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Added Content to the Menu's Descriptions + Fixed Portal canvas (removed blocking raycasting)

/main
Thomas ICHÉ 5 年前
当前提交
edbafd42
共有 31 个文件被更改,包括 15145 次插入300 次删除
  1. 10
      Assets/SampleLoader/SampleLoader.cs
  2. 688
      Assets/Samples/Portal/Portal.unity
  3. 231
      Assets/VisualEffectSamples.unity
  4. 8
      Assets/SampleLoader/Screenshots.meta
  5. 1001
      Assets/SampleLoader/Screenshots/ARRadar-20191218095039.png
  6. 115
      Assets/SampleLoader/Screenshots/ARRadar-20191218095039.png.meta
  7. 1001
      Assets/SampleLoader/Screenshots/BonFire-20191218095121.png
  8. 115
      Assets/SampleLoader/Screenshots/BonFire-20191218095121.png.meta
  9. 1001
      Assets/SampleLoader/Screenshots/Butterflies-20191218095013.png
  10. 115
      Assets/SampleLoader/Screenshots/Butterflies-20191218095013.png.meta
  11. 1001
      Assets/SampleLoader/Screenshots/EllenHologram-20191218095112.png
  12. 115
      Assets/SampleLoader/Screenshots/EllenHologram-20191218095112.png.meta
  13. 1001
      Assets/SampleLoader/Screenshots/Genie-20191218095058.png
  14. 115
      Assets/SampleLoader/Screenshots/Genie-20191218095058.png.meta
  15. 1001
      Assets/SampleLoader/Screenshots/GrassWind-20191218095019.png
  16. 115
      Assets/SampleLoader/Screenshots/GrassWind-20191218095019.png.meta
  17. 1001
      Assets/SampleLoader/Screenshots/MorphingFace-20191218095009.png
  18. 115
      Assets/SampleLoader/Screenshots/MorphingFace-20191218095009.png.meta
  19. 1001
      Assets/SampleLoader/Screenshots/Portal-20191218095034.png
  20. 115
      Assets/SampleLoader/Screenshots/Portal-20191218095034.png.meta
  21. 1001
      Assets/SampleLoader/Screenshots/RibbonPack-20191218095131.png
  22. 115
      Assets/SampleLoader/Screenshots/RibbonPack-20191218095131.png.meta
  23. 1001
      Assets/SampleLoader/Screenshots/SpaceshipHoloTable-20191218095105.png
  24. 115
      Assets/SampleLoader/Screenshots/SpaceshipHoloTable-20191218095105.png.meta
  25. 1001
      Assets/SampleLoader/Screenshots/UnityLogo-20191218095006.png
  26. 115
      Assets/SampleLoader/Screenshots/UnityLogo-20191218095006.png.meta
  27. 1001
      Assets/SampleLoader/Screenshots/Volumetric-20191218095029.png
  28. 115
      Assets/SampleLoader/Screenshots/Volumetric-20191218095029.png.meta
  29. 1001
      Assets/SampleLoader/Screenshots/VoxelizedTerrain-20191218095048.png
  30. 115
      Assets/SampleLoader/Screenshots/VoxelizedTerrain-20191218095048.png.meta

10
Assets/SampleLoader/SampleLoader.cs


public Text FramerateText;
public Toggle FPSCounterToggle;
[Header("Screenshot")]
public KeyCode ScreenshotCode = KeyCode.F10;
int currentScene = 0;
bool m_Fading;

if (Input.GetKeyDown(KeyCode.F11))
SetDemoMode(!m_DemoMode);
if (Input.GetKeyDown(KeyCode.F10))
{
var now = System.DateTime.Now;
string filename = $"VisualEffectGraph-Samples-{SceneManager.GetSceneAt(1).name}-{now.Year}{now.Month.ToString("D2")}{now.Day.ToString("D2")}{now.Hour.ToString("D2")}{now.Minute.ToString("D2")}{now.Second.ToString("D2")}.png";
Debug.Log($"Captured Screenshot to : {filename}");
ScreenCapture.CaptureScreenshot(filename);
}
UpdateDebug();

688
Assets/Samples/Portal/Portal.unity


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231
Assets/VisualEffectSamples.unity


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value: 'The Ribbon Pack Sample is focusing on the use of ParticleStrip Systems
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a fixed rate.
Trails are then rendered with bent normals, transmission
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value: 'This sample presents a swarm of procedurally animated butterflies.
Each buterfly is one simulated element that revolves around a central point
with a particular orbit.
Every simulated point is then rendered
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math (sine/cosine) operators in the Output Context using the position and
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value: "This sample presents a well-known portal effect from a famous superhero
movie, made of a circling ring of particles around a distortion portal. \n\nParticles
are spawned based on a circle and categorized to have two distinct behaviors
: long living discrete particles that can bounce on the ground, and intense-burning
particles with shorter life and much more velocity."
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value: 'This sample simulates a grid of Voxels that matches a terrain heightmap.
Some controls are displayed onscreen to manipulate the height of the terrain
and the water elevation.
While these are not actual voxels, it
displays a grid of 256x256 cubes that are scaled vertically in order to reach
the actual position. Scaling is made so the height is snappeed to a voxel
size, making the animation a bit more chunky.'
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value: 'This smaple presents a Radar view of spaces targets. It deploys itself
as a wormhole vaccuum made of lines and displays some space clouds and asteroids.
The
sequence is animated through Timeline with one deploy parameter for the radar
grid, clouds and asteroids and one animated Vector position for the Blue
dot at the center. Spaceships are spawned using Timeline VFX Activation Tracks.'
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value: "This sample Presents a small camp scene in the woods with two people
around a bonfire. The scene focuses on the use of Shader Graph to animate
and render the effects.\n\n - Wind in the trees is using a custom ShaderGraph
to bend the trunks\n - Fire uses unlit VFX ShaderGraphs with noise shredding
and alpha erosion.\n - Smoke uses unlit VFX ShaderGraph with Flipbook Blending
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value: 'This Sample presents a terrain grass interaction and animation system
based on Visual Effect Graph. Grass reacts to the movement of the player
and will bend to the ground, then get back to its position after a while.
Every
point is spawned based on a point cache then simulated individually based
on the position and the velocity of the player. Already bent crops do not
interact until they are unbending. Slight wind turbulence is also applied
to all.
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value: 'A genie coming out of his lamp : this sample demonstrates a complex
effect with many systems that work and are seqeunced together.
Particles
are driven using a 4-point Bezier segement that is manipulated through game
objects in the scene.
Sequencing and camera animation are made
using Timeline.'
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value: "This sample focuses on lit particle rendering and demonstrates a Flow
of Blobby-Lit sprites interacting with the High Definition Render Pipeline
Volumetric Fog and lights. \n\nParticles cast shadows that produce lightshafts.
They also recieve lighting that is propagated to the backfaces using the
diffuse transmission model.\n\n"
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value: Spaceship - Holo Table
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value: 'This Sample demonstrates one of the Unity Spaceship Demo''s most famous
effects : the Holographic Table Pin-Screen. This sample presents a Heightfield
displayed on a homogenous grid of pins, rendered on a glass table. Every
pin reacts to a height field, scan wave animation, noise and glitches.
While
every point is simulated once, it is rendered as a pin body, pin cap and
an additional ray of light coming from an upper source.'
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