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3115
Assets/Scenes/EnvChanger.unity
Normal file
3115
Assets/Scenes/EnvChanger.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/EnvChanger.unity.meta
Normal file
7
Assets/Scenes/EnvChanger.unity.meta
Normal file
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Load Diff
8
Assets/Scenes/Volume.meta
Normal file
8
Assets/Scenes/Volume.meta
Normal file
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|
fileFormatVersion: 2
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guid: 2d27f805e90d2bc4080f4f2ab821159b
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98
Assets/Scenes/Volume/crtVolme.asset
Normal file
98
Assets/Scenes/Volume/crtVolme.asset
Normal file
@ -0,0 +1,98 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
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m_Value: 0
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3}
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m_EditorClassIdentifier:
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components:
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intensity:
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m_Value: 0.96
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8
Assets/Scenes/Volume/crtVolme.asset.meta
Normal file
8
Assets/Scenes/Volume/crtVolme.asset.meta
Normal file
@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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|
guid: c3b45ae649e3364408bb0986304f0649
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externalObjects: {}
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mainObjectFileID: 11400000
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|
userData:
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assetBundleName:
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||||||
|
assetBundleVariant:
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||||||
24
Assets/Scripts/ButtonAction.cs
Normal file
24
Assets/Scripts/ButtonAction.cs
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class ButtonAction : MonoBehaviour
|
||||||
|
{
|
||||||
|
public void LoadScene(String sceneName)
|
||||||
|
{
|
||||||
|
SceneManager.LoadScene(sceneName);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OpenOption()
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Quit()
|
||||||
|
{
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
UnityEditor.EditorApplication.isPlaying = false;
|
||||||
|
#endif
|
||||||
|
Application.Quit();
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/ButtonAction.cs.meta
Normal file
11
Assets/Scripts/ButtonAction.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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|
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|
externalObjects: {}
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serializedVersion: 2
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|
defaultReferences: []
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|
executionOrder: 0
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|
icon: {instanceID: 0}
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|
userData:
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|
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|
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63
Assets/Scripts/EnvChanger.cs
Normal file
63
Assets/Scripts/EnvChanger.cs
Normal file
@ -0,0 +1,63 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class EnvChanger : MonoBehaviour
|
||||||
|
{
|
||||||
|
private float initAmbientIntensity;
|
||||||
|
private float initRefIntensity;
|
||||||
|
[SerializeField]
|
||||||
|
private float targetAmbientIntensity, targetRefIntensity;
|
||||||
|
[SerializeField]
|
||||||
|
private bool enterFromLeft = true;
|
||||||
|
[SerializeField]
|
||||||
|
private Transform playerPos;
|
||||||
|
private bool isInEnviro = false;
|
||||||
|
public void ChangeEnvironnement(){
|
||||||
|
|
||||||
|
if(ExitOnCorrectSide()){
|
||||||
|
isInEnviro = !isInEnviro;
|
||||||
|
if(isInEnviro){
|
||||||
|
initAmbientIntensity = RenderSettings.ambientIntensity;
|
||||||
|
initRefIntensity = RenderSettings.reflectionIntensity;
|
||||||
|
RenderSettings.ambientIntensity = targetAmbientIntensity;
|
||||||
|
RenderSettings.reflectionIntensity = targetRefIntensity;
|
||||||
|
|
||||||
|
}else{
|
||||||
|
RenderSettings.ambientIntensity = initAmbientIntensity;
|
||||||
|
RenderSettings.reflectionIntensity = initRefIntensity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool ExitOnCorrectSide(){
|
||||||
|
|
||||||
|
if(enterFromLeft){
|
||||||
|
if(!isInEnviro){
|
||||||
|
if(playerPos.position.x > transform.position.x){
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
if(playerPos.position.x < transform.position.x){
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}else{
|
||||||
|
if(!isInEnviro){
|
||||||
|
if(playerPos.position.x < transform.position.x){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
if(playerPos.position.x > transform.position.x){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/EnvChanger.cs.meta
Normal file
11
Assets/Scripts/EnvChanger.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: d472a146f9945154b9f33e0da19e3c69
|
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|
MonoImporter:
|
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|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
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|
defaultReferences: []
|
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|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -2,12 +2,18 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class GameController : MonoBehaviour
|
public class GameController : MonoBehaviour
|
||||||
{
|
{
|
||||||
private static GameController instance;
|
private static GameController instance;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private string startScene, mainScene, endScene;
|
private string startScene, mainScene, endScene;
|
||||||
|
[SerializeField]
|
||||||
|
private float fadeSpeed;
|
||||||
|
[SerializeField]
|
||||||
|
private Image fadeImg;
|
||||||
|
private Coroutine fadeCoroutine;
|
||||||
public static GameController Instance{
|
public static GameController Instance{
|
||||||
get{
|
get{
|
||||||
if(instance is null)Debug.LogError("Game controller is null");
|
if(instance is null)Debug.LogError("Game controller is null");
|
||||||
@ -16,28 +22,62 @@ public class GameController : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
private void Awake() {
|
private void Awake() {
|
||||||
|
if(GameController.Instance is null){
|
||||||
instance = this;
|
instance = this;
|
||||||
DontDestroyOnLoad(this.gameObject);
|
DontDestroyOnLoad(this.gameObject);
|
||||||
|
SceneManager.activeSceneChanged += ChangedScene;
|
||||||
|
}else{
|
||||||
|
Destroy(this.gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
public void StartGame(){
|
public void StartGame(){
|
||||||
SceneManager.LoadScene(mainScene);
|
fadeCoroutine = StartCoroutine(FadeToBlack(mainScene, true,fadeSpeed));
|
||||||
}
|
}
|
||||||
|
|
||||||
public void EndGame(){
|
public void EndGame(){
|
||||||
Debug.Log("Game is over");
|
Debug.Log("Game is over");
|
||||||
SceneManager.LoadScene(endScene);
|
fadeCoroutine = StartCoroutine(FadeToBlack(endScene, true,fadeSpeed));
|
||||||
}
|
}
|
||||||
|
|
||||||
public void QuitGame(){
|
public void QuitGame(){
|
||||||
|
//fadeCoroutine = StartCoroutine(FadeToBlack(true,fadeTimer));
|
||||||
Application.Quit();
|
Application.Quit();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Options(){
|
public void Options(){
|
||||||
|
//fadeCoroutine = StartCoroutine(FadeToBlack(true,fadeTimer));
|
||||||
Debug.Log("Clicked options");
|
Debug.Log("Clicked options");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MainMenu(){
|
public void MainMenu(){
|
||||||
SceneManager.LoadScene(startScene);
|
fadeCoroutine = StartCoroutine(FadeToBlack(startScene, true,fadeSpeed));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ChangedScene(Scene curr, Scene next){
|
||||||
|
fadeCoroutine = StartCoroutine(FadeToBlack(string.Empty, false, fadeSpeed));
|
||||||
|
}
|
||||||
|
|
||||||
|
public IEnumerator FadeToBlack(string sceneToLoad,bool fadeToBlack = true, float fadeSpeed = 2.5f){
|
||||||
|
Color imgColor = fadeImg.color;
|
||||||
|
float fadeAmount;
|
||||||
|
if(fadeToBlack){
|
||||||
|
while(fadeImg.color.a < 1){
|
||||||
|
fadeAmount = imgColor.a + (fadeSpeed * Time.deltaTime);
|
||||||
|
imgColor = new Color(imgColor.r, imgColor.g, imgColor.b, fadeAmount);
|
||||||
|
fadeImg.color = imgColor;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
SceneManager.LoadScene(sceneToLoad);
|
||||||
|
}else{
|
||||||
|
while(fadeImg.color.a > 0){
|
||||||
|
fadeAmount = imgColor.a - (fadeSpeed * Time.deltaTime);
|
||||||
|
imgColor = new Color(imgColor.r, imgColor.g, imgColor.b, fadeAmount);
|
||||||
|
fadeImg.color = imgColor;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
8
Assets/Scripts/Shaders.meta
Normal file
8
Assets/Scripts/Shaders.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c25c3458146a19a42898a05920f05bcf
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
28
Assets/Scripts/Shaders/CustomEffectComponent.cs
Normal file
28
Assets/Scripts/Shaders/CustomEffectComponent.cs
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace Shaders
|
||||||
|
{
|
||||||
|
[Serializable,
|
||||||
|
VolumeComponentMenuForRenderPipeline("Custom/"+nameof(CustomEffectComponent), typeof(UniversalRenderPipeline))]
|
||||||
|
public class CustomEffectComponent : VolumeComponent, IPostProcessComponent
|
||||||
|
{
|
||||||
|
// For example, an intensity parameter that goes from 0 to 1
|
||||||
|
public ClampedFloatParameter intensity =
|
||||||
|
new ClampedFloatParameter(value: 0, min: 0, max: 1, overrideState: true);
|
||||||
|
|
||||||
|
// Other 'Parameter' variables you might have
|
||||||
|
|
||||||
|
public bool IsActive() => intensity.value > 0 && this.active;
|
||||||
|
|
||||||
|
// I have no idea what this does yet but I'll update the post once I find an usage
|
||||||
|
public bool IsTileCompatible() => true;
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Shaders/CustomEffectComponent.cs.meta
Normal file
11
Assets/Scripts/Shaders/CustomEffectComponent.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2dce45078901e8743bb35a183fe9b463
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
117
Assets/Scripts/Shaders/CustomPostProcessPass.cs
Normal file
117
Assets/Scripts/Shaders/CustomPostProcessPass.cs
Normal file
@ -0,0 +1,117 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
/**
|
||||||
|
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace Shaders
|
||||||
|
{
|
||||||
|
[System.Serializable]
|
||||||
|
public class CustomPostProcessPass : ScriptableRenderPass
|
||||||
|
{
|
||||||
|
// Used to render from camera to post processings
|
||||||
|
// back and forth, until we render the final image to
|
||||||
|
// the camera
|
||||||
|
RenderTargetIdentifier source;
|
||||||
|
RenderTargetIdentifier destinationA;
|
||||||
|
RenderTargetIdentifier destinationB;
|
||||||
|
RenderTargetIdentifier latestDest;
|
||||||
|
|
||||||
|
readonly int temporaryRTIdA = Shader.PropertyToID("_TempRT");
|
||||||
|
readonly int temporaryRTIdB = Shader.PropertyToID("_TempRTB");
|
||||||
|
|
||||||
|
public CustomPostProcessPass()
|
||||||
|
{
|
||||||
|
// Set the render pass event
|
||||||
|
renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
|
||||||
|
{
|
||||||
|
// Grab the camera target descriptor. We will use this when creating a temporary render texture.
|
||||||
|
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
|
||||||
|
descriptor.depthBufferBits = 0;
|
||||||
|
|
||||||
|
var renderer = renderingData.cameraData.renderer;
|
||||||
|
source = renderer.cameraColorTarget;
|
||||||
|
|
||||||
|
// Create a temporary render texture using the descriptor from above.
|
||||||
|
cmd.GetTemporaryRT(temporaryRTIdA , descriptor, FilterMode.Bilinear);
|
||||||
|
destinationA = new RenderTargetIdentifier(temporaryRTIdA);
|
||||||
|
cmd.GetTemporaryRT(temporaryRTIdB , descriptor, FilterMode.Bilinear);
|
||||||
|
destinationB = new RenderTargetIdentifier(temporaryRTIdB);
|
||||||
|
}
|
||||||
|
|
||||||
|
// The actual execution of the pass. This is where custom rendering occurs.
|
||||||
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||||
|
{
|
||||||
|
// Skipping post processing rendering inside the scene View
|
||||||
|
if(renderingData.cameraData.isSceneViewCamera)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Here you get your materials from your custom class
|
||||||
|
// (It's up to you! But here is how I did it)
|
||||||
|
var materials = CustomPostProcessingMaterials.Instance;
|
||||||
|
if (materials == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("Custom Post Processing Materials instance is null");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
CommandBuffer cmd = CommandBufferPool.Get("Custom Post Processing");
|
||||||
|
cmd.Clear();
|
||||||
|
|
||||||
|
// This holds all the current Volumes information
|
||||||
|
// which we will need later
|
||||||
|
var stack = VolumeManager.instance.stack;
|
||||||
|
|
||||||
|
#region Local Methods
|
||||||
|
|
||||||
|
// Swaps render destinations back and forth, so that
|
||||||
|
// we can have multiple passes and similar with only a few textures
|
||||||
|
void BlitTo(Material mat, int pass = 0)
|
||||||
|
{
|
||||||
|
var first = latestDest;
|
||||||
|
var last = first == destinationA ? destinationB : destinationA;
|
||||||
|
Blit(cmd, first, last, mat, pass);
|
||||||
|
|
||||||
|
latestDest = last;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
// Starts with the camera source
|
||||||
|
latestDest = source;
|
||||||
|
|
||||||
|
//---Custom effect here---
|
||||||
|
var customEffect = stack.GetComponent<CustomEffectComponent>();
|
||||||
|
// Only process if the effect is active
|
||||||
|
if (customEffect.IsActive())
|
||||||
|
{
|
||||||
|
var customMaterial = materials.customEffect;
|
||||||
|
// P.s. optimize by caching the property ID somewhere else
|
||||||
|
customMaterial.SetFloat(Shader.PropertyToID("_Intensity"), customEffect.intensity.value);
|
||||||
|
|
||||||
|
BlitTo(customMaterial);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add any other custom effect/component you want, in your preferred order
|
||||||
|
// Custom effect 2, 3 , ...
|
||||||
|
|
||||||
|
// DONE! Now that we have processed all our custom effects, applies the final result to camera
|
||||||
|
Blit(cmd, latestDest, source);
|
||||||
|
|
||||||
|
context.ExecuteCommandBuffer(cmd);
|
||||||
|
CommandBufferPool.Release(cmd);
|
||||||
|
}
|
||||||
|
|
||||||
|
//Cleans the temporary RTs when we don't need them anymore
|
||||||
|
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||||
|
{
|
||||||
|
cmd.ReleaseTemporaryRT(temporaryRTIdA);
|
||||||
|
cmd.ReleaseTemporaryRT(temporaryRTIdB);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Shaders/CustomPostProcessPass.cs.meta
Normal file
11
Assets/Scripts/Shaders/CustomPostProcessPass.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 37e69f1d36604e44e8313672cbb7efd4
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
20
Assets/Scripts/Shaders/CustomPostProcessRenderer.cs
Normal file
20
Assets/Scripts/Shaders/CustomPostProcessRenderer.cs
Normal file
@ -0,0 +1,20 @@
|
|||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
namespace Shaders
|
||||||
|
{
|
||||||
|
[System.Serializable]
|
||||||
|
public class CustomPostProcessRenderer : ScriptableRendererFeature
|
||||||
|
{
|
||||||
|
CustomPostProcessPass pass;
|
||||||
|
|
||||||
|
public override void Create()
|
||||||
|
{
|
||||||
|
pass = new CustomPostProcessPass();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||||
|
{
|
||||||
|
renderer.EnqueuePass(pass);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Shaders/CustomPostProcessRenderer.cs.meta
Normal file
11
Assets/Scripts/Shaders/CustomPostProcessRenderer.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e4a5752e025fc3d4c98d3aad409aac42
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
35
Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs
Normal file
35
Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Serialization;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* https://www.febucci.com/2022/05/custom-post-processing-in-urp/
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace Shaders
|
||||||
|
{
|
||||||
|
[System.Serializable,
|
||||||
|
CreateAssetMenu(fileName = "CustomPostProcessingMaterials", menuName = "CustomMaterial/CustomPostProcessingMaterials")]
|
||||||
|
public class CustomPostProcessingMaterials : UnityEngine.ScriptableObject
|
||||||
|
{
|
||||||
|
//---Your Materials---
|
||||||
|
public Material customEffect;
|
||||||
|
|
||||||
|
//---Accessing the data from the Pass---
|
||||||
|
static CustomPostProcessingMaterials _instance;
|
||||||
|
|
||||||
|
public static CustomPostProcessingMaterials Instance
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_instance != null) return _instance;
|
||||||
|
// TODO check if application is quitting
|
||||||
|
// and avoid loading if that is the case
|
||||||
|
|
||||||
|
_instance =
|
||||||
|
UnityEngine.Resources.Load("Shaders/CustomPostProcessingMaterials") as CustomPostProcessingMaterials;
|
||||||
|
return _instance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs.meta
Normal file
11
Assets/Scripts/Shaders/CustomPostProcessingMaterials.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0517c7201b6a73841950436abd2ee35f
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -27,7 +27,7 @@ public class SlidingDoor : Triggerable
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void TriggerEvent(){
|
public override void TriggerEvent(Collider other){
|
||||||
|
|
||||||
isOpen = !isOpen;
|
isOpen = !isOpen;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -16,7 +16,7 @@ public class TriggerZone : MonoBehaviour
|
|||||||
private void OnTriggerEnter(Collider other) {
|
private void OnTriggerEnter(Collider other) {
|
||||||
if(!onEnter)return;
|
if(!onEnter)return;
|
||||||
if(other.gameObject.tag.Equals("Player")){
|
if(other.gameObject.tag.Equals("Player")){
|
||||||
linkedObj.TriggerEvent();
|
linkedObj?.TriggerEvent(other);
|
||||||
enterEvent?.Invoke();
|
enterEvent?.Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -24,7 +24,7 @@ public class TriggerZone : MonoBehaviour
|
|||||||
private void OnTriggerStay(Collider other) {
|
private void OnTriggerStay(Collider other) {
|
||||||
if(!onStay)return;
|
if(!onStay)return;
|
||||||
if(other.gameObject.tag.Equals("Player")){
|
if(other.gameObject.tag.Equals("Player")){
|
||||||
linkedObj.TriggerEvent();
|
linkedObj?.TriggerEvent(other);
|
||||||
stayEvent?.Invoke();
|
stayEvent?.Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -32,7 +32,7 @@ public class TriggerZone : MonoBehaviour
|
|||||||
private void OnTriggerExit(Collider other) {
|
private void OnTriggerExit(Collider other) {
|
||||||
if(!OnExit)return;
|
if(!OnExit)return;
|
||||||
if(other.gameObject.tag.Equals("Player")){
|
if(other.gameObject.tag.Equals("Player")){
|
||||||
linkedObj.TriggerEvent();
|
linkedObj?.TriggerEvent(other);
|
||||||
exitEvent?.Invoke();
|
exitEvent?.Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -4,5 +4,5 @@ using UnityEngine;
|
|||||||
|
|
||||||
public abstract class Triggerable : MonoBehaviour
|
public abstract class Triggerable : MonoBehaviour
|
||||||
{
|
{
|
||||||
public abstract void TriggerEvent();
|
public abstract void TriggerEvent(Collider other = null);
|
||||||
}
|
}
|
||||||
|
|||||||
26
Assets/Scripts/UIController.cs
Normal file
26
Assets/Scripts/UIController.cs
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class UIController : MonoBehaviour
|
||||||
|
{
|
||||||
|
public void StartGame(){
|
||||||
|
GameController.Instance.StartGame();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EndGame(){
|
||||||
|
GameController.Instance.EndGame();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void QuitGame(){
|
||||||
|
GameController.Instance.QuitGame();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Options(){
|
||||||
|
GameController.Instance.Options();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void MainMenu(){
|
||||||
|
GameController.Instance.MainMenu();
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/UIController.cs.meta
Normal file
11
Assets/Scripts/UIController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 06cd37efca880db4c897922a3b05a3d9
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -13,7 +13,7 @@ MonoBehaviour:
|
|||||||
m_Name: SSAO
|
m_Name: SSAO
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
m_Active: 1
|
m_Active: 1
|
||||||
m_Shader: {fileID: 0}
|
m_Shader: {fileID: 4800000, guid: 0849e84e3d62649e8882e9d6f056a017, type: 3}
|
||||||
m_Settings:
|
m_Settings:
|
||||||
Downsample: 1
|
Downsample: 1
|
||||||
AfterOpaque: 0
|
AfterOpaque: 0
|
||||||
@ -40,9 +40,11 @@ MonoBehaviour:
|
|||||||
type: 3}
|
type: 3}
|
||||||
m_RendererFeatures:
|
m_RendererFeatures:
|
||||||
- {fileID: -1878332245247344467}
|
- {fileID: -1878332245247344467}
|
||||||
m_RendererFeatureMap: adc0de57c6d2eee5
|
- {fileID: 8085504866986450578}
|
||||||
|
m_RendererFeatureMap: adc0de57c6d2eee5925e6b72d67b3570
|
||||||
m_UseNativeRenderPass: 0
|
m_UseNativeRenderPass: 0
|
||||||
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
|
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
|
||||||
|
xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
|
||||||
shaders:
|
shaders:
|
||||||
blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
|
blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
|
||||||
copyDepthPS: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3}
|
copyDepthPS: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3}
|
||||||
@ -51,10 +53,14 @@ MonoBehaviour:
|
|||||||
stencilDeferredPS: {fileID: 4800000, guid: e9155b26e1bc55942a41e518703fe304, type: 3}
|
stencilDeferredPS: {fileID: 4800000, guid: e9155b26e1bc55942a41e518703fe304, type: 3}
|
||||||
fallbackErrorPS: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3}
|
fallbackErrorPS: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3}
|
||||||
materialErrorPS: {fileID: 4800000, guid: 5fd9a8feb75a4b5894c241777f519d4e, type: 3}
|
materialErrorPS: {fileID: 4800000, guid: 5fd9a8feb75a4b5894c241777f519d4e, type: 3}
|
||||||
coreBlitPS: {fileID: 0}
|
coreBlitPS: {fileID: 4800000, guid: 93446b5c5339d4f00b85c159e1159b7c, type: 3}
|
||||||
coreBlitColorAndDepthPS: {fileID: 0}
|
coreBlitColorAndDepthPS: {fileID: 4800000, guid: d104b2fc1ca6445babb8e90b0758136b,
|
||||||
cameraMotionVector: {fileID: 0}
|
type: 3}
|
||||||
objectMotionVector: {fileID: 0}
|
cameraMotionVector: {fileID: 4800000, guid: c56b7e0d4c7cb484e959caeeedae9bbf,
|
||||||
|
type: 3}
|
||||||
|
objectMotionVector: {fileID: 4800000, guid: 7b3ede40266cd49a395def176e1bc486,
|
||||||
|
type: 3}
|
||||||
|
m_AssetVersion: 1
|
||||||
m_OpaqueLayerMask:
|
m_OpaqueLayerMask:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Bits: 4294967295
|
m_Bits: 4294967295
|
||||||
@ -74,3 +80,17 @@ MonoBehaviour:
|
|||||||
m_AccurateGbufferNormals: 0
|
m_AccurateGbufferNormals: 0
|
||||||
m_ClusteredRendering: 0
|
m_ClusteredRendering: 0
|
||||||
m_TileSize: 32
|
m_TileSize: 32
|
||||||
|
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Properties
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||||||
|
{
|
||||||
|
_MainTex("Texture", 2D) = "Transparent" {}
|
||||||
|
u_time("Time",float) = 0.5
|
||||||
|
u_bend("Bend",range(0.5, 10.0)) = 0.5
|
||||||
|
u_space_bend("Space Bend",range(1.5, 2.5)) = 2.5
|
||||||
|
u_scanlin_transparence1("Scanline 1 Transparence",range(0, 0.5)) = 0.5
|
||||||
|
u_scanline_size_1("Scanline Size 1",range(0, 750)) = 0.5
|
||||||
|
u_scanline_speed_1("Scanline Speed 1",float) = 0.5
|
||||||
|
u_scanlin_transparence2("Scanline 2 Transparence",range(0, 0.5)) = 0.5
|
||||||
|
u_scanline_size_2("Scanline Size 2",range(0, 750)) = 0.5
|
||||||
|
u_scanline_speed_2("Scanline Speed 2",float) = 0.5
|
||||||
|
u_scanline_amount("Scanline Amount",range(0, 1)) = 0.5
|
||||||
|
u_vignette_size("Vignette Size",range(0, 10)) = 0.5
|
||||||
|
u_vignette_smoothness("Vignette Smoothness",range(0, 2)) = 0.5
|
||||||
|
u_vignette_edge_round("Vignette Edge Round",range(0, 100)) = 0.5
|
||||||
|
u_noise_size("Noise Size",range(0, 500 )) = 0.5
|
||||||
|
u_noise_amount("Noise Amount",range(0, 0.15)) = 0.5
|
||||||
|
u_red_offset_y("Red Offset",range(-0.01,0.01)) = 0
|
||||||
|
u_green_offset_y("Green Offset",range(-0.01,0.01)) = 0
|
||||||
|
u_blue_offset_y("Blue Offset",range(-0.01,0.01)) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
// No culling or depth
|
||||||
|
Cull Off ZWrite Off ZTest Always
|
||||||
|
|
||||||
|
Tags
|
||||||
|
{
|
||||||
|
"RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
HLSLPROGRAM
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
|
||||||
|
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
|
||||||
|
TEXTURE2D(_MainTex);
|
||||||
|
SAMPLER(sampler_MainTex);
|
||||||
|
|
||||||
|
float _Intensity;
|
||||||
|
|
||||||
|
struct Attributes
|
||||||
|
{
|
||||||
|
float4 positionOS : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Varyings
|
||||||
|
{
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
Varyings vert(Attributes input)
|
||||||
|
{
|
||||||
|
Varyings output = (Varyings)0;
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||||
|
|
||||||
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
||||||
|
output.vertex = vertexInput.positionCS;
|
||||||
|
output.uv = input.uv;
|
||||||
|
|
||||||
|
return output;
|
||||||
|
}
|
||||||
|
|
||||||
|
uniform float u_time;
|
||||||
|
uniform float u_bend;
|
||||||
|
uniform float u_space_bend;
|
||||||
|
uniform float u_scanlin_transparence1;
|
||||||
|
uniform float u_scanline_size_1;
|
||||||
|
uniform float u_scanline_speed_1;
|
||||||
|
uniform float u_scanlin_transparence2;
|
||||||
|
uniform float u_scanline_size_2;
|
||||||
|
uniform float u_scanline_speed_2;
|
||||||
|
uniform float u_scanline_amount;
|
||||||
|
uniform float u_vignette_size;
|
||||||
|
uniform float u_vignette_smoothness;
|
||||||
|
uniform float u_vignette_edge_round;
|
||||||
|
uniform float u_noise_size;
|
||||||
|
uniform float u_noise_amount;
|
||||||
|
uniform float u_red_offset_y;
|
||||||
|
uniform float u_green_offset_y;
|
||||||
|
uniform float u_blue_offset_y;
|
||||||
|
|
||||||
|
half2 u_color_offset(float offset)
|
||||||
|
{
|
||||||
|
return half2(0, offset);
|
||||||
|
}
|
||||||
|
|
||||||
|
half2 crt_coords(half2 uv, float bend)
|
||||||
|
{
|
||||||
|
uv -= 0.5;
|
||||||
|
uv *= 2.;
|
||||||
|
|
||||||
|
uv.x *= 1. + pow(abs(uv.y) / bend, 2.);
|
||||||
|
uv.y *= 1. + pow(abs(uv.x) / bend, 2.);
|
||||||
|
|
||||||
|
uv /= u_space_bend;
|
||||||
|
return (uv + .5);
|
||||||
|
}
|
||||||
|
|
||||||
|
float vignette(half2 uv, float size, float smoothness, float edgeRounding)
|
||||||
|
{
|
||||||
|
uv -= .5;
|
||||||
|
uv *= size;
|
||||||
|
float amount = sqrt(pow(abs(uv.x), edgeRounding) + pow(abs(uv.y), edgeRounding));
|
||||||
|
amount = 1. - amount;
|
||||||
|
return smoothstep(0, smoothness, amount);
|
||||||
|
}
|
||||||
|
|
||||||
|
float scanline(half2 uv, float lines, float speed, float transparence)
|
||||||
|
{
|
||||||
|
return sin(uv.y * lines + u_time * speed) * transparence;
|
||||||
|
}
|
||||||
|
|
||||||
|
float random(half2 uv)
|
||||||
|
{
|
||||||
|
return frac(sin(dot(uv, half2(15.1511, 42.5225))) * 12341.51611 * sin(u_time * 0.03));
|
||||||
|
}
|
||||||
|
|
||||||
|
float noise(half2 uv)
|
||||||
|
{
|
||||||
|
half2 i = floor(uv);
|
||||||
|
half2 f = frac(uv);
|
||||||
|
|
||||||
|
float a = random(i);
|
||||||
|
float b = random(i + half2(1., 0.));
|
||||||
|
float c = random(i + half2(0, 1.));
|
||||||
|
float d = random(i + half2(1., 1.));
|
||||||
|
|
||||||
|
half2 u = smoothstep(0., 1., f);
|
||||||
|
|
||||||
|
return (lerp(a, b, u.x) + (c - a) * u.y * (1. - u.x) + (d - b) * u.x * u.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 frag(Varyings i) : SV_Target
|
||||||
|
{
|
||||||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||||
|
u_time = _Time;
|
||||||
|
half2 crt_uv = crt_coords(i.uv, u_bend);
|
||||||
|
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
|
||||||
|
|
||||||
|
color.r = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_red_offset_y)).r;
|
||||||
|
color.g = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_green_offset_y)).g;
|
||||||
|
color.b = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, crt_uv + u_color_offset(u_blue_offset_y)).b;
|
||||||
|
color.a = SAMPLE_TEXTURE2D(_MainTex,sampler_MainTex, crt_uv).a;
|
||||||
|
|
||||||
|
float s1 = scanline(i.uv, u_scanline_size_1, u_scanline_speed_1, u_scanlin_transparence1);
|
||||||
|
float s2 = scanline(i.uv, u_scanline_size_2, u_scanline_speed_2, u_scanlin_transparence2);
|
||||||
|
|
||||||
|
color = lerp(color, (s1 + s2), u_scanline_amount);
|
||||||
|
color = lerp(color, noise(i.uv * u_noise_size), u_noise_amount);
|
||||||
|
color *= vignette(i.uv, u_vignette_size, u_vignette_smoothness, u_vignette_edge_round);
|
||||||
|
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
}
|
||||||
|
FallBack "Diffuse"
|
||||||
|
}
|
||||||
10
Assets/Shaders/CRTShader.shader.meta
Normal file
10
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Normal file
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defaultTextures: []
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nonModifiableTextures: []
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assetBundleName:
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assetBundleVariant:
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Normal file
BIN
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Normal file
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After Width: | Height: | Size: 726 KiB |
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 32
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaUsage: 1
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Assets/Sprites/MenuBackGround2.png
Normal file
BIN
Assets/Sprites/MenuBackGround2.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.2 MiB |
147
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Normal file
147
Assets/Sprites/MenuBackGround2.png.meta
Normal file
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Normal file
BIN
Assets/Sprites/couleur_sur_blanc.png
Normal file
Binary file not shown.
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147
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Normal file
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Normal file
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|
||||||
@ -759,7 +813,7 @@ PlayerSettings:
|
|||||||
webGLDebugSymbols: 0
|
webGLDebugSymbols: 0
|
||||||
webGLEmscriptenArgs:
|
webGLEmscriptenArgs:
|
||||||
webGLModulesDirectory:
|
webGLModulesDirectory:
|
||||||
webGLTemplate: APPLICATION:Default
|
webGLTemplate: APPLICATION:Minimal
|
||||||
webGLAnalyzeBuildSize: 0
|
webGLAnalyzeBuildSize: 0
|
||||||
webGLUseEmbeddedResources: 0
|
webGLUseEmbeddedResources: 0
|
||||||
webGLCompressionFormat: 0
|
webGLCompressionFormat: 0
|
||||||
|
|||||||
@ -95,7 +95,7 @@ QualitySettings:
|
|||||||
skinWeights: 255
|
skinWeights: 255
|
||||||
textureQuality: 0
|
textureQuality: 0
|
||||||
anisotropicTextures: 2
|
anisotropicTextures: 2
|
||||||
antiAliasing: 4
|
antiAliasing: 0
|
||||||
softParticles: 0
|
softParticles: 0
|
||||||
softVegetation: 1
|
softVegetation: 1
|
||||||
realtimeReflectionProbes: 1
|
realtimeReflectionProbes: 1
|
||||||
@ -120,9 +120,9 @@ QualitySettings:
|
|||||||
m_PerPlatformDefaultQuality:
|
m_PerPlatformDefaultQuality:
|
||||||
Android: 1
|
Android: 1
|
||||||
CloudRendering: 2
|
CloudRendering: 2
|
||||||
Lumin: 2
|
|
||||||
GameCoreScarlett: 2
|
GameCoreScarlett: 2
|
||||||
GameCoreXboxOne: 2
|
GameCoreXboxOne: 2
|
||||||
|
Lumin: 2
|
||||||
Nintendo Switch: 2
|
Nintendo Switch: 2
|
||||||
PS4: 2
|
PS4: 2
|
||||||
PS5: 2
|
PS5: 2
|
||||||
|
|||||||
@ -19,7 +19,7 @@ TagManager:
|
|||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
- PostProcessing
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user