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Updated packages and added basic debug menu

Fixed shadergraph GUID issue
/main
Andre McGrail 6 年前
当前提交
c4011ea8
共有 44 个文件被更改,包括 3177 次插入178 次删除
  1. 49
      Assets/CinemachinePostProcessingV2/CinemachinePostProcessing.cs
  2. 33
      Assets/CinemachinePostProcessingV2/Editor/CinemachinePostProcessingEditor.cs
  3. 15
      Assets/LightweightAsset.asset
  4. 14
      Assets/Objects/boats/Interceptor 1.mat
  5. 14
      Assets/Objects/boats/Interceptor 2.mat
  6. 14
      Assets/Objects/boats/Interceptor 3.mat
  7. 14
      Assets/Objects/boats/Interceptor.mat
  8. 10
      Assets/Objects/boats/Test/Prefabs/_Boat.prefab
  9. 12
      Assets/Objects/environment/Cliffs/Env_Rocks.fbx.meta
  10. 10
      Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat
  11. 10
      Assets/Objects/environment/Cliffs/Materials/Env_HeroCave.mat
  12. 16
      Assets/Objects/environment/Cliffs/Materials/Env_HeroLarge.mat
  13. 10
      Assets/Objects/environment/Cliffs/Materials/Env_Rocks.mat
  14. 37
      Assets/Objects/environment/Terrain/TerrainCustom.mat
  15. 2
      Assets/Objects/props/houses/Materials/Matr_BuildingsJettys.mat
  16. 72
      Assets/Shaders/CustomTerrain.ShaderGraph
  17. 6
      Assets/Shaders/LWVegetationShader.shader
  18. 14
      Assets/Shaders/PackedPBR.ShaderGraph
  19. 21
      Assets/Shaders/Vegetation.hlsl
  20. 871
      Assets/scenes/Island.unity
  21. 934
      Assets/scenes/Island_Profiles/PostVolumeGlobal Profile.asset
  22. 10
      Packages/manifest.json
  23. 2
      ProjectSettings/ProjectSettings.asset
  24. 2
      ProjectSettings/ProjectVersion.txt
  25. 4
      ProjectSettings/QualitySettings.asset
  26. 2
      ProjectSettings/TagManager.asset
  27. 15
      Assets/CinemachineLensPresets.asset
  28. 8
      Assets/CinemachineLensPresets.asset.meta
  29. 424
      Assets/Objects/environment/Cliffs/Env_Rocks_tmp.fbx.meta
  30. 8
      Assets/Scripts/System.meta
  31. 250
      Assets/Textures/case_1041700-BBI_3028_Screenshot.png
  32. 86
      Assets/Textures/case_1041700-BBI_3028_Screenshot.png.meta
  33. 131
      Assets/Textures/umhlanga_sunrise_8k.png.meta
  34. 9
      Packages/manifest_packages.json
  35. 31
      Assets/Scripts/System/MaxLodOption.cs
  36. 11
      Assets/Scripts/System/MaxLodOption.cs.meta
  37. 112
      Assets/Scripts/System/MiniProfiler.cs
  38. 11
      Assets/Scripts/System/MiniProfiler.cs.meta
  39. 50
      Assets/Scripts/System/PerfomanceStats.cs
  40. 11
      Assets/Scripts/System/PerfomanceStats.cs.meta

49
Assets/CinemachinePostProcessingV2/CinemachinePostProcessing.cs


else
{
// Handle Follow Focus
if (!m_FocusTracksTarget || !state.HasLookAt)
if (!m_FocusTracksTarget)
DestroyProfileCopy();
else
{

if (mProfileCopy.TryGetSettings(out dof))
dof.focusDistance.value
= (state.FinalPosition - state.ReferenceLookAt).magnitude + m_FocusOffset;
{
float focusDistance = m_FocusOffset;
if (state.HasLookAt)
focusDistance += (state.FinalPosition - state.ReferenceLookAt).magnitude;
dof.focusDistance.value = Mathf.Max(0, focusDistance);
}
}
// Apply the post-processing

static void OnCameraCut(CinemachineBrain brain)
{
// Debug.Log("Camera cut event");
PostProcessLayer postFX = brain.PostProcessingComponent as PostProcessLayer;
if (postFX == null)
brain.PostProcessingComponent = null; // object deleted
else
PostProcessLayer postFX = GetPPLayer(brain);
if (postFX != null)
postFX.ResetHistory();
}

PostProcessLayer ppLayer = brain.PostProcessingComponent as PostProcessLayer;
PostProcessLayer ppLayer = GetPPLayer(brain);
if (ppLayer == null || !ppLayer.enabled || ppLayer.volumeLayer == 0)
return;

return sVolumes;
}
static void StaticPostFXHandler(CinemachineBrain brain)
static Dictionary<CinemachineBrain, PostProcessLayer> mBrainToLayer
= new Dictionary<CinemachineBrain, PostProcessLayer>();
static PostProcessLayer GetPPLayer(CinemachineBrain brain)
PostProcessLayer postFX = brain.PostProcessingComponent as PostProcessLayer;
if (postFX == null)
PostProcessLayer layer = null;
if (mBrainToLayer.TryGetValue(brain, out layer))
brain.PostProcessingComponent = brain.GetComponent<PostProcessLayer>();
postFX = brain.PostProcessingComponent as PostProcessLayer;
if (postFX != null)
brain.m_CameraCutEvent.AddListener(CinemachinePostProcessing.OnCameraCut);
#if UNITY_EDITOR
// Maybe they added it since we last checked
if (layer != null || Application.isPlaying)
#endif
return layer;
if (postFX != null)
CinemachinePostProcessing.ApplyPostFX(brain);
layer = brain.GetComponent<PostProcessLayer>();
mBrainToLayer[brain] = layer;
if (layer != null)
brain.m_CameraCutEvent.AddListener(OnCameraCut);
else
brain.m_CameraCutEvent.RemoveListener(OnCameraCut);
return layer;
}
#if UNITY_EDITOR

static void InitializeModule()
{
// Afetr the brain pushes the state to the camera, hook in to the PostFX
CinemachineCore.CameraUpdatedEvent.RemoveListener(StaticPostFXHandler);
CinemachineCore.CameraUpdatedEvent.AddListener(StaticPostFXHandler);
CinemachineCore.CameraUpdatedEvent.RemoveListener(ApplyPostFX);
CinemachineCore.CameraUpdatedEvent.AddListener(ApplyPostFX);
}
}
}

33
Assets/CinemachinePostProcessingV2/Editor/CinemachinePostProcessingEditor.cs


{
serializedObject.Update();
if (m_FocusTracksTarget.boolValue)
{
bool valid = false;
DepthOfField dof;
if (Target.m_Profile != null && Target.m_Profile.TryGetSettings(out dof))
valid = dof.enabled && dof.active && dof.focusDistance.overrideState;
if (!valid)
EditorGUILayout.HelpBox(
"Focus Tracking requires an active DepthOfField/FocusDistance effect in the profile",
MessageType.Warning);
else
{
if (!Target.VirtualCamera.State.HasLookAt)
EditorGUILayout.HelpBox(
"Focus Offset is relative to the Camera position",
MessageType.Info);
else
EditorGUILayout.HelpBox(
"Focus Offset is relative to the Target position",
MessageType.Info);
}
}
var rect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight); rect.y += 2;
float checkboxWidth = rect.height + 5;
rect = EditorGUI.PrefixLabel(rect, new GUIContent(m_FocusTracksTarget.displayName));

EditorGUIUtility.labelWidth = textDimensions.x;
EditorGUI.PropertyField(rect, m_FocusOffset, offsetText);
EditorGUIUtility.labelWidth = oldWidth;
bool valid = false;
DepthOfField dof;
if (Target.m_Profile != null && Target.m_Profile.TryGetSettings<DepthOfField>(out dof))
valid = dof.enabled && dof.active && dof.focusDistance.overrideState
&& Target.VirtualCamera.LookAt != null;
if (!valid)
EditorGUILayout.HelpBox(
"Focus Tracking requires a LookAt target on the Virtual Camera, and an active DepthOfField/FocusDistance effect in the profile",
MessageType.Warning);
}
DrawProfileInspectorGUI();

15
Assets/LightweightAsset.asset


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14
Assets/Objects/boats/Interceptor 1.mat


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14
Assets/Objects/boats/Interceptor 2.mat


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14
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14
Assets/Objects/boats/Interceptor.mat


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10
Assets/Objects/boats/Test/Prefabs/_Boat.prefab


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12
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10
Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat


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10
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2
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72
Assets/Shaders/CustomTerrain.ShaderGraph
文件差异内容过多而无法显示
查看文件

6
Assets/Shaders/LWVegetationShader.shader


OUTPUT_SH(o.normal.xyz, o.vertexSH);
half3 vertexLight = VertexLighting(o.posWS, o.normal.xyz);
half fogFactor = ComputeFogFactor(o.clipPos.z);
#if defined(FOG_EXP)
half fogFactor = ComputeGlobalFogFactor(posWS);
#else
half fogFactor = ComputeFogFactor(o.clipPos.z);
#endif
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED

14
Assets/Shaders/PackedPBR.ShaderGraph
文件差异内容过多而无法显示
查看文件

21
Assets/Shaders/Vegetation.hlsl


/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
half4 SmoothCurve( half4 x ) {
return x * x *( 3.0 - 2.0 * x );
return x * x * ( 3.0 - 2.0 * x );
return abs( frac( x + 0.5 ) * 2.0 - 1.0 );
return abs( frac( x + 0.5) * 2.0 - 1.0 );
}
half4 SmoothTriangleWave( half4 x ) {

position = normalize(vNewPos.xyz) * fLength;
////////Detail blending
float fSpeed = 0.25;//leaf occil
float fDetailFreq = 0.3;//detail leaf occil
float fSpeed = 0.5;//leaf occil
float fDetailFreq = 0.5;//detail leaf occil
float fDetailAmp = 0.1;//leaf edge amplitude of movement
float fDetailAmp = 0.05;//leaf edge amplitude of movement
float fDetailPhase = phaseOffset * 1.2;// detail phase(red)
float fBranchAmp = 5.5;//branch amplitude of movement
float fBranchPhase = phaseOffset * 3.3;//leaf phase(green)
float fBranchAmp = 0.25;//branch amplitude of movement
float fBranchPhase = phaseOffset * 3.3;// leaf phase(green)
float fVtxPhase = dot(position, fBranchPhase + fBranchPhase);
float fVtxPhase = dot(position, fDetailPhase + fBranchPhase);
float4 vWaves = (frac( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0 ) * fSpeed * fDetailFreq;
float4 vWaves = (( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0 ) * fSpeed * fDetailFreq;
// Edge (xy) and branch bending (z)
// Edge (xz) and branch bending (y)
return position + vWavesSum.xyx * float3(fEdgeAtten * fDetailAmp * normal.x, fBranchAtten * fBranchAmp, fEdgeAtten * fDetailAmp * normal.z);
}
//////////////////////////////////////////////////////////////////////////////////////////////////////

871
Assets/scenes/Island.unity
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934
Assets/scenes/Island_Profiles/PostVolumeGlobal Profile.asset
文件差异内容过多而无法显示
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10
Packages/manifest.json


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compressionQuality: 50
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9
Packages/manifest_packages.json


{
"registry": "https://staging-packages.unity.com",
"dependencies": {
"com.unity.cinemachine": "2.1.13",
"com.unity.mathematics": "0.0.12-preview.2",
"com.unity.render-pipelines.lightweight": "1.1.8-preview",
"com.unity.textmeshpro": "1.2.3"
}
}

31
Assets/Scripts/System/MaxLodOption.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MaxLodOption : MonoBehaviour {
private int curlevel;
public Text displayText;
private void Start() {
curlevel = QualitySettings.maximumLODLevel;
displayText.text = curlevel.ToString();
}
public void IncreaseLevel()
{
if(curlevel < 7)
curlevel++;
QualitySettings.maximumLODLevel = curlevel;
displayText.text = curlevel.ToString();
}
public void DecreaseLevel()
{
if (curlevel > 0)
curlevel--;
QualitySettings.maximumLODLevel = curlevel;
displayText.text = curlevel.ToString();
}
}

11
Assets/Scripts/System/MaxLodOption.cs.meta


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112
Assets/Scripts/System/MiniProfiler.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
public class MiniProfiler : MonoBehaviour {
public bool m_Enable = false;
private int frameCount = 0;
private const int kAverageFrameCount = 64;
private float m_AccDeltaTime;
private float m_AvgDeltaTime;
internal class RecorderEntry
{
public string name;
public float time;
public int count;
public float avgTime;
public float avgCount;
public float accTime;
public int accCount;
public Recorder recorder;
};
RecorderEntry[] recordersList =
{
new RecorderEntry() { name="RenderLoop.Draw" },
new RecorderEntry() { name="CullScriptable" },
new RecorderEntry() { name="Gfx.WaitForPresent" }
};
void Awake()
{
for (int i=0;i<recordersList.Length;i++)
{
var sampler = Sampler.Get(recordersList[i].name);
if ( sampler != null )
{
recordersList[i].recorder = sampler.GetRecorder();
}
}
}
void Update()
{
if (m_Enable)
{
// get timing & update average accumulators
for (int i = 0; i < recordersList.Length; i++)
{
recordersList[i].time = recordersList[i].recorder.elapsedNanoseconds / 1000000.0f;
recordersList[i].count = recordersList[i].recorder.sampleBlockCount;
recordersList[i].accTime += recordersList[i].time;
recordersList[i].accCount += recordersList[i].count;
}
m_AccDeltaTime += Time.deltaTime;
frameCount++;
// time to time, update average values & reset accumulators
if (frameCount >= kAverageFrameCount)
{
for (int i = 0; i < recordersList.Length; i++)
{
recordersList[i].avgTime = recordersList[i].accTime * (1.0f / kAverageFrameCount);
recordersList[i].avgCount = recordersList[i].accCount * (1.0f / kAverageFrameCount);
recordersList[i].accTime = 0.0f;
recordersList[i].accCount = 0;
}
m_AvgDeltaTime = m_AccDeltaTime / kAverageFrameCount;
m_AccDeltaTime = 0.0f;
frameCount = 0;
}
}
}
void OnGUI()
{
if (m_Enable)
{
GUI.color = new Color(0, 0.54f, 1, 0.8f);
float w = 500, h = 140;
GUILayout.BeginArea(new Rect(10, 10, w, h), "Mini Profiler", GUI.skin.window);
GUI.color = new Color(1, 0.9f, 0.3f, 1f);
float avgMs = m_AvgDeltaTime * 1000.0f;
float avgWait = recordersList[2].avgTime;
string sLabel = System.String.Format("<b>Total {0:F2} FPS ({1:F2}ms)</b>\n", 1.0f / m_AvgDeltaTime, avgMs);
sLabel += System.String.Format("<b>CPU {0:F2}ms</b>\n", avgMs - avgWait);
sLabel += System.String.Format("<b>GPU(guess) {0:F2}ms</b>\n", avgWait);
for (int i = 0; i < recordersList.Length; i++)
{
sLabel += string.Format("{0:F2}ms (*{1:F2})\t({2:F2}ms *{3:F2})\t<b>{4}</b>\n", recordersList[i].avgTime, recordersList[i].avgCount, recordersList[i].time, recordersList[i].count, recordersList[i].name);
}
GUILayout.Label(sLabel);
GUILayout.EndArea();
}
}
}

11
Assets/Scripts/System/MiniProfiler.cs.meta


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50
Assets/Scripts/System/PerfomanceStats.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.UI;
public class PerfomanceStats : MonoBehaviour {
// Frame time stats
private List<float> samples = new List<float>();
private int totalSamples = 250;
// UI display
public Text frametimeDisplay;
void Start () {
}
void Update () {
frametimeDisplay.text = "";
// sample frametime
samples.Insert(0, Time.deltaTime); // add sample at the start
if(samples.Count >= totalSamples - 1)
{
samples.RemoveAt(totalSamples);
}
UpdateFrametime();
long totalMem = Profiler.GetTotalAllocatedMemoryLong();
frametimeDisplay.text += string.Format("Total Memory:{0}Mbs\n", ((float)totalMem / 1000000).ToString("##.00"));
long gpuMem = Profiler.GetAllocatedMemoryForGraphicsDriver();
frametimeDisplay.text += string.Format("GPU Memory:{0}Mbs\n", ((float)gpuMem / 1000000).ToString("##.00"));
//frametimeDisplay.text += string.Format("RenderPipe:{0}ms", "d");
}
void UpdateFrametime()
{
float avgFrametime = 0f;
float sampleDivision = 1f / samples.Count;
for(var i = 0; i < samples.Count; i++)
{
avgFrametime += samples[i] * sampleDivision;
}
frametimeDisplay.text += string.Format("Total time:{0}ms fps:{1}\n", (avgFrametime * 1000).ToString("00.00"), (1f / avgFrametime).ToString("###.00"));
}
}

11
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