Added unity standard assets

This commit is contained in:
Stedd 2022-07-24 21:27:02 +02:00
parent 41941258e4
commit 2127f27174
589 changed files with 291438 additions and 225 deletions

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using System;
using System.Collections.Generic;
using UnityEditor;
namespace UnityStandardAssets.CrossPlatformInput.Inspector
{
[InitializeOnLoad]
public class CrossPlatformInitialize
{
// Custom compiler defines:
//
// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
// MOBILE_INPUT : denotes that mobile input should be used right now!
static CrossPlatformInitialize()
{
var defines = GetDefinesList(buildTargetGroups[0]);
if (!defines.Contains("CROSS_PLATFORM_INPUT"))
{
SetEnabled("CROSS_PLATFORM_INPUT", true, false);
SetEnabled("MOBILE_INPUT", true, true);
}
}
[MenuItem("Mobile Input/Enable")]
private static void Enable()
{
SetEnabled("MOBILE_INPUT", true, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
case BuildTarget.WSAPlayer:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
"OK");
break;
default:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
"OK");
break;
}
}
[MenuItem("Mobile Input/Enable", true)]
private static bool EnableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return !defines.Contains("MOBILE_INPUT");
}
[MenuItem("Mobile Input/Disable")]
private static void Disable()
{
SetEnabled("MOBILE_INPUT", false, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
EditorUtility.DisplayDialog("Mobile Input",
"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
"OK");
break;
}
}
[MenuItem("Mobile Input/Disable", true)]
private static bool DisableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return defines.Contains("MOBILE_INPUT");
}
private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Standalone,
BuildTargetGroup.Android,
BuildTargetGroup.iOS
};
private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
BuildTargetGroup.WSA
};
private static void SetEnabled(string defineName, bool enable, bool mobile)
{
//Debug.Log("setting "+defineName+" to "+enable);
foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
{
var defines = GetDefinesList(group);
if (enable)
{
if (defines.Contains(defineName))
{
return;
}
defines.Add(defineName);
}
else
{
if (!defines.Contains(defineName))
{
return;
}
while (defines.Contains(defineName))
{
defines.Remove(defineName);
}
}
string definesString = string.Join(";", defines.ToArray());
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
}
}
private static List<string> GetDefinesList(BuildTargetGroup group)
{
return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
}
}
}

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// Per pixel bumped refraction.
// Uses a normal map to distort the image behind, and
// an additional texture to tint the color.
Shader "FX/Glass/Stained BumpDistort" {
Properties {
_BumpAmt ("Distortion", range (0,128)) = 10
_MainTex ("Tint Color (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
}
Category {
// We must be transparent, so other objects are drawn before this one.
Tags { "Queue"="Transparent" "RenderType"="Opaque" }
SubShader {
// This pass grabs the screen behind the object into a texture.
// We can access the result in the next pass as _GrabTexture
GrabPass {
Name "BASE"
Tags { "LightMode" = "Always" }
}
// Main pass: Take the texture grabbed above and use the bumpmap to perturb it
// on to the screen
Pass {
Name "BASE"
Tags { "LightMode" = "Always" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord: TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float4 uvgrab : TEXCOORD0;
float2 uvbump : TEXCOORD1;
float2 uvmain : TEXCOORD2;
UNITY_FOG_COORDS(3)
};
float _BumpAmt;
float4 _BumpMap_ST;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uvgrab = ComputeGrabScreenPos(o.vertex);
o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap );
o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex );
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
sampler2D _GrabTexture;
float4 _GrabTexture_TexelSize;
sampler2D _BumpMap;
sampler2D _MainTex;
half4 frag (v2f i) : SV_Target
{
#if UNITY_SINGLE_PASS_STEREO
i.uvgrab.xy = TransformStereoScreenSpaceTex(i.uvgrab.xy, i.uvgrab.w);
#endif
// calculate perturbed coordinates
half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z
float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy;
#ifdef UNITY_Z_0_FAR_FROM_CLIPSPACE //to handle recent standard asset package on older version of unity (before 5.5)
i.uvgrab.xy = offset * UNITY_Z_0_FAR_FROM_CLIPSPACE(i.uvgrab.z) + i.uvgrab.xy;
#else
i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy;
#endif
half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab));
half4 tint = tex2D(_MainTex, i.uvmain);
col *= tint;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
// ------------------------------------------------------------------
// Fallback for older cards and Unity non-Pro
SubShader {
Blend DstColor Zero
Pass {
Name "BASE"
SetTexture [_MainTex] { combine texture }
}
}
}
}

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The old image effects have been deprecated and moved to the Asset Store: https://www.assetstore.unity3d.com/#!/content/83913
We recommend that you now use the new post-processing stack. You'll find it at https://www.unity3d.com/postprocessing

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To use the Projector/Light and Projector/Shadow shaders properly:
Cookie texture:
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2. Turn on "Border Mipmaps" option in import settings
3. Use uncompressed texture format
4. Projector/Shadow also requires alpha channel to be present (typically Alpha from Grayscale option is ok)
Falloff texture (if present):
1. Data needs to be in alpha channel, so typically Alpha8 texture format
2. Make sure texture wrap mode is set to "Clamp"
3. Make sure leftmost pixel column is black; and "Border mipmaps" import setting is on.

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// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
Shader "Projector/Light" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ShadowTex ("Cookie", 2D) = "" {}
_FalloffTex ("FallOff", 2D) = "" {}
}
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Tags {"Queue"="Transparent"}
Pass {
ZWrite Off
ColorMask RGB
Blend DstColor One
Offset -1, -1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f {
float4 uvShadow : TEXCOORD0;
float4 uvFalloff : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 pos : SV_POSITION;
};
float4x4 unity_Projector;
float4x4 unity_ProjectorClip;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uvShadow = mul (unity_Projector, vertex);
o.uvFalloff = mul (unity_ProjectorClip, vertex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 _Color;
sampler2D _ShadowTex;
sampler2D _FalloffTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
texS.rgb *= _Color.rgb;
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = texS * texF.a;
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// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
Shader "Projector/Multiply" {
Properties {
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_FalloffTex ("FallOff", 2D) = "white" {}
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float4 uvShadow : TEXCOORD0;
float4 uvFalloff : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 pos : SV_POSITION;
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}
sampler2D _ShadowTex;
sampler2D _FalloffTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
texS.a = 1.0-texS.a;
fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);
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Shader "Tessellation/Bumped Specular (displacement)" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_Parallax ("Height", Range (0.0, 1.0)) = 0.5
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D) = "black" {}
_EdgeLength ("Edge length", Range(3,50)) = 10
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 800
CGPROGRAM
#pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge
#include "Tessellation.cginc"
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
float _EdgeLength;
float _Parallax;
float4 tessEdge (appdata v0, appdata v1, appdata v2)
{
return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, _Parallax * 1.5f);
}
sampler2D _ParallaxMap;
void disp (inout appdata v)
{
float d = tex2Dlod(_ParallaxMap, float4(v.texcoord.xy,0,0)).a * _Parallax;
v.vertex.xyz += v.normal * d;
}
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
half _Shininess;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb;
o.Gloss = tex.a;
o.Alpha = tex.a * _Color.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Bumped Specular"
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Shader "Tessellation/Bumped Specular (smooth)" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_EdgeLength ("Edge length", Range(3,50)) = 10
_Smoothness ("Smoothness", Range(0,1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 700
CGPROGRAM
#pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge tessphong:_Smoothness
#include "Tessellation.cginc"
struct appdata {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
float _EdgeLength;
float _Smoothness;
float4 tessEdge (appdata v0, appdata v1, appdata v2)
{
return UnityEdgeLengthBasedTessCull (v0.vertex, v1.vertex, v2.vertex, _EdgeLength, 0.0);
}
void disp (inout appdata v)
{
// do nothing
}
sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
half _Shininess;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb * _Color.rgb;
o.Gloss = tex.a;
o.Alpha = tex.a * _Color.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Bumped Specular"
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