3.Lerp(CameraTransform.position, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
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DummyPosition = Vector3.Lerp(DummyPosition, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
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CameraTransform.position = new Vector3(Mathf.Floor(DummyPosition.x * 100) / 100, Mathf.Floor(DummyPosition.y * 100) / 100, Mathf.Floor(DummyPosition.z));
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if (ScreenShakeTime > 0) {
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ScreenShakeTime -= Time.deltaTime;
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26
Assets/Scripts/Effects/CustomLight.cs
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Assets/Scripts/Effects/CustomLight.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Saltosion.OneWeapon.Utils;
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namespace Saltosion.OneWeapon.Effects {
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[ExecuteInEditMode]
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public class CustomLight : MonoBehaviour {
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[Range(0, 20)]
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public float LightSize = 10;
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[Range(0, 2)]
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public float LightIntensity = 1;
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public Color LightTint = new Color(1, 1, 1, 1);
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private LightUpdater Updater;
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void Start() {
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Updater = GameObject.FindGameObjectWithTag("LightUpdater").GetComponent<LightUpdater>();
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Updater.RegisterLight(this);
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}
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void OnDestroy() {
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Updater.UnregisterLight(this);
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}
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}
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}
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57
Assets/Scripts/Utils/LightUpdater.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Saltosion.OneWeapon.Effects;
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namespace Saltosion.OneWeapon.Utils {
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[ExecuteInEditMode]
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public class LightUpdater : MonoBehaviour {
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public Material Material;
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public Material ParticleMat;
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[HideInInspector]
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private List<CustomLight> Lights = new List<CustomLight>();
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void Update() {
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Vector4[] PosList = new Vector4[500];
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float[] IntensityList = new float[500];
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float[] SizeList = new float[500];
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Color[] ColorList = new Color[500];
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for (int i = 0; i < Lights.Count; i++) {
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PosList[i] = Lights[i].transform.position;
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IntensityList[i] = Lights[i].LightIntensity;
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SizeList[i] = Lights[i].LightSize;
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ColorList[i] = Lights[i].LightTint;
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}
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Material.SetInt("_LightCount", Lights.Count);
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Material.SetVectorArray("_LightLocations", PosList);
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Material.SetFloatArray("_LightIntensities", IntensityList);
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Material.SetFloatArray("_LightSizes", SizeList);
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Material.SetColorArray("_LightColors", ColorList);
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ParticleMat.SetInt("_LightCount", Lights.Count);
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ParticleMat.SetVectorArray("_LightLocations", PosList);
|
||||
ParticleMat.SetFloatArray("_LightIntensities", IntensityList);
|
||||
ParticleMat.SetFloatArray("_LightSizes", SizeList);
|
||||
ParticleMat.SetColorArray("_LightColors", ColorList);
|
||||
}
|
||||
|
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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!");
|
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}
|
||||
}
|
||||
}
|
||||
}
|
11
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struct appdata
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float4 vertex : SV_POSITION;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float _Intensity;
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v2f vert (appdata v)
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{
|
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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fixed4 frag (v2f i) : SV_Target
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{
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ENDCG
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102
Assets/Shaders/GeneralSpriteShader.shader
Normal file
102
Assets/Shaders/GeneralSpriteShader.shader
Normal file
@ -0,0 +1,102 @@
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{
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Properties
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{
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|
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|
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|
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{
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Cull Off
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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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||||
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|
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 wp : TEXCOORD1;
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sampler2D _MainTex;
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fixed4 _Color;
|
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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)
|
||||
{
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v2f o;
|
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o.vertex = UnityObjectToClipPos(v.vertex);
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||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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|
||||
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);
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||||
|
||||
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);
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||||
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|
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}
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||||
|
||||
fixed4 sprite_col = tex2D(_MainTex, input.uv);
|
||||
sprite_col = sprite_col * input.color;
|
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|
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fixed4 col = sprite_col * total_light_col;
|
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col = fixed4(col.rgb * col.a + _AmbientLight.rgb, sprite_col.a * _AmbientLight.a);
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||||
col.r = min(1, col.r + _Intensity);
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col.g = min(1, col.g + _Intensity);
|
||||
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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}
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}
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}
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||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MaskTex:
|
||||
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}
|
||||
- _NormalMap:
|
||||
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}
|
||||
@ -58,6 +72,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
- PixelSnap: 0
|
||||
- _BlendOp: 0
|
||||
- _BumpScale: 1
|
||||
- _CameraFadingEnabled: 0
|
||||
@ -71,15 +86,18 @@ Material:
|
||||
- _DistortionEnabled: 0
|
||||
- _DistortionStrength: 1
|
||||
- _DistortionStrengthScaled: 0
|
||||
- _DstBlend: 10
|
||||
- _DstBlend: 0
|
||||
- _EmissionEnabled: 0
|
||||
- _EnableExternalAlpha: 0
|
||||
- _FlipbookMode: 0
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
- _Intensity: 0
|
||||
- _LightCount: 37
|
||||
- _LightingEnabled: 0
|
||||
- _Metallic: 0
|
||||
- _Mode: 2
|
||||
- _Mode: 1
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.02
|
||||
- _SmoothnessTextureChannel: 0
|
||||
@ -87,12 +105,15 @@ Material:
|
||||
- _SoftParticlesFarFadeDistance: 1
|
||||
- _SoftParticlesNearFadeDistance: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 5
|
||||
- _SrcBlend: 1
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _AmbientLight: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
|
||||
- _Color: {r: 2, g: 2, b: 2, a: 1}
|
||||
- _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _Color: {r: 3.5648696, g: 3.5648696, b: 3.5648696, a: 1}
|
||||
- _ColorAddSubDiff: {r: 1, g: 0, b: 0, a: 0}
|
||||
- _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}
|
@ -41,7 +41,8 @@ GraphicsSettings:
|
||||
m_PreloadedShaders: []
|
||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
||||
type: 0}
|
||||
m_CustomRenderPipeline: {fileID: 0}
|
||||
m_CustomRenderPipeline: {fileID: 11400000, guid: 366832664f824904189f7529d938cdde,
|
||||
type: 2}
|
||||
m_TransparencySortMode: 0
|
||||
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
|
||||
m_DefaultRenderingPath: 1
|
||||
@ -60,5 +61,5 @@ GraphicsSettings:
|
||||
m_FogKeepExp: 1
|
||||
m_FogKeepExp2: 1
|
||||
m_AlbedoSwatchInfos: []
|
||||
m_LightsUseLinearIntensity: 0
|
||||
m_LightsUseLinearIntensity: 1
|
||||
m_LightsUseColorTemperature: 0
|
||||
|
@ -66,7 +66,7 @@ PlayerSettings:
|
||||
androidStartInFullscreen: 1
|
||||
androidRenderOutsideSafeArea: 1
|
||||
androidUseSwappy: 0
|
||||
androidBlitType: 0
|
||||
androidBlitType: 1
|
||||
defaultIsNativeResolution: 1
|
||||
macRetinaSupport: 1
|
||||
runInBackground: 1
|
||||
@ -547,7 +547,17 @@ PlayerSettings:
|
||||
webGLLinkerTarget: 1
|
||||
webGLThreadsSupport: 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: {}
|
||||
scriptingBackend: {}
|
||||
il2cppCompilerConfiguration: {}
|
||||
|
@ -18,7 +18,7 @@ QualitySettings:
|
||||
shadowCascade2Split: 0.33333334
|
||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||
shadowmaskMode: 0
|
||||
blendWeights: 1
|
||||
skinWeights: 1
|
||||
textureQuality: 1
|
||||
anisotropicTextures: 0
|
||||
antiAliasing: 0
|
||||
@ -53,7 +53,7 @@ QualitySettings:
|
||||
shadowCascade2Split: 0.33333334
|
||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||
shadowmaskMode: 0
|
||||
blendWeights: 2
|
||||
skinWeights: 2
|
||||
textureQuality: 0
|
||||
anisotropicTextures: 0
|
||||
antiAliasing: 0
|
||||
@ -88,7 +88,7 @@ QualitySettings:
|
||||
shadowCascade2Split: 0.33333334
|
||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||
shadowmaskMode: 0
|
||||
blendWeights: 2
|
||||
skinWeights: 2
|
||||
textureQuality: 0
|
||||
anisotropicTextures: 1
|
||||
antiAliasing: 0
|
||||
@ -123,7 +123,7 @@ QualitySettings:
|
||||
shadowCascade2Split: 0.33333334
|
||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||
shadowmaskMode: 1
|
||||
blendWeights: 2
|
||||
skinWeights: 2
|
||||
textureQuality: 0
|
||||
anisotropicTextures: 1
|
||||
antiAliasing: 0
|
||||
@ -158,7 +158,7 @@ QualitySettings:
|
||||
shadowCascade2Split: 0.33333334
|
||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||
shadowmaskMode: 1
|
||||
blendWeights: 4
|
||||
skinWeights: 4
|
||||
textureQuality: 0
|
||||
anisotropicTextures: 2
|
||||
antiAliasing: 2
|
||||
@ -193,10 +193,10 @@ QualitySettings:
|
||||
shadowCascade2Split: 0.33333334
|
||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||
shadowmaskMode: 1
|
||||
blendWeights: 4
|
||||
skinWeights: 4
|
||||
textureQuality: 0
|
||||
anisotropicTextures: 2
|
||||
antiAliasing: 2
|
||||
antiAliasing: 0
|
||||
softParticles: 1
|
||||
softVegetation: 1
|
||||
realtimeReflectionProbes: 1
|
||||
|
@ -6,6 +6,7 @@ TagManager:
|
||||
tags:
|
||||
- Environment
|
||||
- Enemy
|
||||
- LightUpdater
|
||||
layers:
|
||||
- Default
|
||||
- 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