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Merge pull request #15 from Unity-Technologies/feature-ME/dolly

Feature me/dolly
/cinematic-demo-ME
GitHub 5 年前
当前提交
9d2e1e15
共有 15 个文件被更改,包括 721 次插入289 次删除
  1. 25
      Assets/ClusterDisplay/Scripts/CubemapCameraController.cs
  2. 2
      Assets/ClusterDisplay/Scripts/ExitApp.cs
  3. 80
      Assets/HDRPDefaultResources/DefaultRenderingSettings.asset
  4. 52
      Assets/Resources/VirtualCameraManager.prefab
  5. 110
      Assets/Scenes/Demo/Demo.unity
  6. 125
      Assets/Scenes/Demo/Demo/Timeline cart driverTimeline.playable
  7. 60
      Assets/Scenes/Demo/Demo_LI_Sunset_Profiles/SunsetSkyFogSettings.asset
  8. 460
      Assets/Scenes/Demo/Settings/PostProcessing/DefaultPostProcess.asset
  9. 10
      Assets/Scenes/Demo/Settings/PostProcessing/SunsetPost.asset
  10. 2
      Packages/manifest.json
  11. 47
      Assets/ClusterDisplay/Scripts/CameraControlMode.cs
  12. 11
      Assets/ClusterDisplay/Scripts/CameraControlMode.cs.meta
  13. 15
      Assets/ClusterDisplay/Scripts/CursorController.cs
  14. 11
      Assets/ClusterDisplay/Scripts/CursorController.cs.meta

25
Assets/ClusterDisplay/Scripts/CubemapCameraController.cs


using System;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
[ExecuteInEditMode]
public class CubemapCameraController : MonoBehaviour

new Vector3(0, 2, 0),
new Vector3(0, 3, 0),
new Vector3(-1, 0, 0), // ceiling
new Vector3(1, 0, 0), // bottom
[SerializeField]
bool m_InvalidateBuffersOnSwitch;
int m_Index;

{
// B + left or right arrow to switch orientation
if (Input.GetKey(KeyCode.B))
{
if (Input.GetKeyDown(KeyCode.RightArrow))
Next();
else if (Input.GetKeyDown(KeyCode.LeftArrow))
Previous();
}
Next();
}
public void Next()

}
public void Previous()
{
m_Index = (m_Index - 1 + k_Orientations.Length) % k_Orientations.Length;
SetOrientation(m_Index);
}
// we deliberately set transform outside update to avoid conflict with other camera controllers
void SetOrientation(int index)
{

camera.transform.rotation = Quaternion.Euler(k_Orientations[index] * 90);
if (m_InvalidateBuffersOnSwitch)
{
HDCamera hdCam = HDCamera.GetOrCreate(camera);
hdCam.Reset();
hdCam.volumetricHistoryIsValid = false;
hdCam.colorPyramidHistoryIsValid = false;
}
}
}
}

2
Assets/ClusterDisplay/Scripts/ExitApp.cs


{
if (ClusterSync.Active)
{
if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.Q))
if (Input.GetKey(KeyCode.Q))
ClusterSync.Instance.ShutdownAllClusterNodes();
}
else

80
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2
Packages/manifest.json


"com.unity.render-pipelines.core": "file:../../Packages/ScriptableRenderPipeline/com.unity.render-pipelines.core",
"com.unity.render-pipelines.high-definition": "file:../../Packages/ScriptableRenderPipeline/com.unity.render-pipelines.high-definition",
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47
Assets/ClusterDisplay/Scripts/CameraControlMode.cs


using System;
using System.Collections.Generic;
using Cinemachine;
using UnityEngine;
using UnityEngine.Rendering;
[RequireComponent(typeof(CinemachineBrain))]
[RequireComponent(typeof(FreeCamera))]
[RequireComponent(typeof(CubemapCameraController))]
public class CameraControlMode : MonoBehaviour
{
List<MonoBehaviour> m_CameraControllers = new List<MonoBehaviour>();
int m_Index = 0;
void Awake()
{
m_CameraControllers.Add(GetComponent<CinemachineBrain>());
m_CameraControllers.Add(GetComponent<FreeCamera>());
m_CameraControllers.Add(GetComponent<CubemapCameraController>());
}
void OnEnable()
{
m_Index = 0;
SetController(m_Index);
}
void OnDestroy()
{
m_CameraControllers.Clear();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.C))
{
m_Index = (m_Index + 1) % m_CameraControllers.Count;
SetController(m_Index);
}
}
void SetController(int index)
{
for (var i = 0; i != m_CameraControllers.Count; ++i)
m_CameraControllers[i].enabled = i == index;
}
}

11
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15
Assets/ClusterDisplay/Scripts/CursorController.cs


using System;
using UnityEngine;
// Simply show the cursor in the Editor but hide it in the Player.
public class CursorController : MonoBehaviour
{
void OnEnable()
{
#if UNITY_EDITOR
Cursor.visible = true;
#else
Cursor.visible = false;
#endif
}
}

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