Evgenii Golubev
7 年前
当前提交
c16681df
共有 81 个文件被更改,包括 5447 次插入 和 2294 次删除
-
998ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1205_Lit_Transparent_Refraction.unity.png
-
937ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2002_Dynamic_Mix.unity.png
-
110LICENSE
-
8ScriptableRenderPipeline/Core/Editor/Volume/VolumeComponentEditor.cs
-
4ScriptableRenderPipeline/Core/Editor/com.unity.render-pipelines.core.Editor.asmdef
-
2ScriptableRenderPipeline/Core/Editor/com.unity.render-pipelines.core.Editor.asmdef.meta
-
2ScriptableRenderPipeline/Core/Resources/BlitCubeTextureFace.shader
-
123ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl
-
121ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl
-
123ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl
-
121ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl
-
121ScriptableRenderPipeline/Core/ShaderLibrary/API/XBoxOne.hlsl
-
3ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl
-
4ScriptableRenderPipeline/Core/ShaderLibrary/VolumeRendering.hlsl
-
4ScriptableRenderPipeline/Core/ShaderLibrary/Wind.hlsl
-
1ScriptableRenderPipeline/Core/Volume/Volume.cs
-
2ScriptableRenderPipeline/Core/Volume/VolumeParameter.cs
-
3ScriptableRenderPipeline/Core/com.unity.render-pipelines.core.Runtime.asmdef
-
2ScriptableRenderPipeline/Core/com.unity.render-pipelines.core.Runtime.asmdef.meta
-
4ScriptableRenderPipeline/Core/package.json
-
2ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader
-
2ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader
-
2ScriptableRenderPipeline/HDRenderPipeline/Editor/com.unity.render-pipelines.high-definition.Editor.asmdef.meta
-
5ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
-
6ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader
-
6ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/Deferred.compute
-
116ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.hlsl
-
133ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoopDef.hlsl
-
8ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/ShadowContext.hlsl
-
1ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/builddispatchindirect.compute
-
1ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/materialflags.compute
-
13ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl
-
7ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/Resources/VolumetricLighting.compute
-
4ScriptableRenderPipeline/HDRenderPipeline/Material/Decal/DecalProperties.hlsl
-
6ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/BuildProbabilityTables.compute
-
8ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolve.shader
-
190ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
-
6ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataIndividualLayer.hlsl
-
47ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
-
58ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute
-
4ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
-
6ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl
-
55ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DepthDownsample.compute
-
19ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
-
2ScriptableRenderPipeline/HDRenderPipeline/Sky/BlitCubemap.shader
-
7ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
-
5ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl
-
2ScriptableRenderPipeline/HDRenderPipeline/com.unity.render-pipelines.high-definition.Runtime.asmdef.meta
-
6ScriptableRenderPipeline/HDRenderPipeline/package.json
-
2ScriptableRenderPipeline/LightweightPipeline/Editor/com.unity.render-pipelines.lightweight.Editor.asmdef.meta
-
2ScriptableRenderPipeline/LightweightPipeline/com.unity.render-pipelines.lightweight.Runtime.asmdef.meta
-
6ScriptableRenderPipeline/LightweightPipeline/package.json
-
4ScriptableRenderPipeline/master-package.json
-
74Tests/GraphicsTests/Framework/Editor/TestFramework.cs
-
2Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/MultiMaterialPlacerEditor.cs
-
795Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1205_Lit_Transparent_Refraction.unity
-
567Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2002_Dynamic_Mix.unity
-
1001ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
-
83ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png.meta
-
8ScriptableRenderPipeline/Core/Editor/IncludePaths.meta
-
97ScriptableRenderPipeline/Core/LICENSE
-
7ScriptableRenderPipeline/Core/LICENSE.meta
-
97ScriptableRenderPipeline/HDRenderPipeline/LICENSE
-
7ScriptableRenderPipeline/HDRenderPipeline/LICENSE.meta
-
178ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightEvaluation.hlsl
-
9ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightEvaluation.hlsl.meta
-
97ScriptableRenderPipeline/LightweightPipeline/LICENSE
-
7ScriptableRenderPipeline/LightweightPipeline/LICENSE.meta
-
8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.meta
-
1001Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity
-
7Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.meta
-
8ScriptableRenderPipeline/Core/Editor/IncludePaths/com.unity.render-pipelines.core.IncludePaths.asmdef
-
7ScriptableRenderPipeline/Core/Editor/IncludePaths/com.unity.render-pipelines.core.IncludePaths.asmdef.meta
-
33Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters/HDRP_Default_Sky 1.asset
-
10Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters/HDRP_Default_Sky 1.asset.meta
-
196Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters/Reflective.mat
-
8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters/Reflective.mat.meta
-
0/ScriptableRenderPipeline/Core/Editor/IncludePaths/CoreShaderIncludePaths.cs
-
0/ScriptableRenderPipeline/Core/Editor/IncludePaths/CoreShaderIncludePaths.cs.meta
998
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1205_Lit_Transparent_Refraction.unity.png
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
|||
MIT License |
|||
Unity Companion License (“License”) |
|||
Software Copyright © 2017 Unity Technologies ApS |
|||
Copyright (c) 2016 Unity Technologies |
|||
Unity Technologies ApS (“Unity”) grants to you a worldwide, non-exclusive, |
|||
no-charge, and royalty-free copyright license to reproduce, prepare derivative |
|||
works of, publicly display, publicly perform, sublicense, and distribute the |
|||
software that is made available under this License (“Software”), subject to the |
|||
following terms and conditions: |
|||
Permission is hereby granted, free of charge, to any person obtaining a copy |
|||
of this software and associated documentation files (the "Software"), to deal |
|||
in the Software without restriction, including without limitation the rights |
|||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
|||
copies of the Software, and to permit persons to whom the Software is |
|||
furnished to do so, subject to the following conditions: |
|||
1. Unity Companion Use Only. Exercise of the license granted herein is limited |
|||
to exercise for the creation, use, and/or distribution of applications, |
|||
software, or other content pursuant to a valid Unity content authoring and |
|||
rendering engine software license (“Engine License”). That means while use of |
|||
the Software is not limited to use in the software licensed under the Engine |
|||
License, the Software may not be used for any purpose other than the creation, |
|||
use, and/or distribution of Engine License-dependent applications, software, or |
|||
other content. No other exercise of the license granted herein is permitted, |
|||
and in no event may the Software be used for competitive analysis or to develop |
|||
a competing product or service. |
|||
|
|||
2. No Modification of Engine License. Neither this License nor any exercise of |
|||
the license granted herein modifies the Engine License in any way. |
|||
|
|||
3. Ownership & Grant Back to You. |
|||
|
|||
3.1 You own your content. In this License, “derivative works” means derivatives |
|||
of the Software itself--works derived only from the Software by you under this |
|||
License (for example, modifying the code of the Software itself to improve its |
|||
efficacy); “derivative works” of the Software do not include, for example, |
|||
games, apps, or content that you create using the Software. You keep all right, |
|||
title, and interest to your own content. |
|||
The above copyright notice and this permission notice shall be included in all |
|||
copies or substantial portions of the Software. |
|||
3.2 Unity owns its content. While you keep all right, title, and interest to |
|||
your own content per the above, as between Unity and you, Unity will own all |
|||
right, title, and interest to all intellectual property rights (including |
|||
patent, trademark, and copyright) in the Software and derivative works of the |
|||
Software, and you hereby assign and agree to assign all such rights in those |
|||
derivative works to Unity. |
|||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
|||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
|||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
|||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
|||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
|||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
|||
SOFTWARE. |
|||
3.3 You have a license to those derivative works. Subject to this License, |
|||
Unity grants to you the same worldwide, non-exclusive, no-charge, and |
|||
royalty-free copyright license to derivative works of the Software you create |
|||
as is granted to you for the Software under this License. |
|||
|
|||
4. Trademarks. You are not granted any right or license under this License to |
|||
use any trademarks, service marks, trade names, products names, or branding of |
|||
Unity or its affiliates (“Trademarks”). Descriptive uses of Trademarks are |
|||
permitted; see, for example, Unity’s Branding Usage Guidelines at |
|||
https://unity3d.com/public-relations/brand. |
|||
|
|||
5. Notices & Third-Party Rights. This License, including the copyright notice |
|||
associated with the Software, must be provided in all substantial portions of |
|||
the Software and derivative works thereof (or, if that is impracticable, in any |
|||
other location where such notices are customarily placed). Further, if the |
|||
Software is accompanied by a Unity “third-party notices” or similar file, you |
|||
acknowledge and agree that software identified in that file is governed by |
|||
those separate license terms. |
|||
|
|||
6. DISCLAIMER, LIMITATION OF LIABILITY. THE SOFTWARE AND ANY DERIVATIVE WORKS |
|||
THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF |
|||
ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF |
|||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN |
|||
NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES |
|||
(WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, |
|||
INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR |
|||
PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN |
|||
AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN |
|||
CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR |
|||
OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|||
|
|||
7. USE IS ACCEPTANCE and License Versions. Your receipt and use of the Software |
|||
constitutes your acceptance of this License and its terms and conditions. |
|||
Software released by Unity under this License may be modified or updated and |
|||
the License with it; upon any such modification or update, you will comply with |
|||
the terms of the updated License for any use of any of the Software under the |
|||
updated License. |
|||
|
|||
8. Use in Compliance with Law and Termination. Your exercise of the license |
|||
granted herein will at all times be in compliance with applicable law and will |
|||
not infringe any proprietary rights (including intellectual property rights); |
|||
this License will terminate immediately on any breach by you of this License. |
|||
|
|||
9. Severability. If any provision of this License is held to be unenforceable |
|||
or invalid, that provision will be enforced to the maximum extent possible and |
|||
the other provisions will remain in full force and effect. |
|||
|
|||
10. Governing Law and Venue. This License is governed by and construed in |
|||
accordance with the laws of Denmark, except for its conflict of laws rules; the |
|||
United Nations Convention on Contracts for the International Sale of Goods will |
|||
not apply. If you reside (or your principal place of business is) within the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the state and federal courts located in San |
|||
Francisco County, California concerning any dispute arising out of this License |
|||
(“Dispute”). If you reside (or your principal place of business is) outside the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the courts located in Copenhagen, Denmark |
|||
concerning any Dispute. |
|
|||
fileFormatVersion: 2 |
|||
guid: c4e3cd69a3c360d48a99df7c24d23ebb |
|||
guid: 3eae0364be2026648bf74846acb8a731 |
|||
AssemblyDefinitionImporter: |
|||
externalObjects: {} |
|||
userData: |
|
|||
{ |
|||
"name": "com.unity.render-pipelines.core.Runtime", |
|||
"references": [ |
|||
"com.unity.postprocessing.Runtime" |
|||
"com.unity.postprocessing.Runtime" |
|||
"optionalUnityReferences": [], |
|||
"includePlatforms": [], |
|||
"excludePlatforms": [] |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 566aaa1bfa8d0d945a265235d258aaf4 |
|||
guid: df380645f10b7bc4b97d4f5eb6303d95 |
|||
AssemblyDefinitionImporter: |
|||
externalObjects: {} |
|||
userData: |
|
|||
{ |
|||
"name": "com.unity.render-pipelines.core", |
|||
"description": "Core library for Unity render pipelines.", |
|||
"version": "0.1.14", |
|||
"version": "0.1.20", |
|||
"com.unity.postprocessing": "0.1.5" |
|||
"com.unity.postprocessing": "0.1.7" |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 063161d55c643a04989f30f1b174c1e3 |
|||
guid: 78bd2ddd6e276394a9615c203e574844 |
|||
AssemblyDefinitionImporter: |
|||
externalObjects: {} |
|||
userData: |
|
|||
#include "ShaderLibrary/Common.hlsl" |
|||
|
|||
Texture2D<float> _Source; |
|||
RWTexture2D<float> _Result; |
|||
|
|||
SamplerState sampler_LinearClamp; |
|||
|
|||
CBUFFER_START(cb) |
|||
float4 _Size; |
|||
CBUFFER_END |
|||
|
|||
#pragma kernel KMain |
|||
[numthreads(8, 8, 1)] |
|||
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID) |
|||
{ |
|||
// Upper-left pixel coordinate of quad that this thread will read |
|||
int2 threadUL = dispatchThreadId; |
|||
|
|||
// Downsample the block |
|||
float2 offset = float2(threadUL); |
|||
float p00 = _Source.SampleLevel(sampler_LinearClamp, (offset ) * _Size.zw, 0.0).x; |
|||
float p10 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 0.0)) * _Size.zw, 0.0).x; |
|||
float p01 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(0.0, 1.0)) * _Size.zw, 0.0).x; |
|||
float p11 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 1.0)) * _Size.zw, 0.0).x; |
|||
|
|||
float depth = min(min(min(p00, p01), p10), p11); |
|||
|
|||
// Write to the final target |
|||
_Result[dispatchThreadId] = depth; |
|||
#include "ShaderLibrary/Common.hlsl" |
|||
|
|||
Texture2D<float> _Source; |
|||
RWTexture2D<float> _Result; |
|||
|
|||
SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU? |
|||
|
|||
CBUFFER_START(cb) |
|||
float4 _SrcSize; |
|||
CBUFFER_END |
|||
|
|||
#pragma kernel KMain |
|||
[numthreads(8, 8, 1)] |
|||
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID) |
|||
{ |
|||
// Upper-left pixel coordinate of quad that this thread will read |
|||
int2 threadUL = dispatchThreadId; |
|||
|
|||
// Downsample the block |
|||
float2 offset = float2(threadUL) * 2.0f + 1.0f; |
|||
float4 depths = _Source.GatherRed(sampler_PointClamp, offset * _SrcSize.zw, 0.0); |
|||
|
|||
float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w)); |
|||
|
|||
// Write to the final target |
|||
_Result[dispatchThreadId] = minDepth; |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 99af834ec55110a4aa01d28dadfe93bb |
|||
guid: 457756d89b35d2941b3e7b37b4ece6f1 |
|||
AssemblyDefinitionImporter: |
|||
externalObjects: {} |
|||
userData: |
|
|||
{ |
|||
"name": "com.unity.render-pipelines.high-definition", |
|||
"description": "HD Render Pipeline for Unity.", |
|||
"version": "0.1.14", |
|||
"version": "0.1.20", |
|||
"com.unity.postprocessing": "0.1.5", |
|||
"com.unity.render-pipelines.core": "0.1.14" |
|||
"com.unity.postprocessing": "0.1.7", |
|||
"com.unity.render-pipelines.core": "0.1.20" |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 1f561901d6b2e1142b55190074ee3490 |
|||
guid: c579267770062bf448e75eb160330b7f |
|||
AssemblyDefinitionImporter: |
|||
externalObjects: {} |
|||
userData: |
|
|||
fileFormatVersion: 2 |
|||
guid: f9f2447b2da7506419c5b26f134724dc |
|||
guid: 15fc0a57446b3144c949da3e2b9737a9 |
|||
AssemblyDefinitionImporter: |
|||
externalObjects: {} |
|||
userData: |
|
|||
{ |
|||
"name": "com.unity.render-pipelines.lightweight", |
|||
"description": "Lightweight Render Pipeline for Unity.", |
|||
"version": "0.1.14", |
|||
"version": "0.1.20", |
|||
"com.unity.postprocessing": "0.1.5", |
|||
"com.unity.render-pipelines.core": "0.1.14" |
|||
"com.unity.postprocessing": "0.1.7", |
|||
"com.unity.render-pipelines.core": "0.1.20" |
|||
} |
|||
} |
795
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1205_Lit_Transparent_Refraction.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
1001
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
|||
fileFormatVersion: 2 |
|||
guid: 7e550765738e1cc409fb03d90402da8a |
|||
TextureImporter: |
|||
fileIDToRecycleName: {} |
|||
externalObjects: {} |
|||
serializedVersion: 5 |
|||
mipmaps: |
|||
mipMapMode: 0 |
|||
enableMipMap: 1 |
|||
sRGBTexture: 1 |
|||
linearTexture: 0 |
|||
fadeOut: 0 |
|||
borderMipMap: 0 |
|||
mipMapsPreserveCoverage: 0 |
|||
alphaTestReferenceValue: 0.5 |
|||
mipMapFadeDistanceStart: 1 |
|||
mipMapFadeDistanceEnd: 3 |
|||
bumpmap: |
|||
convertToNormalMap: 0 |
|||
externalNormalMap: 0 |
|||
heightScale: 0.25 |
|||
normalMapFilter: 0 |
|||
isReadable: 0 |
|||
grayScaleToAlpha: 0 |
|||
generateCubemap: 6 |
|||
cubemapConvolution: 0 |
|||
seamlessCubemap: 0 |
|||
textureFormat: 1 |
|||
maxTextureSize: 2048 |
|||
textureSettings: |
|||
serializedVersion: 2 |
|||
filterMode: -1 |
|||
aniso: -1 |
|||
mipBias: -1 |
|||
wrapU: -1 |
|||
wrapV: -1 |
|||
wrapW: -1 |
|||
nPOTScale: 1 |
|||
lightmap: 0 |
|||
compressionQuality: 50 |
|||
spriteMode: 0 |
|||
spriteExtrude: 1 |
|||
spriteMeshType: 1 |
|||
alignment: 0 |
|||
spritePivot: {x: 0.5, y: 0.5} |
|||
spriteBorder: {x: 0, y: 0, z: 0, w: 0} |
|||
spritePixelsToUnits: 100 |
|||
alphaUsage: 1 |
|||
alphaIsTransparency: 0 |
|||
spriteTessellationDetail: -1 |
|||
textureType: 0 |
|||
textureShape: 1 |
|||
singleChannelComponent: 0 |
|||
maxTextureSizeSet: 0 |
|||
compressionQualitySet: 0 |
|||
textureFormatSet: 0 |
|||
platformSettings: |
|||
- serializedVersion: 2 |
|||
buildTarget: DefaultTexturePlatform |
|||
maxTextureSize: 2048 |
|||
resizeAlgorithm: 0 |
|||
textureFormat: -1 |
|||
textureCompression: 0 |
|||
compressionQuality: 50 |
|||
crunchedCompression: 0 |
|||
allowsAlphaSplitting: 0 |
|||
overridden: 0 |
|||
androidETC2FallbackOverride: 0 |
|||
spriteSheet: |
|||
serializedVersion: 2 |
|||
sprites: [] |
|||
outline: [] |
|||
physicsShape: [] |
|||
bones: [] |
|||
spriteID: |
|||
vertices: [] |
|||
indices: |
|||
edges: [] |
|||
weights: [] |
|||
spritePackingTag: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 90bba9efc326ef140903dc14ef1b3a97 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Unity Companion License (“License”) |
|||
Software Copyright © 2017 Unity Technologies ApS |
|||
|
|||
Unity Technologies ApS (“Unity”) grants to you a worldwide, non-exclusive, |
|||
no-charge, and royalty-free copyright license to reproduce, prepare derivative |
|||
works of, publicly display, publicly perform, sublicense, and distribute the |
|||
software that is made available under this License (“Software”), subject to the |
|||
following terms and conditions: |
|||
|
|||
1. Unity Companion Use Only. Exercise of the license granted herein is limited |
|||
to exercise for the creation, use, and/or distribution of applications, |
|||
software, or other content pursuant to a valid Unity content authoring and |
|||
rendering engine software license (“Engine License”). That means while use of |
|||
the Software is not limited to use in the software licensed under the Engine |
|||
License, the Software may not be used for any purpose other than the creation, |
|||
use, and/or distribution of Engine License-dependent applications, software, or |
|||
other content. No other exercise of the license granted herein is permitted, |
|||
and in no event may the Software be used for competitive analysis or to develop |
|||
a competing product or service. |
|||
|
|||
2. No Modification of Engine License. Neither this License nor any exercise of |
|||
the license granted herein modifies the Engine License in any way. |
|||
|
|||
3. Ownership & Grant Back to You. |
|||
|
|||
3.1 You own your content. In this License, “derivative works” means derivatives |
|||
of the Software itself--works derived only from the Software by you under this |
|||
License (for example, modifying the code of the Software itself to improve its |
|||
efficacy); “derivative works” of the Software do not include, for example, |
|||
games, apps, or content that you create using the Software. You keep all right, |
|||
title, and interest to your own content. |
|||
|
|||
3.2 Unity owns its content. While you keep all right, title, and interest to |
|||
your own content per the above, as between Unity and you, Unity will own all |
|||
right, title, and interest to all intellectual property rights (including |
|||
patent, trademark, and copyright) in the Software and derivative works of the |
|||
Software, and you hereby assign and agree to assign all such rights in those |
|||
derivative works to Unity. |
|||
|
|||
3.3 You have a license to those derivative works. Subject to this License, |
|||
Unity grants to you the same worldwide, non-exclusive, no-charge, and |
|||
royalty-free copyright license to derivative works of the Software you create |
|||
as is granted to you for the Software under this License. |
|||
|
|||
4. Trademarks. You are not granted any right or license under this License to |
|||
use any trademarks, service marks, trade names, products names, or branding of |
|||
Unity or its affiliates (“Trademarks”). Descriptive uses of Trademarks are |
|||
permitted; see, for example, Unity’s Branding Usage Guidelines at |
|||
https://unity3d.com/public-relations/brand. |
|||
|
|||
5. Notices & Third-Party Rights. This License, including the copyright notice |
|||
associated with the Software, must be provided in all substantial portions of |
|||
the Software and derivative works thereof (or, if that is impracticable, in any |
|||
other location where such notices are customarily placed). Further, if the |
|||
Software is accompanied by a Unity “third-party notices” or similar file, you |
|||
acknowledge and agree that software identified in that file is governed by |
|||
those separate license terms. |
|||
|
|||
6. DISCLAIMER, LIMITATION OF LIABILITY. THE SOFTWARE AND ANY DERIVATIVE WORKS |
|||
THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF |
|||
ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF |
|||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN |
|||
NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES |
|||
(WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, |
|||
INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR |
|||
PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN |
|||
AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN |
|||
CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR |
|||
OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|||
|
|||
7. USE IS ACCEPTANCE and License Versions. Your receipt and use of the Software |
|||
constitutes your acceptance of this License and its terms and conditions. |
|||
Software released by Unity under this License may be modified or updated and |
|||
the License with it; upon any such modification or update, you will comply with |
|||
the terms of the updated License for any use of any of the Software under the |
|||
updated License. |
|||
|
|||
8. Use in Compliance with Law and Termination. Your exercise of the license |
|||
granted herein will at all times be in compliance with applicable law and will |
|||
not infringe any proprietary rights (including intellectual property rights); |
|||
this License will terminate immediately on any breach by you of this License. |
|||
|
|||
9. Severability. If any provision of this License is held to be unenforceable |
|||
or invalid, that provision will be enforced to the maximum extent possible and |
|||
the other provisions will remain in full force and effect. |
|||
|
|||
10. Governing Law and Venue. This License is governed by and construed in |
|||
accordance with the laws of Denmark, except for its conflict of laws rules; the |
|||
United Nations Convention on Contracts for the International Sale of Goods will |
|||
not apply. If you reside (or your principal place of business is) within the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the state and federal courts located in San |
|||
Francisco County, California concerning any dispute arising out of this License |
|||
(“Dispute”). If you reside (or your principal place of business is) outside the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the courts located in Copenhagen, Denmark |
|||
concerning any Dispute. |
|
|||
fileFormatVersion: 2 |
|||
guid: ef45a081b89729f48887261245188e37 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Unity Companion License (“License”) |
|||
Software Copyright © 2017 Unity Technologies ApS |
|||
|
|||
Unity Technologies ApS (“Unity”) grants to you a worldwide, non-exclusive, |
|||
no-charge, and royalty-free copyright license to reproduce, prepare derivative |
|||
works of, publicly display, publicly perform, sublicense, and distribute the |
|||
software that is made available under this License (“Software”), subject to the |
|||
following terms and conditions: |
|||
|
|||
1. Unity Companion Use Only. Exercise of the license granted herein is limited |
|||
to exercise for the creation, use, and/or distribution of applications, |
|||
software, or other content pursuant to a valid Unity content authoring and |
|||
rendering engine software license (“Engine License”). That means while use of |
|||
the Software is not limited to use in the software licensed under the Engine |
|||
License, the Software may not be used for any purpose other than the creation, |
|||
use, and/or distribution of Engine License-dependent applications, software, or |
|||
other content. No other exercise of the license granted herein is permitted, |
|||
and in no event may the Software be used for competitive analysis or to develop |
|||
a competing product or service. |
|||
|
|||
2. No Modification of Engine License. Neither this License nor any exercise of |
|||
the license granted herein modifies the Engine License in any way. |
|||
|
|||
3. Ownership & Grant Back to You. |
|||
|
|||
3.1 You own your content. In this License, “derivative works” means derivatives |
|||
of the Software itself--works derived only from the Software by you under this |
|||
License (for example, modifying the code of the Software itself to improve its |
|||
efficacy); “derivative works” of the Software do not include, for example, |
|||
games, apps, or content that you create using the Software. You keep all right, |
|||
title, and interest to your own content. |
|||
|
|||
3.2 Unity owns its content. While you keep all right, title, and interest to |
|||
your own content per the above, as between Unity and you, Unity will own all |
|||
right, title, and interest to all intellectual property rights (including |
|||
patent, trademark, and copyright) in the Software and derivative works of the |
|||
Software, and you hereby assign and agree to assign all such rights in those |
|||
derivative works to Unity. |
|||
|
|||
3.3 You have a license to those derivative works. Subject to this License, |
|||
Unity grants to you the same worldwide, non-exclusive, no-charge, and |
|||
royalty-free copyright license to derivative works of the Software you create |
|||
as is granted to you for the Software under this License. |
|||
|
|||
4. Trademarks. You are not granted any right or license under this License to |
|||
use any trademarks, service marks, trade names, products names, or branding of |
|||
Unity or its affiliates (“Trademarks”). Descriptive uses of Trademarks are |
|||
permitted; see, for example, Unity’s Branding Usage Guidelines at |
|||
https://unity3d.com/public-relations/brand. |
|||
|
|||
5. Notices & Third-Party Rights. This License, including the copyright notice |
|||
associated with the Software, must be provided in all substantial portions of |
|||
the Software and derivative works thereof (or, if that is impracticable, in any |
|||
other location where such notices are customarily placed). Further, if the |
|||
Software is accompanied by a Unity “third-party notices” or similar file, you |
|||
acknowledge and agree that software identified in that file is governed by |
|||
those separate license terms. |
|||
|
|||
6. DISCLAIMER, LIMITATION OF LIABILITY. THE SOFTWARE AND ANY DERIVATIVE WORKS |
|||
THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF |
|||
ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF |
|||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN |
|||
NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES |
|||
(WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, |
|||
INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR |
|||
PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN |
|||
AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN |
|||
CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR |
|||
OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|||
|
|||
7. USE IS ACCEPTANCE and License Versions. Your receipt and use of the Software |
|||
constitutes your acceptance of this License and its terms and conditions. |
|||
Software released by Unity under this License may be modified or updated and |
|||
the License with it; upon any such modification or update, you will comply with |
|||
the terms of the updated License for any use of any of the Software under the |
|||
updated License. |
|||
|
|||
8. Use in Compliance with Law and Termination. Your exercise of the license |
|||
granted herein will at all times be in compliance with applicable law and will |
|||
not infringe any proprietary rights (including intellectual property rights); |
|||
this License will terminate immediately on any breach by you of this License. |
|||
|
|||
9. Severability. If any provision of this License is held to be unenforceable |
|||
or invalid, that provision will be enforced to the maximum extent possible and |
|||
the other provisions will remain in full force and effect. |
|||
|
|||
10. Governing Law and Venue. This License is governed by and construed in |
|||
accordance with the laws of Denmark, except for its conflict of laws rules; the |
|||
United Nations Convention on Contracts for the International Sale of Goods will |
|||
not apply. If you reside (or your principal place of business is) within the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the state and federal courts located in San |
|||
Francisco County, California concerning any dispute arising out of this License |
|||
(“Dispute”). If you reside (or your principal place of business is) outside the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the courts located in Copenhagen, Denmark |
|||
concerning any Dispute. |
|
|||
fileFormatVersion: 2 |
|||
guid: 31351b1043fde6342afe25329f2e52f7 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
// This files include various function uses to evaluate lights |
|||
// To use deferred directional shadow with cascaded shadow map, |
|||
// it is required to define USE_DEFERRED_DIRECTIONAL_SHADOWS before including this files |
|||
|
|||
//----------------------------------------------------------------------------- |
|||
// Directional Light evaluation helper |
|||
//----------------------------------------------------------------------------- |
|||
|
|||
float3 EvaluateCookie_Directional(LightLoopContext lightLoopContext, DirectionalLightData lightData, |
|||
float3 positionWS) |
|||
{ |
|||
|
|||
// Translate and rotate 'positionWS' into the light space. |
|||
// 'lightData.right' and 'lightData.up' are pre-scaled on CPU. |
|||
float3 lightToSample = positionWS - lightData.positionWS; |
|||
float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward); |
|||
float3 positionLS = mul(lightToSample, transpose(lightToWorld)); |
|||
|
|||
// Perform orthographic projection. |
|||
float2 positionCS = positionLS.xy; |
|||
|
|||
// Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2. |
|||
float2 positionNDC = positionCS * 0.5 + 0.5; |
|||
|
|||
// Tile the texture if the 'repeat' wrap mode is enabled. |
|||
positionNDC = lightData.tileCookie ? frac(positionNDC) : positionNDC; |
|||
|
|||
// We let the sampler handle clamping to border. |
|||
return SampleCookie2D(lightLoopContext, positionNDC, lightData.cookieIndex); |
|||
} |
|||
|
|||
// None of the outputs are premultiplied. |
|||
void EvaluateLight_Directional(LightLoopContext lightLoopContext, PositionInputs posInput, |
|||
DirectionalLightData lightData, BakeLightingData bakeLightingData, |
|||
float3 N, float3 L, |
|||
out float3 color, out float attenuation) |
|||
{ |
|||
float3 positionWS = posInput.positionWS; |
|||
float shadow = 1.0; |
|||
float shadowMask = 1.0; |
|||
|
|||
color = lightData.color; |
|||
attenuation = 1.0; |
|||
|
|||
#ifdef SHADOWS_SHADOWMASK |
|||
// shadowMaskSelector.x is -1 if there is no shadow mask |
|||
// Note that we override shadow value (in case we don't have any dynamic shadow) |
|||
shadow = shadowMask = (lightData.shadowMaskSelector.x >= 0.0) ? dot(bakeLightingData.bakeShadowMask, lightData.shadowMaskSelector) : 1.0; |
|||
#endif |
|||
|
|||
[branch] if (lightData.shadowIndex >= 0) |
|||
{ |
|||
#ifdef USE_DEFERRED_DIRECTIONAL_SHADOWS |
|||
shadow = LOAD_TEXTURE2D(_DeferredShadowTexture, posInput.positionSS).x; |
|||
#else |
|||
shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, N, lightData.shadowIndex, L, posInput.positionSS); |
|||
#endif |
|||
|
|||
#ifdef SHADOWS_SHADOWMASK |
|||
float fade = saturate(posInput.linearDepth * lightData.fadeDistanceScaleAndBias.x + lightData.fadeDistanceScaleAndBias.y); |
|||
|
|||
// See comment in EvaluateBSDF_Punctual |
|||
shadow = lightData.dynamicShadowCasterOnly ? min(shadowMask, shadow) : shadow; |
|||
shadow = lerp(shadow, shadowMask, fade); // Caution to lerp parameter: fade is the reverse of shadowDimmer |
|||
|
|||
// Note: There is no shadowDimmer when there is no shadow mask |
|||
#endif |
|||
} |
|||
|
|||
attenuation *= shadow; |
|||
|
|||
[branch] if (lightData.cookieIndex >= 0) |
|||
{ |
|||
float3 cookie = EvaluateCookie_Directional(lightLoopContext, lightData, positionWS); |
|||
|
|||
color *= cookie; |
|||
} |
|||
} |
|||
|
|||
//----------------------------------------------------------------------------- |
|||
// Punctual Light evaluation helper |
|||
//----------------------------------------------------------------------------- |
|||
|
|||
float4 EvaluateCookie_Punctual(LightLoopContext lightLoopContext, LightData lightData, |
|||
float3 positionWS) |
|||
{ |
|||
int lightType = lightData.lightType; |
|||
|
|||
// Translate and rotate 'positionWS' into the light space. |
|||
// 'lightData.right' and 'lightData.up' are pre-scaled on CPU. |
|||
float3 lightToSample = positionWS - lightData.positionWS; |
|||
float3x3 lightToWorld = float3x3(lightData.right, lightData.up, lightData.forward); |
|||
float3 positionLS = mul(lightToSample, transpose(lightToWorld)); |
|||
|
|||
float4 cookie; |
|||
|
|||
[branch] if (lightType == GPULIGHTTYPE_POINT) |
|||
{ |
|||
cookie.rgb = SampleCookieCube(lightLoopContext, positionLS, lightData.cookieIndex); |
|||
cookie.a = 1; |
|||
} |
|||
else |
|||
{ |
|||
// Perform orthographic or perspective projection. |
|||
float perspectiveZ = (lightType != GPULIGHTTYPE_PROJECTOR_BOX) ? positionLS.z : 1.0; |
|||
float2 positionCS = positionLS.xy / perspectiveZ; |
|||
bool isInBounds = Max3(abs(positionCS.x), abs(positionCS.y), 1.0 - positionLS.z) <= 1.0; |
|||
|
|||
// Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2. |
|||
float2 positionNDC = positionCS * 0.5 + 0.5; |
|||
|
|||
// Manually clamp to border (black). |
|||
cookie.rgb = SampleCookie2D(lightLoopContext, positionNDC, lightData.cookieIndex); |
|||
cookie.a = isInBounds ? 1 : 0; |
|||
} |
|||
|
|||
return cookie; |
|||
} |
|||
|
|||
float GetPunctualShapeAttenuation(LightData lightData, float3 L, float distSq) |
|||
{ |
|||
// Note: lightData.invSqrAttenuationRadius is 0 when applyRangeAttenuation is false |
|||
float attenuation = GetDistanceAttenuation(distSq, lightData.invSqrAttenuationRadius); |
|||
// Reminder: lights are oriented backward (-Z) |
|||
return attenuation * GetAngleAttenuation(L, -lightData.forward, lightData.angleScale, lightData.angleOffset); |
|||
} |
|||
|
|||
// None of the outputs are premultiplied. |
|||
void EvaluateLight_Punctual(LightLoopContext lightLoopContext, PositionInputs posInput, |
|||
LightData lightData, BakeLightingData bakeLightingData, |
|||
float3 N, float3 L, float dist, float distSq, |
|||
out float3 color, out float attenuation) |
|||
{ |
|||
float3 positionWS = posInput.positionWS; |
|||
float shadow = 1.0; |
|||
float shadowMask = 1.0; |
|||
|
|||
color = lightData.color; |
|||
attenuation = GetPunctualShapeAttenuation(lightData, L, distSq); |
|||
|
|||
#ifdef SHADOWS_SHADOWMASK |
|||
// shadowMaskSelector.x is -1 if there is no shadow mask |
|||
// Note that we override shadow value (in case we don't have any dynamic shadow) |
|||
shadow = shadowMask = (lightData.shadowMaskSelector.x >= 0.0) ? dot(bakeLightingData.bakeShadowMask, lightData.shadowMaskSelector) : 1.0; |
|||
#endif |
|||
|
|||
[branch] if (lightData.shadowIndex >= 0) |
|||
{ |
|||
// TODO: make projector lights cast shadows. |
|||
float3 offset = float3(0.0, 0.0, 0.0); // GetShadowPosOffset(nDotL, normal); |
|||
float4 L_dist = float4(L, dist); |
|||
shadow = GetPunctualShadowAttenuation(lightLoopContext.shadowContext, positionWS + offset, N, lightData.shadowIndex, L_dist, posInput.positionSS); |
|||
#ifdef SHADOWS_SHADOWMASK |
|||
// Note: Legacy Unity have two shadow mask mode. ShadowMask (ShadowMask contain static objects shadow and ShadowMap contain only dynamic objects shadow, final result is the minimun of both value) |
|||
// and ShadowMask_Distance (ShadowMask contain static objects shadow and ShadowMap contain everything and is blend with ShadowMask based on distance (Global distance setup in QualitySettigns)). |
|||
// HDRenderPipeline change this behavior. Only ShadowMask mode is supported but we support both blend with distance AND minimun of both value. Distance is control by light. |
|||
// The following code do this. |
|||
// The min handle the case of having only dynamic objects in the ShadowMap |
|||
// The second case for blend with distance is handled with ShadowDimmer. ShadowDimmer is define manually and by shadowDistance by light. |
|||
// With distance, ShadowDimmer become one and only the ShadowMask appear, we get the blend with distance behavior. |
|||
shadow = lightData.dynamicShadowCasterOnly ? min(shadowMask, shadow) : shadow; |
|||
shadow = lerp(shadowMask, shadow, lightData.shadowDimmer); |
|||
#else |
|||
shadow = lerp(1.0, shadow, lightData.shadowDimmer); |
|||
#endif |
|||
} |
|||
|
|||
attenuation *= shadow; |
|||
|
|||
// Projector lights always have cookies, so we can perform clipping inside the if(). |
|||
[branch] if (lightData.cookieIndex >= 0) |
|||
{ |
|||
float4 cookie = EvaluateCookie_Punctual(lightLoopContext, lightData, positionWS); |
|||
|
|||
color *= cookie.rgb; |
|||
attenuation *= cookie.a; |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 7044f5832067c044ea7552c5d52a8a3f |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Unity Companion License (“License”) |
|||
Software Copyright © 2017 Unity Technologies ApS |
|||
|
|||
Unity Technologies ApS (“Unity”) grants to you a worldwide, non-exclusive, |
|||
no-charge, and royalty-free copyright license to reproduce, prepare derivative |
|||
works of, publicly display, publicly perform, sublicense, and distribute the |
|||
software that is made available under this License (“Software”), subject to the |
|||
following terms and conditions: |
|||
|
|||
1. Unity Companion Use Only. Exercise of the license granted herein is limited |
|||
to exercise for the creation, use, and/or distribution of applications, |
|||
software, or other content pursuant to a valid Unity content authoring and |
|||
rendering engine software license (“Engine License”). That means while use of |
|||
the Software is not limited to use in the software licensed under the Engine |
|||
License, the Software may not be used for any purpose other than the creation, |
|||
use, and/or distribution of Engine License-dependent applications, software, or |
|||
other content. No other exercise of the license granted herein is permitted, |
|||
and in no event may the Software be used for competitive analysis or to develop |
|||
a competing product or service. |
|||
|
|||
2. No Modification of Engine License. Neither this License nor any exercise of |
|||
the license granted herein modifies the Engine License in any way. |
|||
|
|||
3. Ownership & Grant Back to You. |
|||
|
|||
3.1 You own your content. In this License, “derivative works” means derivatives |
|||
of the Software itself--works derived only from the Software by you under this |
|||
License (for example, modifying the code of the Software itself to improve its |
|||
efficacy); “derivative works” of the Software do not include, for example, |
|||
games, apps, or content that you create using the Software. You keep all right, |
|||
title, and interest to your own content. |
|||
|
|||
3.2 Unity owns its content. While you keep all right, title, and interest to |
|||
your own content per the above, as between Unity and you, Unity will own all |
|||
right, title, and interest to all intellectual property rights (including |
|||
patent, trademark, and copyright) in the Software and derivative works of the |
|||
Software, and you hereby assign and agree to assign all such rights in those |
|||
derivative works to Unity. |
|||
|
|||
3.3 You have a license to those derivative works. Subject to this License, |
|||
Unity grants to you the same worldwide, non-exclusive, no-charge, and |
|||
royalty-free copyright license to derivative works of the Software you create |
|||
as is granted to you for the Software under this License. |
|||
|
|||
4. Trademarks. You are not granted any right or license under this License to |
|||
use any trademarks, service marks, trade names, products names, or branding of |
|||
Unity or its affiliates (“Trademarks”). Descriptive uses of Trademarks are |
|||
permitted; see, for example, Unity’s Branding Usage Guidelines at |
|||
https://unity3d.com/public-relations/brand. |
|||
|
|||
5. Notices & Third-Party Rights. This License, including the copyright notice |
|||
associated with the Software, must be provided in all substantial portions of |
|||
the Software and derivative works thereof (or, if that is impracticable, in any |
|||
other location where such notices are customarily placed). Further, if the |
|||
Software is accompanied by a Unity “third-party notices” or similar file, you |
|||
acknowledge and agree that software identified in that file is governed by |
|||
those separate license terms. |
|||
|
|||
6. DISCLAIMER, LIMITATION OF LIABILITY. THE SOFTWARE AND ANY DERIVATIVE WORKS |
|||
THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF |
|||
ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF |
|||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN |
|||
NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES |
|||
(WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, |
|||
INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR |
|||
PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN |
|||
AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN |
|||
CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR |
|||
OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|||
|
|||
7. USE IS ACCEPTANCE and License Versions. Your receipt and use of the Software |
|||
constitutes your acceptance of this License and its terms and conditions. |
|||
Software released by Unity under this License may be modified or updated and |
|||
the License with it; upon any such modification or update, you will comply with |
|||
the terms of the updated License for any use of any of the Software under the |
|||
updated License. |
|||
|
|||
8. Use in Compliance with Law and Termination. Your exercise of the license |
|||
granted herein will at all times be in compliance with applicable law and will |
|||
not infringe any proprietary rights (including intellectual property rights); |
|||
this License will terminate immediately on any breach by you of this License. |
|||
|
|||
9. Severability. If any provision of this License is held to be unenforceable |
|||
or invalid, that provision will be enforced to the maximum extent possible and |
|||
the other provisions will remain in full force and effect. |
|||
|
|||
10. Governing Law and Venue. This License is governed by and construed in |
|||
accordance with the laws of Denmark, except for its conflict of laws rules; the |
|||
United Nations Convention on Contracts for the International Sale of Goods will |
|||
not apply. If you reside (or your principal place of business is) within the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the state and federal courts located in San |
|||
Francisco County, California concerning any dispute arising out of this License |
|||
(“Dispute”). If you reside (or your principal place of business is) outside the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the courts located in Copenhagen, Denmark |
|||
concerning any Dispute. |
|
|||
fileFormatVersion: 2 |
|||
guid: 0f4f03997ce061d4c9c0df390c8b92e5 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 588470d4a88262f438862f590b2de7f5 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
1001
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
|||
fileFormatVersion: 2 |
|||
guid: ac9787fadf0b4ed4391bee6ba1d8e213 |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
{ |
|||
"name": "com.unity.render-pipelines.core.IncludePaths", |
|||
"references": [], |
|||
"includePlatforms": [ |
|||
"Editor" |
|||
], |
|||
"excludePlatforms": [] |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 7f1f241f7b44e6e4f89384a205d0586d |
|||
AssemblyDefinitionImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
%YAML 1.1 |
|||
%TAG !u! tag:unity3d.com,2011: |
|||
--- !u!114 &11400000 |
|||
MonoBehaviour: |
|||
m_ObjectHideFlags: 0 |
|||
m_PrefabParentObject: {fileID: 0} |
|||
m_PrefabInternal: {fileID: 0} |
|||
m_GameObject: {fileID: 0} |
|||
m_Enabled: 1 |
|||
m_EditorHideFlags: 0 |
|||
m_Script: {fileID: 11500000, guid: 59b6606ef2548734bb6d11b9d160bc7e, type: 3} |
|||
m_Name: HDRP_Default_Sky 1 |
|||
m_EditorClassIdentifier: |
|||
rotation: 160 |
|||
exposure: 0 |
|||
multiplier: 1 |
|||
resolution: 256 |
|||
updateMode: 0 |
|||
updatePeriod: 0 |
|||
lightingOverride: {fileID: 0} |
|||
atmosphericScatteringSettings: |
|||
type: 0 |
|||
colorMode: 1 |
|||
fogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} |
|||
mipFogMaxMip: 1 |
|||
mipFogNear: 0 |
|||
mipFogFar: 1000 |
|||
linearFogDensity: 1 |
|||
linearFogStart: 500 |
|||
linearFogEnd: 1000 |
|||
expFogDistance: 100 |
|||
expFogDensity: 1 |
|||
skyHDRI: {fileID: 8900000, guid: fb0bf2eac2381484187ba8a68cdca165, type: 3} |
|
|||
fileFormatVersion: 2 |
|||
guid: 6afe60f7be788644f84fb8dc55566ff7 |
|||
timeCreated: 1507812194 |
|||
licenseType: Pro |
|||
NativeFormatImporter: |
|||
externalObjects: {} |
|||
mainObjectFileID: 11400000 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
%YAML 1.1 |
|||
%TAG !u! tag:unity3d.com,2011: |
|||
--- !u!21 &2100000 |
|||
Material: |
|||
serializedVersion: 6 |
|||
m_ObjectHideFlags: 0 |
|||
m_PrefabParentObject: {fileID: 0} |
|||
m_PrefabInternal: {fileID: 0} |
|||
m_Name: Reflective |
|||
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} |
|||
m_ShaderKeywords: _ALBEDOAFFECTEMISSIVE_OFF _ALPHACUTOFFENABLE_OFF _BLENDMODE_PRESERVE_SPECULAR_LIGHTING |
|||
_DEPTHOFFSETENABLE_OFF _DISTORTIONENABLE_OFF _DOUBLESIDEDENABLE_OFF _ENABLESPECULAROCCLUSION_OFF |
|||
_ENABLEWIND_OFF _NORMALMAP_TANGENT_SPACE _PREREFRACTIONPASS_OFF _TRANSPARENTBACKFACEENABLE_OFF |
|||
_TRANSPARENTDEPTHPOSTPASSENABLE_OFF |
|||
m_LightmapFlags: 4 |
|||
m_EnableInstancingVariants: 0 |
|||
m_DoubleSidedGI: 0 |
|||
m_CustomRenderQueue: -1 |
|||
stringTagMap: {} |
|||
disabledShaderPasses: |
|||
- DistortionVectors |
|||
- TransparentDepthPostpass |
|||
- TransparentBackface |
|||
- TransparentBackfaceDebugDisplay |
|||
m_SavedProperties: |
|||
serializedVersion: 3 |
|||
m_TexEnvs: |
|||
- _AnisotropyMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _BaseColorMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _BentNormalMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _BentNormalMapOS: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _DetailMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _DistortionVectorMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _EmissiveColorMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _HeightMap: |
|||
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} |
|||
- _MaskMap: |
|||
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} |
|||
- _NormalMapOS: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _SpecularColorMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _SubsurfaceRadiusMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _TangentMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _TangentMapOS: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _ThicknessMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _TransmittanceColorMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
m_Floats: |
|||
- _AORemapMax: 1 |
|||
- _AORemapMin: 0 |
|||
- _ATDistance: 1 |
|||
- _AlbedoAffectEmissive: 0 |
|||
- _AlphaCutoff: 0.5 |
|||
- _AlphaCutoffEnable: 0 |
|||
- _AlphaCutoffPostpass: 0.5 |
|||
- _Anisotropy: 0 |
|||
- _BlendMode: 0 |
|||
- _CoatCoverage: 1 |
|||
- _CoatIOR: 0.5 |
|||
- _CullMode: 2 |
|||
- _CullModeForward: 2 |
|||
- _Cutoff: 0.5 |
|||
- _DepthOffsetEnable: 0 |
|||
- _DetailAlbedoScale: 1 |
|||
- _DetailNormalScale: 1 |
|||
- _DetailSmoothnessScale: 1 |
|||
- _DisplacementLockObjectScale: 1 |
|||
- _DisplacementLockTilingScale: 1 |
|||
- _DisplacementMode: 0 |
|||
- _DistortionBlendMode: 0 |
|||
- _DistortionBlurBlendMode: 0 |
|||
- _DistortionBlurDstBlend: 1 |
|||
- _DistortionBlurRemapMax: 1 |
|||
- _DistortionBlurRemapMin: 0 |
|||
- _DistortionBlurScale: 1 |
|||
- _DistortionBlurSrcBlend: 1 |
|||
- _DistortionDepthTest: 1 |
|||
- _DistortionDstBlend: 1 |
|||
- _DistortionEnable: 0 |
|||
- _DistortionScale: 1 |
|||
- _DistortionSrcBlend: 1 |
|||
- _DistortionVectorBias: -1 |
|||
- _DistortionVectorScale: 2 |
|||
- _DoubleSidedEnable: 0 |
|||
- _DoubleSidedNormalMode: 1 |
|||
- _Drag: 1 |
|||
- _DstBlend: 0 |
|||
- _EmissiveColorMode: 1 |
|||
- _EmissiveIntensity: 0 |
|||
- _EnableBlendModePreserveSpecularLighting: 1 |
|||
- _EnableFogOnTransparent: 1 |
|||
- _EnableSpecularOcclusion: 0 |
|||
- _EnableWind: 0 |
|||
- _HeightAmplitude: 0.02 |
|||
- _HeightCenter: 0.5 |
|||
- _HeightMax: 1 |
|||
- _HeightMin: -1 |
|||
- _IOR: 1 |
|||
- _InitialBend: 1 |
|||
- _InvTilingScale: 1 |
|||
- _LinkDetailsWithBase: 1 |
|||
- _MaterialID: 1 |
|||
- _Metallic: 0.5 |
|||
- _NormalMapSpace: 0 |
|||
- _NormalScale: 1 |
|||
- _PPDLodThreshold: 5 |
|||
- _PPDMaxSamples: 15 |
|||
- _PPDMinSamples: 5 |
|||
- _PPDPrimitiveLength: 1 |
|||
- _PPDPrimitiveWidth: 1 |
|||
- _PreRefractionPass: 0 |
|||
- _RefractionMode: 0 |
|||
- _ShiverDirectionality: 0.5 |
|||
- _ShiverDrag: 0.2 |
|||
- _Smoothness: 0.6 |
|||
- _SmoothnessRemapMax: 1 |
|||
- _SmoothnessRemapMin: 0 |
|||
- _SrcBlend: 1 |
|||
- _StencilRef: 2 |
|||
- _Stiffness: 1 |
|||
- _SubsurfaceProfile: 0 |
|||
- _SubsurfaceRadius: 1 |
|||
- _SurfaceType: 0 |
|||
- _TexWorldScale: 1 |
|||
- _Thickness: 1 |
|||
- _ThicknessMultiplier: 1 |
|||
- _TransparentBackfaceEnable: 0 |
|||
- _TransparentDepthPostpassEnable: 0 |
|||
- _UVBase: 0 |
|||
- _UVDetail: 0 |
|||
- _ZTestMode: 4 |
|||
- _ZWrite: 1 |
|||
m_Colors: |
|||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _Color: {r: 1, g: 1, b: 1, a: 1} |
|||
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} |
|||
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _EmissiveColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} |
|||
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} |
|||
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} |
|||
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} |
|
|||
fileFormatVersion: 2 |
|||
guid: 87e418356d4690043a18528cbb055d94 |
|||
NativeFormatImporter: |
|||
externalObjects: {} |
|||
mainObjectFileID: 2100000 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
撰写
预览
正在加载...
取消
保存
Reference in new issue