diff --git a/Human Farm Tycoon/Assets/Editor.meta b/Human Farm Tycoon/Assets/Editor.meta new file mode 100644 index 0000000..c1b2cc2 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 69ef610d40422c447a4bf5986754d6cd +folderAsset: yes +timeCreated: 1439234174 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Human Farm Tycoon/Assets/Editor/CrossPlatformInput.meta b/Human Farm Tycoon/Assets/Editor/CrossPlatformInput.meta new file mode 100644 index 0000000..714506c --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/CrossPlatformInput.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 41e4f29e5dee9ec48a2538955ef1de71 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs b/Human Farm Tycoon/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs new file mode 100644 index 0000000..7318107 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs @@ -0,0 +1,146 @@ +using System; +using System.Collections.Generic; +using UnityEditor; + +namespace UnityStandardAssets.CrossPlatformInput.Inspector +{ + [InitializeOnLoad] + public class CrossPlatformInitialize + { + // Custom compiler defines: + // + // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. + // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). + // MOBILE_INPUT : denotes that mobile input should be used right now! + + static CrossPlatformInitialize() + { + var defines = GetDefinesList(buildTargetGroups[0]); + if (!defines.Contains("CROSS_PLATFORM_INPUT")) + { + SetEnabled("CROSS_PLATFORM_INPUT", true, false); + SetEnabled("MOBILE_INPUT", true, true); + } + } + + + [MenuItem("Mobile Input/Enable")] + private static void Enable() + { + SetEnabled("MOBILE_INPUT", true, true); + switch (EditorUserBuildSettings.activeBuildTarget) + { + case BuildTarget.Android: + case BuildTarget.iOS: + case BuildTarget.WP8Player: + case BuildTarget.BlackBerry: + case BuildTarget.PSM: + case BuildTarget.Tizen: + case BuildTarget.WSAPlayer: + EditorUtility.DisplayDialog("Mobile Input", + "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", + "OK"); + break; + + default: + EditorUtility.DisplayDialog("Mobile Input", + "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.", + "OK"); + break; + } + } + + + [MenuItem("Mobile Input/Enable", true)] + private static bool EnableValidate() + { + var defines = GetDefinesList(mobileBuildTargetGroups[0]); + return !defines.Contains("MOBILE_INPUT"); + } + + + [MenuItem("Mobile Input/Disable")] + private static void Disable() + { + SetEnabled("MOBILE_INPUT", false, true); + switch (EditorUserBuildSettings.activeBuildTarget) + { + case BuildTarget.Android: + case BuildTarget.iOS: + case BuildTarget.WP8Player: + case BuildTarget.BlackBerry: + EditorUtility.DisplayDialog("Mobile Input", + "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.", + "OK"); + break; + } + } + + + [MenuItem("Mobile Input/Disable", true)] + private static bool DisableValidate() + { + var defines = GetDefinesList(mobileBuildTargetGroups[0]); + return defines.Contains("MOBILE_INPUT"); + } + + + private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[] + { + BuildTargetGroup.Standalone, + BuildTargetGroup.WebPlayer, + BuildTargetGroup.Android, + BuildTargetGroup.iOS, + BuildTargetGroup.WP8, + BuildTargetGroup.BlackBerry + }; + + private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[] + { + BuildTargetGroup.Android, + BuildTargetGroup.iOS, + BuildTargetGroup.WP8, + BuildTargetGroup.BlackBerry, + BuildTargetGroup.PSM, + BuildTargetGroup.Tizen, + BuildTargetGroup.WSA + }; + + + private static void SetEnabled(string defineName, bool enable, bool mobile) + { + //Debug.Log("setting "+defineName+" to "+enable); + foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups) + { + var defines = GetDefinesList(group); + if (enable) + { + if (defines.Contains(defineName)) + { + return; + } + defines.Add(defineName); + } + else + { + if (!defines.Contains(defineName)) + { + return; + } + while (defines.Contains(defineName)) + { + defines.Remove(defineName); + } + } + string definesString = string.Join(";", defines.ToArray()); + PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString); + } + } + + + private static List GetDefinesList(BuildTargetGroup group) + { + return new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta b/Human Farm Tycoon/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta new file mode 100644 index 0000000..56f7e86 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: db7667203062c644ea1877077e30ebd6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects.meta new file mode 100644 index 0000000..1dfb536 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 225198e07aaae3547a6d1f6e7177555f +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/AntialiasingEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/AntialiasingEditor.cs new file mode 100644 index 0000000..795b9d8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/AntialiasingEditor.cs @@ -0,0 +1,75 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor(typeof (Antialiasing))] + public class AntialiasingEditor : Editor + { + private SerializedObject serObj; + + private SerializedProperty mode; + + private SerializedProperty showGeneratedNormals; + private SerializedProperty offsetScale; + private SerializedProperty blurRadius; + private SerializedProperty dlaaSharp; + + private SerializedProperty edgeThresholdMin; + private SerializedProperty edgeThreshold; + private SerializedProperty edgeSharpness; + + + private void OnEnable() + { + serObj = new SerializedObject(target); + + mode = serObj.FindProperty("mode"); + + showGeneratedNormals = serObj.FindProperty("showGeneratedNormals"); + offsetScale = serObj.FindProperty("offsetScale"); + blurRadius = serObj.FindProperty("blurRadius"); + dlaaSharp = serObj.FindProperty("dlaaSharp"); + + edgeThresholdMin = serObj.FindProperty("edgeThresholdMin"); + edgeThreshold = serObj.FindProperty("edgeThreshold"); + edgeSharpness = serObj.FindProperty("edgeSharpness"); + } + + + public override void OnInspectorGUI() + { + serObj.Update(); + + GUILayout.Label("Luminance based fullscreen antialiasing", EditorStyles.miniBoldLabel); + + EditorGUILayout.PropertyField(mode, new GUIContent("Technique")); + + Material mat = (target as Antialiasing).CurrentAAMaterial(); + if (null == mat && (target as Antialiasing).enabled) + { + EditorGUILayout.HelpBox("This AA technique is currently not supported. Choose a different technique or disable the effect and use MSAA instead.", MessageType.Warning); + } + + if (mode.enumValueIndex == (int) AAMode.NFAA) + { + EditorGUILayout.PropertyField(offsetScale, new GUIContent("Edge Detect Ofs")); + EditorGUILayout.PropertyField(blurRadius, new GUIContent("Blur Radius")); + EditorGUILayout.PropertyField(showGeneratedNormals, new GUIContent("Show Normals")); + } + else if (mode.enumValueIndex == (int) AAMode.DLAA) + { + EditorGUILayout.PropertyField(dlaaSharp, new GUIContent("Sharp")); + } + else if (mode.enumValueIndex == (int) AAMode.FXAA3Console) + { + EditorGUILayout.PropertyField(edgeThresholdMin, new GUIContent("Edge Min Threshhold")); + EditorGUILayout.PropertyField(edgeThreshold, new GUIContent("Edge Threshhold")); + EditorGUILayout.PropertyField(edgeSharpness, new GUIContent("Edge Sharpness")); + } + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/AntialiasingEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/AntialiasingEditor.cs.meta new file mode 100644 index 0000000..bbf3d2e --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/AntialiasingEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ba15fa37442517749a3c4640a4ad4054 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs new file mode 100644 index 0000000..2966e5d --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs @@ -0,0 +1,157 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(BloomAndFlares))] + class BloomAndFlaresEditor : Editor + { + SerializedProperty tweakMode; + SerializedProperty screenBlendMode; + + SerializedObject serObj; + + SerializedProperty hdr; + SerializedProperty sepBlurSpread; + SerializedProperty useSrcAlphaAsMask; + + SerializedProperty bloomIntensity; + SerializedProperty bloomthreshold; + SerializedProperty bloomBlurIterations; + + SerializedProperty lensflares; + + SerializedProperty hollywoodFlareBlurIterations; + + SerializedProperty lensflareMode; + SerializedProperty hollyStretchWidth; + SerializedProperty lensflareIntensity; + SerializedProperty lensflarethreshold; + SerializedProperty flareColorA; + SerializedProperty flareColorB; + SerializedProperty flareColorC; + SerializedProperty flareColorD; + + SerializedProperty lensFlareVignetteMask; + + void OnEnable () { + serObj = new SerializedObject (target); + + screenBlendMode = serObj.FindProperty("screenBlendMode"); + hdr = serObj.FindProperty("hdr"); + + sepBlurSpread = serObj.FindProperty("sepBlurSpread"); + useSrcAlphaAsMask = serObj.FindProperty("useSrcAlphaAsMask"); + + bloomIntensity = serObj.FindProperty("bloomIntensity"); + bloomthreshold = serObj.FindProperty("bloomThreshold"); + bloomBlurIterations = serObj.FindProperty("bloomBlurIterations"); + + lensflares = serObj.FindProperty("lensflares"); + + lensflareMode = serObj.FindProperty("lensflareMode"); + hollywoodFlareBlurIterations = serObj.FindProperty("hollywoodFlareBlurIterations"); + hollyStretchWidth = serObj.FindProperty("hollyStretchWidth"); + lensflareIntensity = serObj.FindProperty("lensflareIntensity"); + lensflarethreshold = serObj.FindProperty("lensflareThreshold"); + flareColorA = serObj.FindProperty("flareColorA"); + flareColorB = serObj.FindProperty("flareColorB"); + flareColorC = serObj.FindProperty("flareColorC"); + flareColorD = serObj.FindProperty("flareColorD"); + lensFlareVignetteMask = serObj.FindProperty("lensFlareVignetteMask"); + + tweakMode = serObj.FindProperty("tweakMode"); + } + + + public override void OnInspectorGUI () { + serObj.Update(); + + GUILayout.Label("HDR " + (hdr.enumValueIndex == 0 ? "auto detected, " : (hdr.enumValueIndex == 1 ? "forced on, " : "disabled, ")) + (useSrcAlphaAsMask.floatValue < 0.1f ? " ignoring alpha channel glow information" : " using alpha channel glow information"), EditorStyles.miniBoldLabel); + + EditorGUILayout.PropertyField (tweakMode, new GUIContent("Tweak mode")); + EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode")); + EditorGUILayout.PropertyField (hdr, new GUIContent("HDR")); + + // display info text when screen blend mode cannot be used + Camera cam = (target as BloomAndFlares).GetComponent(); + if (cam != null) { + if (screenBlendMode.enumValueIndex==0 && ((cam.hdr && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) { + EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info); + } + } + + if (1 == tweakMode.intValue) + EditorGUILayout.PropertyField (lensflares, new GUIContent("Cast lens flares")); + + EditorGUILayout.Separator (); + + EditorGUILayout.PropertyField (bloomIntensity, new GUIContent("Intensity")); + bloomthreshold.floatValue = EditorGUILayout.Slider ("threshold", bloomthreshold.floatValue, -0.05f, 4.0f); + bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", bloomBlurIterations.intValue, 1, 4); + sepBlurSpread.floatValue = EditorGUILayout.Slider ("Blur spread", sepBlurSpread.floatValue, 0.1f, 10.0f); + + if (1 == tweakMode.intValue) + useSrcAlphaAsMask.floatValue = EditorGUILayout.Slider (new GUIContent("Use alpha mask", "Make alpha channel define glowiness"), useSrcAlphaAsMask.floatValue, 0.0f, 1.0f); + else + useSrcAlphaAsMask.floatValue = 0.0f; + + if (1 == tweakMode.intValue) { + EditorGUILayout.Separator (); + + if (lensflares.boolValue) { + + // further lens flare tweakings + if (0 != tweakMode.intValue) + EditorGUILayout.PropertyField (lensflareMode, new GUIContent("Lens flare mode")); + else + lensflareMode.enumValueIndex = 0; + + EditorGUILayout.PropertyField(lensFlareVignetteMask, new GUIContent("Lens flare mask", "This mask is needed to prevent lens flare artifacts")); + + EditorGUILayout.PropertyField (lensflareIntensity, new GUIContent("Local intensity")); + lensflarethreshold.floatValue = EditorGUILayout.Slider ("Local threshold", lensflarethreshold.floatValue, 0.0f, 1.0f); + + if (lensflareMode.intValue == 0) { + // ghosting + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color")); + EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color")); + EditorGUILayout.EndHorizontal (); + + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color")); + EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color")); + EditorGUILayout.EndHorizontal (); + } + else if (lensflareMode.intValue == 1) { + // hollywood + EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width")); + hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4); + + EditorGUILayout.PropertyField (flareColorA, new GUIContent("Tint Color")); + } + else if (lensflareMode.intValue == 2) { + // both + EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width")); + hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4); + + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color")); + EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color")); + EditorGUILayout.EndHorizontal (); + + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color")); + EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color")); + EditorGUILayout.EndHorizontal (); + } + } + } else + lensflares.boolValue = false; // disable lens flares in simple tweak mode + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs.meta new file mode 100644 index 0000000..a4f4e00 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4deca87cb459d1642ac8f734856ca84e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomEditor.cs new file mode 100644 index 0000000..6957591 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomEditor.cs @@ -0,0 +1,162 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(Bloom))] + class BloomEditor : Editor + { + SerializedProperty tweakMode; + SerializedProperty screenBlendMode; + + SerializedObject serObj; + + SerializedProperty hdr; + SerializedProperty quality; + SerializedProperty sepBlurSpread; + + SerializedProperty bloomIntensity; + SerializedProperty bloomThresholdColor; + SerializedProperty bloomThreshold; + SerializedProperty bloomBlurIterations; + + SerializedProperty hollywoodFlareBlurIterations; + + SerializedProperty lensflareMode; + SerializedProperty hollyStretchWidth; + SerializedProperty lensflareIntensity; + SerializedProperty flareRotation; + SerializedProperty lensFlareSaturation; + SerializedProperty lensflareThreshold; + SerializedProperty flareColorA; + SerializedProperty flareColorB; + SerializedProperty flareColorC; + SerializedProperty flareColorD; + + SerializedProperty lensFlareVignetteMask; + + void OnEnable () { + serObj = new SerializedObject (target); + + screenBlendMode = serObj.FindProperty("screenBlendMode"); + hdr = serObj.FindProperty("hdr"); + quality = serObj.FindProperty("quality"); + + sepBlurSpread = serObj.FindProperty("sepBlurSpread"); + + bloomIntensity = serObj.FindProperty("bloomIntensity"); + bloomThreshold = serObj.FindProperty("bloomThreshold"); + bloomThresholdColor = serObj.FindProperty("bloomThresholdColor"); + bloomBlurIterations = serObj.FindProperty("bloomBlurIterations"); + + lensflareMode = serObj.FindProperty("lensflareMode"); + hollywoodFlareBlurIterations = serObj.FindProperty("hollywoodFlareBlurIterations"); + hollyStretchWidth = serObj.FindProperty("hollyStretchWidth"); + lensflareIntensity = serObj.FindProperty("lensflareIntensity"); + lensflareThreshold = serObj.FindProperty("lensflareThreshold"); + lensFlareSaturation = serObj.FindProperty("lensFlareSaturation"); + flareRotation = serObj.FindProperty("flareRotation"); + flareColorA = serObj.FindProperty("flareColorA"); + flareColorB = serObj.FindProperty("flareColorB"); + flareColorC = serObj.FindProperty("flareColorC"); + flareColorD = serObj.FindProperty("flareColorD"); + lensFlareVignetteMask = serObj.FindProperty("lensFlareVignetteMask"); + + tweakMode = serObj.FindProperty("tweakMode"); + } + + + public override void OnInspectorGUI () { + serObj.Update(); + + EditorGUILayout.LabelField("Glow and Lens Flares for bright screen pixels", EditorStyles.miniLabel); + + EditorGUILayout.PropertyField (quality, new GUIContent("Quality", "High quality preserves high frequencies with bigger blurs and uses a better blending and down-/upsampling")); + + EditorGUILayout.Separator (); + + EditorGUILayout.PropertyField (tweakMode, new GUIContent("Mode")); + EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend")); + EditorGUILayout.PropertyField (hdr, new GUIContent("HDR")); + + EditorGUILayout.Separator (); + + // display info text when screen blend mode cannot be used + Camera cam = (target as Bloom).GetComponent(); + if (cam != null) { + if (screenBlendMode.enumValueIndex==0 && ((cam.hdr && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) { + EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info); + } + } + + EditorGUILayout.PropertyField (bloomIntensity, new GUIContent("Intensity")); + bloomThreshold.floatValue = EditorGUILayout.Slider ("Threshold", bloomThreshold.floatValue, -0.05f, 4.0f); + if (1 == tweakMode.intValue) { + EditorGUILayout.PropertyField(bloomThresholdColor, new GUIContent(" RGB Threshold")); + } + EditorGUILayout.Separator (); + + bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur Iterations", bloomBlurIterations.intValue, 1, 4); + sepBlurSpread.floatValue = EditorGUILayout.Slider (" Sample Distance", sepBlurSpread.floatValue, 0.1f, 10.0f); + EditorGUILayout.Separator (); + + if (1 == tweakMode.intValue) { + // further lens flare tweakings + if (0 != tweakMode.intValue) + EditorGUILayout.PropertyField (lensflareMode, new GUIContent("Lens Flares")); + else + lensflareMode.enumValueIndex = 0; + + EditorGUILayout.PropertyField (lensflareIntensity, new GUIContent(" Local Intensity", "0 disables lens flares entirely (optimization)")); + lensflareThreshold.floatValue = EditorGUILayout.Slider ("Threshold", lensflareThreshold.floatValue, 0.0f, 4.0f); + + if (Mathf.Abs(lensflareIntensity.floatValue) > Mathf.Epsilon) { + if (lensflareMode.intValue == 0) { + // ghosting + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.PropertyField (flareColorA, new GUIContent(" 1st Color")); + EditorGUILayout.PropertyField (flareColorB, new GUIContent(" 2nd Color")); + EditorGUILayout.EndHorizontal (); + + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.PropertyField (flareColorC, new GUIContent(" 3rd Color")); + EditorGUILayout.PropertyField (flareColorD, new GUIContent(" 4th Color")); + EditorGUILayout.EndHorizontal (); + } + else if (lensflareMode.intValue == 1) { + // hollywood + EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent(" Stretch width")); + EditorGUILayout.PropertyField (flareRotation, new GUIContent( " Rotation")); + hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider (" Blur Iterations", hollywoodFlareBlurIterations.intValue, 1, 4); + + EditorGUILayout.PropertyField (lensFlareSaturation, new GUIContent(" Saturation")); + EditorGUILayout.PropertyField (flareColorA, new GUIContent(" Tint Color")); + } + else if (lensflareMode.intValue == 2) { + // both + EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent(" Stretch width")); + hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider (" Blur Iterations", hollywoodFlareBlurIterations.intValue, 1, 4); + + EditorGUILayout.PropertyField (lensFlareSaturation, new GUIContent(" Saturation")); + + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.PropertyField (flareColorA, new GUIContent(" 1st Color")); + EditorGUILayout.PropertyField (flareColorB, new GUIContent(" 2nd Color")); + EditorGUILayout.EndHorizontal (); + + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.PropertyField (flareColorC, new GUIContent(" 3rd Color")); + EditorGUILayout.PropertyField (flareColorD, new GUIContent(" 4th Color")); + EditorGUILayout.EndHorizontal (); + } + + EditorGUILayout.PropertyField(lensFlareVignetteMask, new GUIContent(" Mask", "This mask is needed to prevent lens flare artifacts")); + + } + } + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomEditor.cs.meta new file mode 100644 index 0000000..ad4d3b3 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/BloomEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 43fcc28c40e404d4eabfc88b1dbda7b5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs new file mode 100644 index 0000000..efcf05a --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs @@ -0,0 +1,99 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(CameraMotionBlur))] + class CameraMotionBlurEditor : Editor + { + SerializedObject serObj; + + SerializedProperty filterType; + SerializedProperty preview; + SerializedProperty previewScale; + SerializedProperty movementScale; + SerializedProperty jitter; + SerializedProperty rotationScale; + SerializedProperty maxVelocity; + SerializedProperty minVelocity; + SerializedProperty velocityScale; + SerializedProperty velocityDownsample; + SerializedProperty noiseTexture; + SerializedProperty showVelocity; + SerializedProperty showVelocityScale; + SerializedProperty excludeLayers; + + void OnEnable () { + serObj = new SerializedObject (target); + + filterType = serObj.FindProperty ("filterType"); + + preview = serObj.FindProperty ("preview"); + previewScale = serObj.FindProperty ("previewScale"); + + movementScale = serObj.FindProperty ("movementScale"); + rotationScale = serObj.FindProperty ("rotationScale"); + + maxVelocity = serObj.FindProperty ("maxVelocity"); + minVelocity = serObj.FindProperty ("minVelocity"); + + jitter = serObj.FindProperty ("jitter"); + + excludeLayers = serObj.FindProperty ("excludeLayers"); + + velocityScale = serObj.FindProperty ("velocityScale"); + velocityDownsample = serObj.FindProperty ("velocityDownsample"); + + noiseTexture = serObj.FindProperty ("noiseTexture"); + } + + + public override void OnInspectorGUI () { + serObj.Update (); + + EditorGUILayout.LabelField("Simulates camera based motion blur", EditorStyles.miniLabel); + + EditorGUILayout.PropertyField (filterType, new GUIContent("Technique")); + if (filterType.enumValueIndex == 3 && !(target as CameraMotionBlur).Dx11Support()) { + EditorGUILayout.HelpBox("DX11 mode not supported (need shader model 5)", MessageType.Info); + } + EditorGUILayout.PropertyField (velocityScale, new GUIContent(" Velocity Scale")); + if (filterType.enumValueIndex >= 2) { + EditorGUILayout.LabelField(" Tile size used during reconstruction filter:", EditorStyles.miniLabel); + EditorGUILayout.PropertyField (maxVelocity, new GUIContent(" Velocity Max")); + } + else + EditorGUILayout.PropertyField (maxVelocity, new GUIContent(" Velocity Max")); + EditorGUILayout.PropertyField (minVelocity, new GUIContent(" Velocity Min")); + + EditorGUILayout.Separator (); + + EditorGUILayout.LabelField("Technique Specific"); + + if (filterType.enumValueIndex == 0) { + // portal style motion blur + EditorGUILayout.PropertyField (rotationScale, new GUIContent(" Camera Rotation")); + EditorGUILayout.PropertyField (movementScale, new GUIContent(" Camera Movement")); + } + else { + // "plausible" blur or cheap, local blur + EditorGUILayout.PropertyField (excludeLayers, new GUIContent(" Exclude Layers")); + EditorGUILayout.PropertyField (velocityDownsample, new GUIContent(" Velocity Downsample")); + velocityDownsample.intValue = velocityDownsample.intValue < 1 ? 1 : velocityDownsample.intValue; + if (filterType.enumValueIndex >= 2) { // only display jitter for reconstruction + EditorGUILayout.PropertyField (noiseTexture, new GUIContent(" Sample Jitter")); + EditorGUILayout.PropertyField (jitter, new GUIContent(" Jitter Strength")); + } + } + + EditorGUILayout.Separator (); + + EditorGUILayout.PropertyField (preview, new GUIContent("Preview")); + if (preview.boolValue) + EditorGUILayout.PropertyField (previewScale, new GUIContent("")); + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs.meta new file mode 100644 index 0000000..af66969 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 80cbbe1c107bf5e43a96347d3dfc2658 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs new file mode 100644 index 0000000..f37adb0 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs @@ -0,0 +1,124 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(ColorCorrectionCurves))] + class ColorCorrectionCurvesEditor : Editor { + SerializedObject serObj; + + SerializedProperty mode; + + SerializedProperty redChannel; + SerializedProperty greenChannel; + SerializedProperty blueChannel; + + SerializedProperty useDepthCorrection; + + SerializedProperty depthRedChannel; + SerializedProperty depthGreenChannel; + SerializedProperty depthBlueChannel; + + SerializedProperty zCurveChannel; + + SerializedProperty saturation; + + SerializedProperty selectiveCc; + SerializedProperty selectiveFromColor; + SerializedProperty selectiveToColor; + + private bool applyCurveChanges = false; + + void OnEnable () { + serObj = new SerializedObject (target); + + mode = serObj.FindProperty ("mode"); + + saturation = serObj.FindProperty ("saturation"); + + redChannel = serObj.FindProperty ("redChannel"); + greenChannel = serObj.FindProperty ("greenChannel"); + blueChannel = serObj.FindProperty ("blueChannel"); + + useDepthCorrection = serObj.FindProperty ("useDepthCorrection"); + + zCurveChannel = serObj.FindProperty ("zCurve"); + + depthRedChannel = serObj.FindProperty ("depthRedChannel"); + depthGreenChannel = serObj.FindProperty ("depthGreenChannel"); + depthBlueChannel = serObj.FindProperty ("depthBlueChannel"); + + serObj.ApplyModifiedProperties (); + + selectiveCc = serObj.FindProperty ("selectiveCc"); + selectiveFromColor = serObj.FindProperty ("selectiveFromColor"); + selectiveToColor = serObj.FindProperty ("selectiveToColor"); + } + + void CurveGui ( string name, SerializedProperty animationCurve, Color color) { + // @NOTE: EditorGUILayout.CurveField is buggy and flickers, using PropertyField for now + //animationCurve.animationCurveValue = EditorGUILayout.CurveField (GUIContent (name), animationCurve.animationCurveValue, color, Rect (0.0f,0.0f,1.0f,1.0f)); + EditorGUILayout.PropertyField (animationCurve, new GUIContent (name)); + if (GUI.changed) + applyCurveChanges = true; + } + + void BeginCurves () { + applyCurveChanges = false; + } + + void ApplyCurves () { + if (applyCurveChanges) { + serObj.ApplyModifiedProperties (); + (serObj.targetObject as ColorCorrectionCurves).gameObject.SendMessage ("UpdateTextures"); + } + } + + + public override void OnInspectorGUI () { + serObj.Update (); + + GUILayout.Label ("Use curves to tweak RGB channel colors", EditorStyles.miniBoldLabel); + + saturation.floatValue = EditorGUILayout.Slider( "Saturation", saturation.floatValue, 0.0f, 5.0f); + + EditorGUILayout.PropertyField (mode, new GUIContent ("Mode")); + EditorGUILayout.Separator (); + + BeginCurves (); + + CurveGui (" Red", redChannel, Color.red); + CurveGui (" Green", greenChannel, Color.green); + CurveGui (" Blue", blueChannel, Color.blue); + + EditorGUILayout.Separator (); + + if (mode.intValue > 0) + useDepthCorrection.boolValue = true; + else + useDepthCorrection.boolValue = false; + + if (useDepthCorrection.boolValue) { + CurveGui (" Red (depth)", depthRedChannel, Color.red); + CurveGui (" Green (depth)", depthGreenChannel, Color.green); + CurveGui (" Blue (depth)", depthBlueChannel, Color.blue); + EditorGUILayout.Separator (); + CurveGui (" Blend Curve", zCurveChannel, Color.grey); + } + + EditorGUILayout.Separator (); + EditorGUILayout.PropertyField (selectiveCc, new GUIContent ("Selective")); + if (selectiveCc.boolValue) { + EditorGUILayout.PropertyField (selectiveFromColor, new GUIContent (" Key")); + EditorGUILayout.PropertyField (selectiveToColor, new GUIContent (" Target")); + } + + + ApplyCurves (); + + if (!applyCurveChanges) + serObj.ApplyModifiedProperties (); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs.meta new file mode 100644 index 0000000..b1c7fa3 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a4a9489f73e4f0344ab3fc97bdf5170b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs new file mode 100644 index 0000000..8e68e21 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs @@ -0,0 +1,90 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(ColorCorrectionLookup))] + class ColorCorrectionLookupEditor : Editor + { + SerializedObject serObj; + + void OnEnable () { + serObj = new SerializedObject (target); + } + + private Texture2D tempClutTex2D; + + + public override void OnInspectorGUI () { + serObj.Update (); + + EditorGUILayout.LabelField("Converts textures into color lookup volumes (for grading)", EditorStyles.miniLabel); + + //EditorGUILayout.LabelField("Change Lookup Texture (LUT):"); + //EditorGUILayout.BeginHorizontal (); + //Rect r = GUILayoutUtility.GetAspectRect(1.0ff); + + Rect r; Texture2D t; + + //EditorGUILayout.Space(); + tempClutTex2D = EditorGUILayout.ObjectField (" Based on", tempClutTex2D, typeof(Texture2D), false) as Texture2D; + if (tempClutTex2D == null) { + t = AssetDatabase.LoadMainAssetAtPath(((ColorCorrectionLookup)target).basedOnTempTex) as Texture2D; + if (t) tempClutTex2D = t; + } + + Texture2D tex = tempClutTex2D; + + if (tex && (target as ColorCorrectionLookup).basedOnTempTex != AssetDatabase.GetAssetPath(tex)) + { + EditorGUILayout.Separator(); + if (!(target as ColorCorrectionLookup).ValidDimensions(tex)) + { + EditorGUILayout.HelpBox ("Invalid texture dimensions!\nPick another texture or adjust dimension to e.g. 256x16.", MessageType.Warning); + } + else if (GUILayout.Button ("Convert and Apply")) + { + string path = AssetDatabase.GetAssetPath (tex); + TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter; + bool doImport = textureImporter.isReadable == false; + if (textureImporter.mipmapEnabled == true) { + doImport = true; + } + if (textureImporter.textureFormat != TextureImporterFormat.AutomaticTruecolor) { + doImport = true; + } + + if (doImport) + { + textureImporter.isReadable = true; + textureImporter.mipmapEnabled = false; + textureImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor; + AssetDatabase.ImportAsset (path, ImportAssetOptions.ForceUpdate); + //tex = AssetDatabase.LoadMainAssetAtPath(path); + } + + (target as ColorCorrectionLookup).Convert(tex, path); + } + } + + if ((target as ColorCorrectionLookup).basedOnTempTex != "") + { + EditorGUILayout.HelpBox("Using " + (target as ColorCorrectionLookup).basedOnTempTex, MessageType.Info); + t = AssetDatabase.LoadMainAssetAtPath(((ColorCorrectionLookup)target).basedOnTempTex) as Texture2D; + if (t) { + r = GUILayoutUtility.GetLastRect(); + r = GUILayoutUtility.GetRect(r.width, 20); + r.x += r.width * 0.05f/2.0f; + r.width *= 0.95f; + GUI.DrawTexture (r, t); + GUILayoutUtility.GetRect(r.width, 4); + } + } + + //EditorGUILayout.EndHorizontal (); + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs.meta new file mode 100644 index 0000000..9286d0e --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 66c17be95fbf398439ea09f8892a8b43 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs new file mode 100644 index 0000000..b1e5b84 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs @@ -0,0 +1,149 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(DepthOfFieldDeprecated))] + class DepthOfFieldDeprecatedEditor : Editor + { + SerializedObject serObj; + + SerializedProperty simpleTweakMode; + + SerializedProperty focalPoint; + SerializedProperty smoothness; + + SerializedProperty focalSize; + + SerializedProperty focalZDistance; + SerializedProperty focalStartCurve; + SerializedProperty focalEndCurve; + + SerializedProperty visualizeCoc; + + SerializedProperty resolution; + SerializedProperty quality; + + SerializedProperty objectFocus; + + SerializedProperty bokeh; + SerializedProperty bokehScale; + SerializedProperty bokehIntensity; + SerializedProperty bokehThresholdLuminance; + SerializedProperty bokehThresholdContrast; + SerializedProperty bokehDownsample; + SerializedProperty bokehTexture; + SerializedProperty bokehDestination; + + SerializedProperty bluriness; + SerializedProperty maxBlurSpread; + SerializedProperty foregroundBlurExtrude; + + void OnEnable () { + serObj = new SerializedObject (target); + + simpleTweakMode = serObj.FindProperty ("simpleTweakMode"); + + // simple tweak mode + focalPoint = serObj.FindProperty ("focalPoint"); + smoothness = serObj.FindProperty ("smoothness"); + + // complex tweak mode + focalZDistance = serObj.FindProperty ("focalZDistance"); + focalStartCurve = serObj.FindProperty ("focalZStartCurve"); + focalEndCurve = serObj.FindProperty ("focalZEndCurve"); + focalSize = serObj.FindProperty ("focalSize"); + + visualizeCoc = serObj.FindProperty ("visualize"); + + objectFocus = serObj.FindProperty ("objectFocus"); + + resolution = serObj.FindProperty ("resolution"); + quality = serObj.FindProperty ("quality"); + bokehThresholdContrast = serObj.FindProperty ("bokehThresholdContrast"); + bokehThresholdLuminance = serObj.FindProperty ("bokehThresholdLuminance"); + + bokeh = serObj.FindProperty ("bokeh"); + bokehScale = serObj.FindProperty ("bokehScale"); + bokehIntensity = serObj.FindProperty ("bokehIntensity"); + bokehDownsample = serObj.FindProperty ("bokehDownsample"); + bokehTexture = serObj.FindProperty ("bokehTexture"); + bokehDestination = serObj.FindProperty ("bokehDestination"); + + bluriness = serObj.FindProperty ("bluriness"); + maxBlurSpread = serObj.FindProperty ("maxBlurSpread"); + foregroundBlurExtrude = serObj.FindProperty ("foregroundBlurExtrude"); + } + + + public override void OnInspectorGUI () { + serObj.Update (); + + GameObject go = (target as DepthOfFieldDeprecated).gameObject; + + if (!go) + return; + + if (!go.GetComponent()) + return; + + if (simpleTweakMode.boolValue) + GUILayout.Label ("Current: "+go.GetComponent().name+", near "+go.GetComponent().nearClipPlane+", far: "+go.GetComponent().farClipPlane+", focal: "+focalPoint.floatValue, EditorStyles.miniBoldLabel); + else + GUILayout.Label ("Current: "+go.GetComponent().name+", near "+go.GetComponent().nearClipPlane+", far: "+go.GetComponent().farClipPlane+", focal: "+focalZDistance.floatValue, EditorStyles.miniBoldLabel); + + EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution")); + EditorGUILayout.PropertyField (quality, new GUIContent("Quality")); + + EditorGUILayout.PropertyField (simpleTweakMode, new GUIContent("Simple tweak")); + EditorGUILayout.PropertyField (visualizeCoc, new GUIContent("Visualize focus")); + EditorGUILayout.PropertyField (bokeh, new GUIContent("Enable bokeh")); + + + EditorGUILayout.Separator (); + + GUILayout.Label ("Focal Settings", EditorStyles.boldLabel); + + if (simpleTweakMode.boolValue) { + focalPoint.floatValue = EditorGUILayout.Slider ("Focal distance", focalPoint.floatValue, go.GetComponent().nearClipPlane, go.GetComponent().farClipPlane); + EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform")); + EditorGUILayout.PropertyField (smoothness, new GUIContent("Smoothness")); + focalSize.floatValue = EditorGUILayout.Slider ("Focal size", focalSize.floatValue, 0.0f, (go.GetComponent().farClipPlane - go.GetComponent().nearClipPlane)); + } + else { + focalZDistance.floatValue = EditorGUILayout.Slider ("Distance", focalZDistance.floatValue, go.GetComponent().nearClipPlane, go.GetComponent().farClipPlane); + EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform")); + focalSize.floatValue = EditorGUILayout.Slider ("Size", focalSize.floatValue, 0.0f, (go.GetComponent().farClipPlane - go.GetComponent().nearClipPlane)); + focalStartCurve.floatValue = EditorGUILayout.Slider ("Start curve", focalStartCurve.floatValue, 0.05f, 20.0f); + focalEndCurve.floatValue = EditorGUILayout.Slider ("End curve", focalEndCurve.floatValue, 0.05f, 20.0f); + } + + EditorGUILayout.Separator (); + + GUILayout.Label ("Blur (Fore- and Background)", EditorStyles.boldLabel); + EditorGUILayout.PropertyField (bluriness, new GUIContent("Blurriness")); + EditorGUILayout.PropertyField (maxBlurSpread, new GUIContent("Blur spread")); + + if (quality.enumValueIndex > 0) { + EditorGUILayout.PropertyField (foregroundBlurExtrude, new GUIContent("Foreground size")); + } + + EditorGUILayout.Separator (); + + if (bokeh.boolValue) { + EditorGUILayout.Separator (); + GUILayout.Label ("Bokeh Settings", EditorStyles.boldLabel); + EditorGUILayout.PropertyField (bokehDestination, new GUIContent("Destination")); + bokehIntensity.floatValue = EditorGUILayout.Slider ("Intensity", bokehIntensity.floatValue, 0.0f, 1.0f); + bokehThresholdLuminance.floatValue = EditorGUILayout.Slider ("Min luminance", bokehThresholdLuminance.floatValue, 0.0f, 0.99f); + bokehThresholdContrast.floatValue = EditorGUILayout.Slider ("Min contrast", bokehThresholdContrast.floatValue, 0.0f, 0.25f); + bokehDownsample.intValue = EditorGUILayout.IntSlider ("Downsample", bokehDownsample.intValue, 1, 3); + bokehScale.floatValue = EditorGUILayout.Slider ("Size scale", bokehScale.floatValue, 0.0f, 20.0f); + EditorGUILayout.PropertyField (bokehTexture , new GUIContent("Texture mask")); + } + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta new file mode 100644 index 0000000..cf22631 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 943c59645eb905144a0990b57e13a6f9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldEditor.cs new file mode 100644 index 0000000..bdf980c --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldEditor.cs @@ -0,0 +1,103 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(DepthOfField))] + class DepthOfFieldEditor : Editor + { + SerializedObject serObj; + + SerializedProperty visualizeFocus; + SerializedProperty focalLength; + SerializedProperty focalSize; + SerializedProperty aperture; + SerializedProperty focalTransform; + SerializedProperty maxBlurSize; + SerializedProperty highResolution; + + SerializedProperty blurType; + SerializedProperty blurSampleCount; + + SerializedProperty nearBlur; + SerializedProperty foregroundOverlap; + + SerializedProperty dx11BokehThreshold; + SerializedProperty dx11SpawnHeuristic; + SerializedProperty dx11BokehTexture; + SerializedProperty dx11BokehScale; + SerializedProperty dx11BokehIntensity; + + void OnEnable () { + serObj = new SerializedObject (target); + + visualizeFocus = serObj.FindProperty ("visualizeFocus"); + + focalLength = serObj.FindProperty ("focalLength"); + focalSize = serObj.FindProperty ("focalSize"); + aperture = serObj.FindProperty ("aperture"); + focalTransform = serObj.FindProperty ("focalTransform"); + maxBlurSize = serObj.FindProperty ("maxBlurSize"); + highResolution = serObj.FindProperty ("highResolution"); + + blurType = serObj.FindProperty ("blurType"); + blurSampleCount = serObj.FindProperty ("blurSampleCount"); + + nearBlur = serObj.FindProperty ("nearBlur"); + foregroundOverlap = serObj.FindProperty ("foregroundOverlap"); + + dx11BokehThreshold = serObj.FindProperty ("dx11BokehThreshold"); + dx11SpawnHeuristic = serObj.FindProperty ("dx11SpawnHeuristic"); + dx11BokehTexture = serObj.FindProperty ("dx11BokehTexture"); + dx11BokehScale = serObj.FindProperty ("dx11BokehScale"); + dx11BokehIntensity = serObj.FindProperty ("dx11BokehIntensity"); + } + + + public override void OnInspectorGUI () { + serObj.Update (); + + EditorGUILayout.LabelField("Simulates camera lens defocus", EditorStyles.miniLabel); + + GUILayout.Label ("Focal Settings"); + EditorGUILayout.PropertyField (visualizeFocus, new GUIContent(" Visualize")); + EditorGUILayout.PropertyField (focalLength, new GUIContent(" Focal Distance")); + EditorGUILayout.PropertyField (focalSize, new GUIContent(" Focal Size")); + EditorGUILayout.PropertyField (focalTransform, new GUIContent(" Focus on Transform")); + EditorGUILayout.PropertyField (aperture, new GUIContent(" Aperture")); + + EditorGUILayout.Separator (); + + EditorGUILayout.PropertyField (blurType, new GUIContent("Defocus Type")); + + if (!(target as DepthOfField).Dx11Support() && blurType.enumValueIndex>0) { + EditorGUILayout.HelpBox("DX11 mode not supported (need shader model 5)", MessageType.Info); + } + + if (blurType.enumValueIndex<1) + EditorGUILayout.PropertyField (blurSampleCount, new GUIContent(" Sample Count")); + + EditorGUILayout.PropertyField (maxBlurSize, new GUIContent(" Max Blur Distance")); + EditorGUILayout.PropertyField (highResolution, new GUIContent(" High Resolution")); + + EditorGUILayout.Separator (); + + EditorGUILayout.PropertyField (nearBlur, new GUIContent("Near Blur")); + EditorGUILayout.PropertyField (foregroundOverlap, new GUIContent(" Overlap Size")); + + EditorGUILayout.Separator (); + + if (blurType.enumValueIndex>0) { + GUILayout.Label ("DX11 Bokeh Settings"); + EditorGUILayout.PropertyField (dx11BokehTexture, new GUIContent(" Bokeh Texture")); + EditorGUILayout.PropertyField (dx11BokehScale, new GUIContent(" Bokeh Scale")); + EditorGUILayout.PropertyField (dx11BokehIntensity, new GUIContent(" Bokeh Intensity")); + EditorGUILayout.PropertyField (dx11BokehThreshold, new GUIContent(" Min Luminance")); + EditorGUILayout.PropertyField (dx11SpawnHeuristic, new GUIContent(" Spawn Heuristic")); + } + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldEditor.cs.meta new file mode 100644 index 0000000..8d85a2e --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/DepthOfFieldEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 427fdf36119bab44a9131abd19b90f57 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/EdgeDetectionEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/EdgeDetectionEditor.cs new file mode 100644 index 0000000..9d2d7a5 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/EdgeDetectionEditor.cs @@ -0,0 +1,72 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(EdgeDetection))] + class EdgeDetectionEditor : Editor + { + SerializedObject serObj; + + SerializedProperty mode; + SerializedProperty sensitivityDepth; + SerializedProperty sensitivityNormals; + + SerializedProperty lumThreshold; + + SerializedProperty edgesOnly; + SerializedProperty edgesOnlyBgColor; + + SerializedProperty edgeExp; + SerializedProperty sampleDist; + + + void OnEnable () { + serObj = new SerializedObject (target); + + mode = serObj.FindProperty("mode"); + + sensitivityDepth = serObj.FindProperty("sensitivityDepth"); + sensitivityNormals = serObj.FindProperty("sensitivityNormals"); + + lumThreshold = serObj.FindProperty("lumThreshold"); + + edgesOnly = serObj.FindProperty("edgesOnly"); + edgesOnlyBgColor = serObj.FindProperty("edgesOnlyBgColor"); + + edgeExp = serObj.FindProperty("edgeExp"); + sampleDist = serObj.FindProperty("sampleDist"); + } + + + public override void OnInspectorGUI () { + serObj.Update (); + + GUILayout.Label("Detects spatial differences and converts into black outlines", EditorStyles.miniBoldLabel); + EditorGUILayout.PropertyField (mode, new GUIContent("Mode")); + + if (mode.intValue < 2) { + EditorGUILayout.PropertyField (sensitivityDepth, new GUIContent(" Depth Sensitivity")); + EditorGUILayout.PropertyField (sensitivityNormals, new GUIContent(" Normals Sensitivity")); + } + else if (mode.intValue < 4) { + EditorGUILayout.PropertyField (edgeExp, new GUIContent(" Edge Exponent")); + } + else { + // lum based mode + EditorGUILayout.PropertyField (lumThreshold, new GUIContent(" Luminance Threshold")); + } + + EditorGUILayout.PropertyField (sampleDist, new GUIContent(" Sample Distance")); + + EditorGUILayout.Separator (); + + GUILayout.Label ("Background Options"); + edgesOnly.floatValue = EditorGUILayout.Slider (" Edges only", edgesOnly.floatValue, 0.0f, 1.0f); + EditorGUILayout.PropertyField (edgesOnlyBgColor, new GUIContent (" Color")); + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/EdgeDetectionEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/EdgeDetectionEditor.cs.meta new file mode 100644 index 0000000..3ec10ca --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/EdgeDetectionEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b5f1618d14cd80f4da910f00b04af37f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs new file mode 100644 index 0000000..dd54f58 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs @@ -0,0 +1,111 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof( NoiseAndGrain))] + class NoiseAndGrainEditor : Editor + { + SerializedObject serObj; + + SerializedProperty intensityMultiplier; + SerializedProperty generalIntensity; + SerializedProperty blackIntensity; + SerializedProperty whiteIntensity; + SerializedProperty midGrey; + + SerializedProperty dx11Grain; + SerializedProperty softness; + SerializedProperty monochrome; + + SerializedProperty intensities; + SerializedProperty tiling; + SerializedProperty monochromeTiling; + + SerializedProperty noiseTexture; + SerializedProperty filterMode; + + void OnEnable () { + serObj = new SerializedObject (target); + + intensityMultiplier = serObj.FindProperty("intensityMultiplier"); + generalIntensity = serObj.FindProperty("generalIntensity"); + blackIntensity = serObj.FindProperty("blackIntensity"); + whiteIntensity = serObj.FindProperty("whiteIntensity"); + midGrey = serObj.FindProperty("midGrey"); + + dx11Grain = serObj.FindProperty("dx11Grain"); + softness = serObj.FindProperty("softness"); + monochrome = serObj.FindProperty("monochrome"); + + intensities = serObj.FindProperty("intensities"); + tiling = serObj.FindProperty("tiling"); + monochromeTiling = serObj.FindProperty("monochromeTiling"); + + noiseTexture = serObj.FindProperty("noiseTexture"); + filterMode = serObj.FindProperty("filterMode"); + } + + + public override void OnInspectorGUI () { + serObj.Update(); + + EditorGUILayout.LabelField("Overlays animated noise patterns", EditorStyles.miniLabel); + + EditorGUILayout.PropertyField(dx11Grain, new GUIContent("DirectX 11 Grain")); + + if (dx11Grain.boolValue && !(target as NoiseAndGrain).Dx11Support()) { + EditorGUILayout.HelpBox("DX11 mode not supported (need DX11 GPU and enable DX11 in PlayerSettings)", MessageType.Info); + } + + EditorGUILayout.PropertyField(monochrome, new GUIContent("Monochrome")); + + EditorGUILayout.Separator(); + + EditorGUILayout.PropertyField(intensityMultiplier, new GUIContent("Intensity Multiplier")); + EditorGUILayout.PropertyField(generalIntensity, new GUIContent(" General")); + EditorGUILayout.PropertyField(blackIntensity, new GUIContent(" Black Boost")); + EditorGUILayout.PropertyField(whiteIntensity, new GUIContent(" White Boost")); + midGrey.floatValue = EditorGUILayout.Slider( new GUIContent(" Mid Grey (for Boost)"), midGrey.floatValue, 0.0f, 1.0f); + if (monochrome.boolValue == false) { + Color c = new Color(intensities.vector3Value.x,intensities.vector3Value.y,intensities.vector3Value.z,1.0f); + c = EditorGUILayout.ColorField(new GUIContent(" Color Weights"), c); + intensities.vector3Value = new Vector3(c.r, c.g, c.b); + } + + if (!dx11Grain.boolValue) { + EditorGUILayout.Separator(); + + EditorGUILayout.LabelField("Noise Shape"); + EditorGUILayout.PropertyField(noiseTexture, new GUIContent(" Texture")); + EditorGUILayout.PropertyField(filterMode, new GUIContent(" Filter")); + } + else { + EditorGUILayout.Separator(); + EditorGUILayout.LabelField("Noise Shape"); + } + + softness.floatValue = EditorGUILayout.Slider( new GUIContent(" Softness"),softness.floatValue, 0.0f, 0.99f); + + if (!dx11Grain.boolValue) { + EditorGUILayout.Separator(); + EditorGUILayout.LabelField("Advanced"); + + if (monochrome.boolValue == false) + { + Vector3 temp = tiling.vector3Value; + temp.x = EditorGUILayout.FloatField(new GUIContent(" Tiling (Red)"), tiling.vector3Value.x); + temp.y = EditorGUILayout.FloatField(new GUIContent(" Tiling (Green)"), tiling.vector3Value.y); + temp.z = EditorGUILayout.FloatField(new GUIContent(" Tiling (Blue)"), tiling.vector3Value.z); + tiling.vector3Value = temp; + } + else { + EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(" Tiling")); + } + } + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs.meta new file mode 100644 index 0000000..1ca666a --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: abd63abcc46fbcb4588164b671b52d3b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/SunShaftsEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/SunShaftsEditor.cs new file mode 100644 index 0000000..51deae7 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/SunShaftsEditor.cs @@ -0,0 +1,105 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(SunShafts))] + class SunShaftsEditor : Editor + { + SerializedObject serObj; + + SerializedProperty sunTransform; + SerializedProperty radialBlurIterations; + SerializedProperty sunColor; + SerializedProperty sunThreshold; + SerializedProperty sunShaftBlurRadius; + SerializedProperty sunShaftIntensity; + SerializedProperty useDepthTexture; + SerializedProperty resolution; + SerializedProperty screenBlendMode; + SerializedProperty maxRadius; + + void OnEnable () { + serObj = new SerializedObject (target); + + screenBlendMode = serObj.FindProperty("screenBlendMode"); + + sunTransform = serObj.FindProperty("sunTransform"); + sunColor = serObj.FindProperty("sunColor"); + sunThreshold = serObj.FindProperty("sunThreshold"); + + sunShaftBlurRadius = serObj.FindProperty("sunShaftBlurRadius"); + radialBlurIterations = serObj.FindProperty("radialBlurIterations"); + + sunShaftIntensity = serObj.FindProperty("sunShaftIntensity"); + + resolution = serObj.FindProperty("resolution"); + + maxRadius = serObj.FindProperty("maxRadius"); + + useDepthTexture = serObj.FindProperty("useDepthTexture"); + } + + + public override void OnInspectorGUI () { + serObj.Update (); + + EditorGUILayout.BeginHorizontal(); + + EditorGUILayout.PropertyField (useDepthTexture, new GUIContent ("Rely on Z Buffer?")); + if ((target as SunShafts).GetComponent()) + GUILayout.Label("Current camera mode: "+ (target as SunShafts).GetComponent().depthTextureMode, EditorStyles.miniBoldLabel); + + EditorGUILayout.EndHorizontal(); + + // depth buffer need + /* + bool newVal = useDepthTexture.boolValue; + if (newVal != oldVal) { + if (newVal) + (target as SunShafts).camera.depthTextureMode |= DepthTextureMode.Depth; + else + (target as SunShafts).camera.depthTextureMode &= ~DepthTextureMode.Depth; + } + */ + + EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution")); + EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode")); + + EditorGUILayout.Separator (); + + EditorGUILayout.BeginHorizontal(); + + EditorGUILayout.PropertyField (sunTransform, new GUIContent("Shafts caster", "Chose a transform that acts as a root point for the produced sun shafts")); + if ((target as SunShafts).sunTransform && (target as SunShafts).GetComponent()) { + if (GUILayout.Button("Center on " + (target as SunShafts).GetComponent().name)) { + if (EditorUtility.DisplayDialog ("Move sun shafts source?", "The SunShafts caster named "+ (target as SunShafts).sunTransform.name +"\n will be centered along "+(target as SunShafts).GetComponent().name+". Are you sure? ", "Please do", "Don't")) { + Ray ray = (target as SunShafts).GetComponent().ViewportPointToRay(new Vector3(0.5f,0.5f,0)); + (target as SunShafts).sunTransform.position = ray.origin + ray.direction * 500.0f; + (target as SunShafts).sunTransform.LookAt ((target as SunShafts).transform); + } + } + } + + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.Separator (); + + EditorGUILayout.PropertyField (sunThreshold, new GUIContent ("Threshold color")); + EditorGUILayout.PropertyField (sunColor, new GUIContent ("Shafts color")); + maxRadius.floatValue = 1.0f - EditorGUILayout.Slider ("Distance falloff", 1.0f - maxRadius.floatValue, 0.1f, 1.0f); + + EditorGUILayout.Separator (); + + sunShaftBlurRadius.floatValue = EditorGUILayout.Slider ("Blur size", sunShaftBlurRadius.floatValue, 1.0f, 10.0f); + radialBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", radialBlurIterations.intValue, 1, 3); + + EditorGUILayout.Separator (); + + EditorGUILayout.PropertyField (sunShaftIntensity, new GUIContent("Intensity")); + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/SunShaftsEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/SunShaftsEditor.cs.meta new file mode 100644 index 0000000..b8d901f --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/SunShaftsEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 54f6f6313f2aecc4d81035ec0031e313 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/TonemappingEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/TonemappingEditor.cs new file mode 100644 index 0000000..613631f --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/TonemappingEditor.cs @@ -0,0 +1,81 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(Tonemapping))] + class TonemappingEditor : Editor + { + SerializedObject serObj; + + SerializedProperty type; + + // CURVE specific parameter + SerializedProperty remapCurve; + + SerializedProperty exposureAdjustment; + + // REINHARD specific parameter + SerializedProperty middleGrey; + SerializedProperty white; + SerializedProperty adaptionSpeed; + SerializedProperty adaptiveTextureSize; + + void OnEnable () { + serObj = new SerializedObject (target); + + type = serObj.FindProperty ("type"); + remapCurve = serObj.FindProperty ("remapCurve"); + exposureAdjustment = serObj.FindProperty ("exposureAdjustment"); + middleGrey = serObj.FindProperty ("middleGrey"); + white = serObj.FindProperty ("white"); + adaptionSpeed = serObj.FindProperty ("adaptionSpeed"); + adaptiveTextureSize = serObj.FindProperty("adaptiveTextureSize"); + } + + + public override void OnInspectorGUI () { + serObj.Update (); + + GUILayout.Label("Mapping HDR to LDR ranges since 1982", EditorStyles.miniLabel); + + Camera cam = (target as Tonemapping).GetComponent(); + if (cam != null) { + if (!cam.hdr) { + EditorGUILayout.HelpBox("The camera is not HDR enabled. This will likely break the Tonemapper.", MessageType.Warning); + } + else if (!(target as Tonemapping).validRenderTextureFormat) { + EditorGUILayout.HelpBox("The input to Tonemapper is not in HDR. Make sure that all effects prior to this are executed in HDR.", MessageType.Warning); + } + } + + EditorGUILayout.PropertyField (type, new GUIContent ("Technique")); + + if (type.enumValueIndex == (int) Tonemapping.TonemapperType.UserCurve) { + EditorGUILayout.PropertyField (remapCurve, new GUIContent ("Remap curve", "Specify the mapping of luminances yourself")); + } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.SimpleReinhard) { + EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); + } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Hable) { + EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); + } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Photographic) { + EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); + } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.OptimizedHejiDawson) { + EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); + } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhard) { + EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image.")); + EditorGUILayout.PropertyField (white, new GUIContent ("White", "Smallest luminance value that will be mapped to white")); + EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption")); + EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed.")); + } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhardAutoWhite) { + EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image.")); + EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption")); + EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed.")); + } + + GUILayout.Label("All following effects will use LDR color buffers", EditorStyles.miniBoldLabel); + + serObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/TonemappingEditor.cs.meta b/Human Farm Tycoon/Assets/Editor/ImageEffects/TonemappingEditor.cs.meta new file mode 100644 index 0000000..40c242a --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/TonemappingEditor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0f7cab214f141f642b87a5bdbd14653e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs b/Human Farm Tycoon/Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs new file mode 100644 index 0000000..10d5e73 --- /dev/null +++ b/Human Farm Tycoon/Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs @@ -0,0 +1,62 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [CustomEditor (typeof(VignetteAndChromaticAberration))] + class VignetteAndChromaticAberrationEditor : Editor + { + private SerializedObject m_SerObj; + private SerializedProperty m_Mode; + private SerializedProperty m_Intensity; // intensity == 0 disables pre pass (optimization) + private SerializedProperty m_ChromaticAberration; + private SerializedProperty m_AxialAberration; + private SerializedProperty m_Blur; // blur == 0 disables blur pass (optimization) + private SerializedProperty m_BlurSpread; + private SerializedProperty m_BlurDistance; + private SerializedProperty m_LuminanceDependency; + + + void OnEnable () + { + m_SerObj = new SerializedObject (target); + m_Mode = m_SerObj.FindProperty ("mode"); + m_Intensity = m_SerObj.FindProperty ("intensity"); + m_ChromaticAberration = m_SerObj.FindProperty ("chromaticAberration"); + m_AxialAberration = m_SerObj.FindProperty ("axialAberration"); + m_Blur = m_SerObj.FindProperty ("blur"); + m_BlurSpread = m_SerObj.FindProperty ("blurSpread"); + m_LuminanceDependency = m_SerObj.FindProperty ("luminanceDependency"); + m_BlurDistance = m_SerObj.FindProperty ("blurDistance"); + } + + + public override void OnInspectorGUI () + { + m_SerObj.Update (); + + EditorGUILayout.LabelField("Simulates the common lens artifacts 'Vignette' and 'Aberration'", EditorStyles.miniLabel); + + EditorGUILayout.PropertyField (m_Intensity, new GUIContent("Vignetting")); + EditorGUILayout.PropertyField (m_Blur, new GUIContent(" Blurred Corners")); + if (m_Blur.floatValue>0.0f) + EditorGUILayout.PropertyField (m_BlurSpread, new GUIContent(" Blur Distance")); + + EditorGUILayout.Separator (); + + EditorGUILayout.PropertyField (m_Mode, new GUIContent("Aberration")); + if (m_Mode.intValue>0) + { + EditorGUILayout.PropertyField (m_ChromaticAberration, new GUIContent(" Tangential Aberration")); + EditorGUILayout.PropertyField (m_AxialAberration, new GUIContent(" Axial Aberration")); + m_LuminanceDependency.floatValue = EditorGUILayout.Slider(" Contrast Dependency", m_LuminanceDependency.floatValue, 0.001f, 1.0f); + m_BlurDistance.floatValue = EditorGUILayout.Slider(" Blur Distance", m_BlurDistance.floatValue, 0.001f, 5.0f); + } + else + EditorGUILayout.PropertyField (m_ChromaticAberration, new GUIContent(" Chromatic Aberration")); + + m_SerObj.ApplyModifiedProperties(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs.meta b/Human Farm 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target.position).z; + transform.parent = null; + } + + + // Update is called once per frame + private void Update() + { + // only update lookahead pos if accelerating or changed direction + float xMoveDelta = (target.position - m_LastTargetPosition).x; + + bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold; + + if (updateLookAheadTarget) + { + m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta); + } + else + { + m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed); + } + + Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ; + Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping); + + transform.position = newPos; + + m_LastTargetPosition = target.position; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta new file mode 100644 index 0000000..81be27c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5d8238cc53530b64fbb7828c3d3bb591 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/CameraFollow.cs b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/CameraFollow.cs new file mode 100644 index 0000000..e87de97 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/CameraFollow.cs @@ -0,0 +1,74 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets._2D +{ + public class CameraFollow : MonoBehaviour + { + public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows. + public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows. + public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis. + public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis. + public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have. + public Vector2 minXAndY; // The minimum x and y coordinates the camera can have. + + private Transform m_Player; // Reference to the player's transform. + + + private void Awake() + { + // Setting up the reference. + m_Player = GameObject.FindGameObjectWithTag("Player").transform; + } + + + private bool CheckXMargin() + { + // Returns true if the distance between the camera and the player in the x axis is greater than the x margin. + return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin; + } + + + private bool CheckYMargin() + { + // Returns true if the distance between the camera and the player in the y axis is greater than the y margin. + return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin; + } + + + private void Update() + { + TrackPlayer(); + } + + + private void TrackPlayer() + { + // By default the target x and y coordinates of the camera are it's current x and y coordinates. + float targetX = transform.position.x; + float targetY = transform.position.y; + + // If the player has moved beyond the x margin... + if (CheckXMargin()) + { + // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position. + targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime); + } + + // If the player has moved beyond the y margin... + if (CheckYMargin()) + { + // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position. + targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime); + } + + // The target x and y coordinates should not be larger than the maximum or smaller than the minimum. + targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x); + targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y); + + // Set the camera's position to the target position with the same z component. + transform.position = new Vector3(targetX, targetY, transform.position.z); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta new file mode 100644 index 0000000..c594c47 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a9dfad760b6e9455593192a6d869f7ed +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs new file mode 100644 index 0000000..a142d31 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs @@ -0,0 +1,40 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets._2D +{ + [RequireComponent(typeof (PlatformerCharacter2D))] + public class Platformer2DUserControl : MonoBehaviour + { + private PlatformerCharacter2D m_Character; + private bool m_Jump; + + + private void Awake() + { + m_Character = GetComponent(); + } + + + private void Update() + { + if (!m_Jump) + { + // Read the jump input in Update so button presses aren't missed. + m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); + } + } + + + private void FixedUpdate() + { + // Read the inputs. + bool crouch = Input.GetKey(KeyCode.LeftControl); + float h = CrossPlatformInputManager.GetAxis("Horizontal"); + // Pass all parameters to the character control script. + m_Character.Move(h, crouch, m_Jump); + m_Jump = false; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta new file mode 100644 index 0000000..2747409 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c3d7b34a3bb2d4e4b926e7e729d3d410 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs new file mode 100644 index 0000000..1e1faa6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs @@ -0,0 +1,114 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets._2D +{ + public class PlatformerCharacter2D : MonoBehaviour + { + [SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis. + [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. + [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% + [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; + [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character + + private Transform m_GroundCheck; // A position marking where to check if the player is grounded. + const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded + private bool m_Grounded; // Whether or not the player is grounded. + private Transform m_CeilingCheck; // A position marking where to check for ceilings + const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up + private Animator m_Anim; // Reference to the player's animator component. + private Rigidbody2D m_Rigidbody2D; + private bool m_FacingRight = true; // For determining which way the player is currently facing. + + private void Awake() + { + // Setting up references. + m_GroundCheck = transform.Find("GroundCheck"); + m_CeilingCheck = transform.Find("CeilingCheck"); + m_Anim = GetComponent(); + m_Rigidbody2D = GetComponent(); + } + + + private void FixedUpdate() + { + m_Grounded = false; + + // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground + // This can be done using layers instead but Sample Assets will not overwrite your project settings. + Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); + for (int i = 0; i < colliders.Length; i++) + { + if (colliders[i].gameObject != gameObject) + m_Grounded = true; + } + m_Anim.SetBool("Ground", m_Grounded); + + // Set the vertical animation + m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y); + } + + + public void Move(float move, bool crouch, bool jump) + { + // If crouching, check to see if the character can stand up + if (!crouch && m_Anim.GetBool("Crouch")) + { + // If the character has a ceiling preventing them from standing up, keep them crouching + if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) + { + crouch = true; + } + } + + // Set whether or not the character is crouching in the animator + m_Anim.SetBool("Crouch", crouch); + + //only control the player if grounded or airControl is turned on + if (m_Grounded || m_AirControl) + { + // Reduce the speed if crouching by the crouchSpeed multiplier + move = (crouch ? move*m_CrouchSpeed : move); + + // The Speed animator parameter is set to the absolute value of the horizontal input. + m_Anim.SetFloat("Speed", Mathf.Abs(move)); + + // Move the character + m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y); + + // If the input is moving the player right and the player is facing left... + if (move > 0 && !m_FacingRight) + { + // ... flip the player. + Flip(); + } + // Otherwise if the input is moving the player left and the player is facing right... + else if (move < 0 && m_FacingRight) + { + // ... flip the player. + Flip(); + } + } + // If the player should jump... + if (m_Grounded && jump && m_Anim.GetBool("Ground")) + { + // Add a vertical force to the player. + m_Grounded = false; + m_Anim.SetBool("Ground", false); + m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); + } + } + + + private void Flip() + { + // Switch the way the player is labelled as facing. + m_FacingRight = !m_FacingRight; + + // Multiply the player's x local scale by -1. + Vector3 theScale = transform.localScale; + theScale.x *= -1; + transform.localScale = theScale; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta new file mode 100644 index 0000000..5dd33b1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d08f91df3bd212f429df17f53ce2f364 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Restarter.cs b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Restarter.cs new file mode 100644 index 0000000..79bc458 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/2D/Scripts/Restarter.cs @@ -0,0 +1,16 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets._2D +{ + public class Restarter : MonoBehaviour + { + private void OnTriggerEnter2D(Collider2D other) + { + if 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You can uncheck this option if you don't want it. + +After adding one to your scene, you will also probably want to delete the default "Main Camera" that was in your scene already, since the camera rigs contain their own cameras. + +The "Free Look" camera is designed to follow a target's position, while allowing the user to rotate the angle of the camera with the mouse (or a touch gesture). + +The "Multipurpose" camera is designed to follow a target's position and rotation (or direction of movement) and is useful for many game situations. + +With the "Free Look" and "Multipurpose" camera, the rig is designed so the root object of the rig should always move towards the target's position. The camera offset is specified by the height (the Y value) of the "Pivot" object, and the forward offset of the final "Camera" object. + +A typical set up for this would be to have the Y positional value of the Pivot set to 2 (for 2 meters above the target), and the Z positional value of the Camera set to -6 (for 6 meters behind the pivot). + +If you wanted to adjust the camera to be to one side of the target (eg, for a closer over-shoulder third person view), you should adjust the X position value of the Pivot object. + +Camera Rig <- position will move towards target. + Pivot <- adjust Y position for height, X position for horizontal offset + Camera <- adjust Z position for distance away from target + + +Both the "Free Look" and the "Multipurpose" camera also use the ProtectCameraFromWallClip script, which is intended to stop the camera from passing through items of scenery, as can happen if a character or vehicle targeted by the camera is backed up against a wall. + +The ProtectCameraFromWallClip script examines the distance between the Pivot and the Camera, and attempts to preserve this where possible, but draws the camera in closer to the pivot when colliders are detected. 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+using System; +using UnityEngine; + +namespace UnityStandardAssets.Cameras +{ + public abstract class AbstractTargetFollower : MonoBehaviour + { + public enum UpdateType // The available methods of updating are: + { + FixedUpdate, // Update in FixedUpdate (for tracking rigidbodies). + LateUpdate, // Update in LateUpdate. (for tracking objects that are moved in Update) + ManualUpdate, // user must call to update camera + } + + [SerializeField] protected Transform m_Target; // The target object to follow + [SerializeField] private bool m_AutoTargetPlayer = true; // Whether the rig should automatically target the player. + [SerializeField] private UpdateType m_UpdateType; // stores the selected update type + + protected Rigidbody targetRigidbody; + + + protected virtual void Start() + { + // if auto targeting is used, find the object tagged "Player" + // any class inheriting from this should call base.Start() to perform this action! + if (m_AutoTargetPlayer) + { + FindAndTargetPlayer(); + } + if (m_Target == null) return; + targetRigidbody = m_Target.GetComponent(); + } + + + private void FixedUpdate() + { + // we update from here if updatetype is set to Fixed, or in auto mode, + // if the target has a rigidbody, and isn't kinematic. + if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) + { + FindAndTargetPlayer(); + } + if (m_UpdateType == UpdateType.FixedUpdate) + { + FollowTarget(Time.deltaTime); + } + } + + + private void LateUpdate() + { + // we update from here if updatetype is set to Late, or in auto mode, + // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic. + if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) + { + FindAndTargetPlayer(); + } + if (m_UpdateType == UpdateType.LateUpdate) + { + FollowTarget(Time.deltaTime); + } + } + + + public void ManualUpdate() + { + // we update from here if updatetype is set to Late, or in auto mode, + // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic. + if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) + { + FindAndTargetPlayer(); + } + if (m_UpdateType == UpdateType.ManualUpdate) + { + FollowTarget(Time.deltaTime); + } + } + + protected abstract void FollowTarget(float deltaTime); + + + public void FindAndTargetPlayer() + { + // auto target an object tagged player, if no target has been assigned + var targetObj = GameObject.FindGameObjectWithTag("Player"); + if (targetObj) + { + SetTarget(targetObj.transform); + } + } + + + public virtual void SetTarget(Transform newTransform) + { + m_Target = newTransform; + } + + + public Transform Target + { + get { return m_Target; } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs.meta new file mode 100644 index 0000000..da819d7 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 89a534d869bfccd49bebf7cb6fb244b6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs new file mode 100644 index 0000000..906ae0f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs @@ -0,0 +1,107 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR + +#endif + +namespace UnityStandardAssets.Cameras +{ + [ExecuteInEditMode] + public class AutoCam : PivotBasedCameraRig + { + [SerializeField] private float m_MoveSpeed = 3; // How fast the rig will move to keep up with target's position + [SerializeField] private float m_TurnSpeed = 1; // How fast the rig will turn to keep up with target's rotation + [SerializeField] private float m_RollSpeed = 0.2f;// How fast the rig will roll (around Z axis) to match target's roll. + [SerializeField] private bool m_FollowVelocity = false;// Whether the rig will rotate in the direction of the target's velocity. + [SerializeField] private bool m_FollowTilt = true; // Whether the rig will tilt (around X axis) with the target. + [SerializeField] private float m_SpinTurnLimit = 90;// The threshold beyond which the camera stops following the target's rotation. (used in situations where a car spins out, for example) + [SerializeField] private float m_TargetVelocityLowerLimit = 4f;// the minimum velocity above which the camera turns towards the object's velocity. Below this we use the object's forward direction. + [SerializeField] private float m_SmoothTurnTime = 0.2f; // the smoothing for the camera's rotation + + private float m_LastFlatAngle; // The relative angle of the target and the rig from the previous frame. + private float m_CurrentTurnAmount; // How much to turn the camera + private float m_TurnSpeedVelocityChange; // The change in the turn speed velocity + private Vector3 m_RollUp = Vector3.up;// The roll of the camera around the z axis ( generally this will always just be up ) + + + protected override void FollowTarget(float deltaTime) + { + // if no target, or no time passed then we quit early, as there is nothing to do + if (!(deltaTime > 0) || m_Target == null) + { + return; + } + + // initialise some vars, we'll be modifying these in a moment + var targetForward = m_Target.forward; + var targetUp = m_Target.up; + + if (m_FollowVelocity && Application.isPlaying) + { + // in follow velocity mode, the camera's rotation is aligned towards the object's velocity direction + // but only if the object is traveling faster than a given threshold. + + if (targetRigidbody.velocity.magnitude > m_TargetVelocityLowerLimit) + { + // velocity is high enough, so we'll use the target's velocty + targetForward = targetRigidbody.velocity.normalized; + targetUp = Vector3.up; + } + else + { + targetUp = Vector3.up; + } + m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, 1, ref m_TurnSpeedVelocityChange, m_SmoothTurnTime); + } + else + { + // we're in 'follow rotation' mode, where the camera rig's rotation follows the object's rotation. + + // This section allows the camera to stop following the target's rotation when the target is spinning too fast. + // eg when a car has been knocked into a spin. The camera will resume following the rotation + // of the target when the target's angular velocity slows below the threshold. + var currentFlatAngle = Mathf.Atan2(targetForward.x, targetForward.z)*Mathf.Rad2Deg; + if (m_SpinTurnLimit > 0) + { + var targetSpinSpeed = Mathf.Abs(Mathf.DeltaAngle(m_LastFlatAngle, currentFlatAngle))/deltaTime; + var desiredTurnAmount = Mathf.InverseLerp(m_SpinTurnLimit, m_SpinTurnLimit*0.75f, targetSpinSpeed); + var turnReactSpeed = (m_CurrentTurnAmount > desiredTurnAmount ? .1f : 1f); + if (Application.isPlaying) + { + m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, desiredTurnAmount, + ref m_TurnSpeedVelocityChange, turnReactSpeed); + } + else + { + // for editor mode, smoothdamp won't work because it uses deltaTime internally + m_CurrentTurnAmount = desiredTurnAmount; + } + } + else + { + m_CurrentTurnAmount = 1; + } + m_LastFlatAngle = currentFlatAngle; + } + + // camera position moves towards target position: + transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed); + + // camera's rotation is split into two parts, which can have independend speed settings: + // rotating towards the target's forward direction (which encompasses its 'yaw' and 'pitch') + if (!m_FollowTilt) + { + targetForward.y = 0; + if (targetForward.sqrMagnitude < float.Epsilon) + { + targetForward = transform.forward; + } + } + var rollRotation = Quaternion.LookRotation(targetForward, m_RollUp); + + // and aligning with the target object's up direction (i.e. its 'roll') + m_RollUp = m_RollSpeed > 0 ? Vector3.Slerp(m_RollUp, targetUp, m_RollSpeed*deltaTime) : Vector3.up; + transform.rotation = Quaternion.Lerp(transform.rotation, rollRotation, m_TurnSpeed*m_CurrentTurnAmount*deltaTime); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs.meta new file mode 100644 index 0000000..77830cf --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a8d3968294210ba4a9d2bb96dfa74a16 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs new file mode 100644 index 0000000..091eda2 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs @@ -0,0 +1,115 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Cameras +{ + public class FreeLookCam : PivotBasedCameraRig + { + // This script is designed to be placed on the root object of a camera rig, + // comprising 3 gameobjects, each parented to the next: + + // Camera Rig + // Pivot + // Camera + + [SerializeField] private float m_MoveSpeed = 1f; // How fast the rig will move to keep up with the target's position. + [Range(0f, 10f)] [SerializeField] private float m_TurnSpeed = 1.5f; // How fast the rig will rotate from user input. + [SerializeField] private float m_TurnSmoothing = 0.1f; // How much smoothing to apply to the turn input, to reduce mouse-turn jerkiness + [SerializeField] private float m_TiltMax = 75f; // The maximum value of the x axis rotation of the pivot. + [SerializeField] private float m_TiltMin = 45f; // The minimum value of the x axis rotation of the pivot. + [SerializeField] private bool m_LockCursor = false; // Whether the cursor should be hidden and locked. + [SerializeField] private bool m_VerticalAutoReturn = false; // set wether or not the vertical axis should auto return + + private float m_LookAngle; // The rig's y axis rotation. + private float m_TiltAngle; // The pivot's x axis rotation. + private const float k_LookDistance = 100f; // How far in front of the pivot the character's look target is. + private Vector3 m_PivotEulers; + private Quaternion m_PivotTargetRot; + private Quaternion m_TransformTargetRot; + + protected override void Awake() + { + base.Awake(); + // Lock or unlock the cursor. + Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None; + Cursor.visible = !m_LockCursor; + m_PivotEulers = m_Pivot.rotation.eulerAngles; + + m_PivotTargetRot = m_Pivot.transform.localRotation; + m_TransformTargetRot = transform.localRotation; + } + + + protected void Update() + { + HandleRotationMovement(); + if (m_LockCursor && Input.GetMouseButtonUp(0)) + { + Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None; + Cursor.visible = !m_LockCursor; + } + } + + + private void OnDisable() + { + Cursor.lockState = CursorLockMode.None; + Cursor.visible = true; + } + + + protected override void FollowTarget(float deltaTime) + { + if (m_Target == null) return; + // Move the rig towards target position. + transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed); + } + + + private void HandleRotationMovement() + { + if(Time.timeScale < float.Epsilon) + return; + + // Read the user input + var x = CrossPlatformInputManager.GetAxis("Mouse X"); + var y = CrossPlatformInputManager.GetAxis("Mouse Y"); + + // Adjust the look angle by an amount proportional to the turn speed and horizontal input. + m_LookAngle += x*m_TurnSpeed; + + // Rotate the rig (the root object) around Y axis only: + m_TransformTargetRot = Quaternion.Euler(0f, m_LookAngle, 0f); + + if (m_VerticalAutoReturn) + { + // For tilt input, we need to behave differently depending on whether we're using mouse or touch input: + // on mobile, vertical input is directly mapped to tilt value, so it springs back automatically when the look input is released + // we have to test whether above or below zero because we want to auto-return to zero even if min and max are not symmetrical. + m_TiltAngle = y > 0 ? Mathf.Lerp(0, -m_TiltMin, y) : Mathf.Lerp(0, m_TiltMax, -y); + } + else + { + // on platforms with a mouse, we adjust the current angle based on Y mouse input and turn speed + m_TiltAngle -= y*m_TurnSpeed; + // and make sure the new value is within the tilt range + m_TiltAngle = Mathf.Clamp(m_TiltAngle, -m_TiltMin, m_TiltMax); + } + + // Tilt input around X is applied to the pivot (the child of this object) + m_PivotTargetRot = Quaternion.Euler(m_TiltAngle, m_PivotEulers.y , m_PivotEulers.z); + + if (m_TurnSmoothing > 0) + { + m_Pivot.localRotation = Quaternion.Slerp(m_Pivot.localRotation, m_PivotTargetRot, m_TurnSmoothing * Time.deltaTime); + transform.localRotation = Quaternion.Slerp(transform.localRotation, m_TransformTargetRot, m_TurnSmoothing * Time.deltaTime); + } + else + { + m_Pivot.localRotation = m_PivotTargetRot; + transform.localRotation = m_TransformTargetRot; + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta new file mode 100644 index 0000000..9b51a26 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e44af8091779fcb40801d5b284353dbe +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs new file mode 100644 index 0000000..837cf5c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Cameras +{ + public class HandHeldCam : LookatTarget + { + [SerializeField] private float m_SwaySpeed = .5f; + [SerializeField] private float m_BaseSwayAmount = .5f; + [SerializeField] private float m_TrackingSwayAmount = .5f; + [Range(-1, 1)] [SerializeField] private float m_TrackingBias = 0; + + + protected override void FollowTarget(float deltaTime) + { + base.FollowTarget(deltaTime); + + float bx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f); + float by = (Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f; + + bx *= m_BaseSwayAmount; + by *= m_BaseSwayAmount; + + float tx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f) + m_TrackingBias; + float ty = ((Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f) + m_TrackingBias; + + tx *= -m_TrackingSwayAmount*m_FollowVelocity.x; + ty *= m_TrackingSwayAmount*m_FollowVelocity.y; + + transform.Rotate(bx + tx, by + ty, 0); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta new file mode 100644 index 0000000..7b64b3b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d947636a9390f6a46a121124154e6e3f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs new file mode 100644 index 0000000..a33b3a6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs @@ -0,0 +1,66 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Cameras +{ + public class LookatTarget : AbstractTargetFollower + { + // A simple script to make one object look at another, + // but with optional constraints which operate relative to + // this gameobject's initial rotation. + + // Only rotates around local X and Y. + + // Works in local coordinates, so if this object is parented + // to another moving gameobject, its local constraints will + // operate correctly + // (Think: looking out the side window of a car, or a gun turret + // on a moving spaceship with a limited angular range) + + // to have no constraints on an axis, set the rotationRange greater than 360. + + [SerializeField] private Vector2 m_RotationRange; + [SerializeField] private float m_FollowSpeed = 1; + + private Vector3 m_FollowAngles; + private Quaternion m_OriginalRotation; + + protected Vector3 m_FollowVelocity; + + + // Use this for initialization + protected override void Start() + { + base.Start(); + m_OriginalRotation = transform.localRotation; + } + + + protected override void FollowTarget(float deltaTime) + { + // we make initial calculations from the original local rotation + transform.localRotation = m_OriginalRotation; + + // tackle rotation around Y first + Vector3 localTarget = transform.InverseTransformPoint(m_Target.position); + float yAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg; + + yAngle = Mathf.Clamp(yAngle, -m_RotationRange.y*0.5f, m_RotationRange.y*0.5f); + transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, yAngle, 0); + + // then recalculate new local target position for rotation around X + localTarget = transform.InverseTransformPoint(m_Target.position); + float xAngle = Mathf.Atan2(localTarget.y, localTarget.z)*Mathf.Rad2Deg; + xAngle = Mathf.Clamp(xAngle, -m_RotationRange.x*0.5f, m_RotationRange.x*0.5f); + var targetAngles = new Vector3(m_FollowAngles.x + Mathf.DeltaAngle(m_FollowAngles.x, xAngle), + m_FollowAngles.y + Mathf.DeltaAngle(m_FollowAngles.y, yAngle)); + + // smoothly interpolate the current angles to the target angles + m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, targetAngles, ref m_FollowVelocity, m_FollowSpeed); + + + // and update the gameobject itself + transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta new file mode 100644 index 0000000..a201095 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f2ec2b96de5640e42a622fc3064f1c80 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs new file mode 100644 index 0000000..cc76a6a --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs @@ -0,0 +1,28 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Cameras +{ + public abstract class PivotBasedCameraRig : AbstractTargetFollower + { + // This script is designed to be placed on the root object of a camera rig, + // comprising 3 gameobjects, each parented to the next: + + // Camera Rig + // Pivot + // Camera + + protected Transform m_Cam; // the transform of the camera + protected Transform m_Pivot; // the point at which the camera pivots around + protected Vector3 m_LastTargetPosition; + + + protected virtual void Awake() + { + // find the camera in the object hierarchy + m_Cam = GetComponentInChildren().transform; + m_Pivot = m_Cam.parent; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta new file mode 100644 index 0000000..701f56f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 58cb183e16853564e9ed457f8a296db1 +labels: +- Done +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs new file mode 100644 index 0000000..da8acd4 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs @@ -0,0 +1,124 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Cameras +{ + public class ProtectCameraFromWallClip : MonoBehaviour + { + public float clipMoveTime = 0.05f; // time taken to move when avoiding cliping (low value = fast, which it should be) + public float returnTime = 0.4f; // time taken to move back towards desired position, when not clipping (typically should be a higher value than clipMoveTime) + public float sphereCastRadius = 0.1f; // the radius of the sphere used to test for object between camera and target + public bool visualiseInEditor; // toggle for visualising the algorithm through lines for the raycast in the editor + public float closestDistance = 0.5f; // the closest distance the camera can be from the target + public bool protecting { get; private set; } // used for determining if there is an object between the target and the camera + public string dontClipTag = "Player"; // don't clip against objects with this tag (useful for not clipping against the targeted object) + + private Transform m_Cam; // the transform of the camera + private Transform m_Pivot; // the point at which the camera pivots around + private float m_OriginalDist; // the original distance to the camera before any modification are made + private float m_MoveVelocity; // the velocity at which the camera moved + private float m_CurrentDist; // the current distance from the camera to the target + private Ray m_Ray; // the ray used in the lateupdate for casting between the camera and the target + private RaycastHit[] m_Hits; // the hits between the camera and the target + private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances + + + private void Start() + { + // find the camera in the object hierarchy + m_Cam = GetComponentInChildren().transform; + m_Pivot = m_Cam.parent; + m_OriginalDist = m_Cam.localPosition.magnitude; + m_CurrentDist = m_OriginalDist; + + // create a new RayHitComparer + m_RayHitComparer = new RayHitComparer(); + } + + + private void LateUpdate() + { + // initially set the target distance + float targetDist = m_OriginalDist; + + m_Ray.origin = m_Pivot.position + m_Pivot.forward*sphereCastRadius; + m_Ray.direction = -m_Pivot.forward; + + // initial check to see if start of spherecast intersects anything + var cols = Physics.OverlapSphere(m_Ray.origin, sphereCastRadius); + + bool initialIntersect = false; + bool hitSomething = false; + + // loop through all the collisions to check if something we care about + for (int i = 0; i < cols.Length; i++) + { + if ((!cols[i].isTrigger) && + !(cols[i].attachedRigidbody != null && cols[i].attachedRigidbody.CompareTag(dontClipTag))) + { + initialIntersect = true; + break; + } + } + + // if there is a collision + if (initialIntersect) + { + m_Ray.origin += m_Pivot.forward*sphereCastRadius; + + // do a raycast and gather all the intersections + m_Hits = Physics.RaycastAll(m_Ray, m_OriginalDist - sphereCastRadius); + } + else + { + // if there was no collision do a sphere cast to see if there were any other collisions + m_Hits = Physics.SphereCastAll(m_Ray, sphereCastRadius, m_OriginalDist + sphereCastRadius); + } + + // sort the collisions by distance + Array.Sort(m_Hits, m_RayHitComparer); + + // set the variable used for storing the closest to be as far as possible + float nearest = Mathf.Infinity; + + // loop through all the collisions + for (int i = 0; i < m_Hits.Length; i++) + { + // only deal with the collision if it was closer than the previous one, not a trigger, and not attached to a rigidbody tagged with the dontClipTag + if (m_Hits[i].distance < nearest && (!m_Hits[i].collider.isTrigger) && + !(m_Hits[i].collider.attachedRigidbody != null && + m_Hits[i].collider.attachedRigidbody.CompareTag(dontClipTag))) + { + // change the nearest collision to latest + nearest = m_Hits[i].distance; + targetDist = -m_Pivot.InverseTransformPoint(m_Hits[i].point).z; + hitSomething = true; + } + } + + // visualise the cam clip effect in the editor + if (hitSomething) + { + Debug.DrawRay(m_Ray.origin, -m_Pivot.forward*(targetDist + sphereCastRadius), Color.red); + } + + // hit something so move the camera to a better position + protecting = hitSomething; + m_CurrentDist = Mathf.SmoothDamp(m_CurrentDist, targetDist, ref m_MoveVelocity, + m_CurrentDist > targetDist ? clipMoveTime : returnTime); + m_CurrentDist = Mathf.Clamp(m_CurrentDist, closestDistance, m_OriginalDist); + m_Cam.localPosition = -Vector3.forward*m_CurrentDist; + } + + + // comparer for check distances in ray cast hits + public class RayHitComparer : IComparer + { + public int Compare(object x, object y) + { + return ((RaycastHit) x).distance.CompareTo(((RaycastHit) y).distance); + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs.meta new file mode 100644 index 0000000..99ac1cd --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 94b04ec3bda6b7747aa53936ef3b0ae2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs new file mode 100644 index 0000000..9a014e0 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs @@ -0,0 +1,79 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Cameras +{ + public class TargetFieldOfView : AbstractTargetFollower + { + // This script is primarily designed to be used with the "LookAtTarget" script to enable a + // CCTV style camera looking at a target to also adjust its field of view (zoom) to fit the + // target (so that it zooms in as the target becomes further away). + // When used with a follow cam, it will automatically use the same target. + + [SerializeField] private float m_FovAdjustTime = 1; // the time taken to adjust the current FOV to the desired target FOV amount. + [SerializeField] private float m_ZoomAmountMultiplier = 2; // a multiplier for the FOV amount. The default of 2 makes the field of view twice as wide as required to fit the target. + [SerializeField] private bool m_IncludeEffectsInSize = false; // changing this only takes effect on startup, or when new target is assigned. + + private float m_BoundSize; + private float m_FovAdjustVelocity; + private Camera m_Cam; + private Transform m_LastTarget; + + // Use this for initialization + protected override void Start() + { + base.Start(); + m_BoundSize = MaxBoundsExtent(m_Target, m_IncludeEffectsInSize); + + // get a reference to the actual camera component: + m_Cam = GetComponentInChildren(); + } + + + protected override void FollowTarget(float deltaTime) + { + // calculate the correct field of view to fit the bounds size at the current distance + float dist = (m_Target.position - transform.position).magnitude; + float requiredFOV = Mathf.Atan2(m_BoundSize, dist)*Mathf.Rad2Deg*m_ZoomAmountMultiplier; + + m_Cam.fieldOfView = Mathf.SmoothDamp(m_Cam.fieldOfView, requiredFOV, ref m_FovAdjustVelocity, m_FovAdjustTime); + } + + + public override void SetTarget(Transform newTransform) + { + base.SetTarget(newTransform); + m_BoundSize = MaxBoundsExtent(newTransform, m_IncludeEffectsInSize); + } + + + public static float MaxBoundsExtent(Transform obj, bool includeEffects) + { + // get the maximum bounds extent of object, including all child renderers, + // but excluding particles and trails, for FOV zooming effect. + + var renderers = obj.GetComponentsInChildren(); + + Bounds bounds = new Bounds(); + bool initBounds = false; + foreach (Renderer r in renderers) + { + if (!((r is TrailRenderer) || (r is ParticleRenderer) || (r is ParticleSystemRenderer))) + { + if (!initBounds) + { + initBounds = true; + bounds = r.bounds; + } + else + { + bounds.Encapsulate(r.bounds); + } + } + } + float max = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z); + return max; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs.meta new file mode 100644 index 0000000..e9f4a36 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a62942d9af3f36d448094c6ed1f214dd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput.meta new file mode 100644 index 0000000..b295aee --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: eb6d0d11aa24844488ea026462c8b6aa +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt new file mode 100644 index 0000000..461c8df --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt @@ -0,0 +1,32 @@ + +Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game. + +The CrossPlatformInput sample assets contains two main sections. + +1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class. + +2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs. + + + +For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager. + +Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. + +The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification. + +To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements. + +When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected. + +The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons: + GetAxis, GetAxisRaw + GetButton, GetButtonDown, GetButtonUp + +Notes for coders: +This package sets two compiler define symbols. 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name of the axis + public float axisValue = 1; // The axis that the value has + public float responseSpeed = 3; // The speed at which the axis touch button responds + public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre + + AxisTouchButton m_PairedWith; // Which button this one is paired with + CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input + + void OnEnable() + { + if (!CrossPlatformInputManager.AxisExists(axisName)) + { + // if the axis doesnt exist create a new one in cross platform input + m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); + } + else + { + m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); + } + FindPairedButton(); + } + + void FindPairedButton() + { + // find the other button witch which this button should be paired + // (it should have the same axisName) + var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[]; + + if (otherAxisButtons != null) + { + for (int i = 0; i < otherAxisButtons.Length; i++) + { + if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this) + { + m_PairedWith = otherAxisButtons[i]; + } + } + } + } + + void OnDisable() + { + // The object is disabled so remove it from the cross platform input system + m_Axis.Remove(); + } + + + public void OnPointerDown(PointerEventData data) + { + if (m_PairedWith == null) + { + FindPairedButton(); + } + // update the axis and record that the button has been pressed this frame + m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime)); + } + + + public void OnPointerUp(PointerEventData data) + { + m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime)); + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta new file mode 100644 index 0000000..241497f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9ab98b66288df7b4fa182075f2f12bd6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs new file mode 100644 index 0000000..3b48f25 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs @@ -0,0 +1,50 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public class ButtonHandler : MonoBehaviour + { + + public string Name; + + void OnEnable() + { + + } + + public void SetDownState() + { + CrossPlatformInputManager.SetButtonDown(Name); + } + + + public void SetUpState() + { + CrossPlatformInputManager.SetButtonUp(Name); + } + + + public void SetAxisPositiveState() + { + CrossPlatformInputManager.SetAxisPositive(Name); + } + + + public void SetAxisNeutralState() + { + CrossPlatformInputManager.SetAxisZero(Name); + } + + + public void SetAxisNegativeState() + { + CrossPlatformInputManager.SetAxisNegative(Name); + } + + public void Update() + { + + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta new file mode 100644 index 0000000..1aadb06 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85bf3be603548374ca46f521a3aa7fda +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs new file mode 100644 index 0000000..9d368c8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs @@ -0,0 +1,318 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput.PlatformSpecific; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public static class CrossPlatformInputManager + { + public enum ActiveInputMethod + { + Hardware, + Touch + } + + + private static VirtualInput activeInput; + + private static VirtualInput s_TouchInput; + private static VirtualInput s_HardwareInput; + + + static CrossPlatformInputManager() + { + s_TouchInput = new MobileInput(); + s_HardwareInput = new StandaloneInput(); +#if MOBILE_INPUT + activeInput = s_TouchInput; +#else + activeInput = s_HardwareInput; +#endif + } + + public static void SwitchActiveInputMethod(ActiveInputMethod activeInputMethod) + { + switch (activeInputMethod) + { + case ActiveInputMethod.Hardware: + activeInput = s_HardwareInput; + break; + + case ActiveInputMethod.Touch: + activeInput = s_TouchInput; + break; + } + } + + public static bool AxisExists(string name) + { + return activeInput.AxisExists(name); + } + + public static bool ButtonExists(string name) + { + return activeInput.ButtonExists(name); + } + + public static void RegisterVirtualAxis(VirtualAxis axis) + { + activeInput.RegisterVirtualAxis(axis); + } + + + public static void RegisterVirtualButton(VirtualButton button) + { + activeInput.RegisterVirtualButton(button); + } + + + public static void UnRegisterVirtualAxis(string name) + { + if (name == null) + { + throw new ArgumentNullException("name"); + } + activeInput.UnRegisterVirtualAxis(name); + } + + + public static void UnRegisterVirtualButton(string name) + { + activeInput.UnRegisterVirtualButton(name); + } + + + // returns a reference to a named virtual axis if it exists otherwise null + public static VirtualAxis VirtualAxisReference(string name) + { + return activeInput.VirtualAxisReference(name); + } + + + // returns the platform appropriate axis for the given name + public static float GetAxis(string name) + { + return GetAxis(name, false); + } + + + public static float GetAxisRaw(string name) + { + return GetAxis(name, true); + } + + + // private function handles both types of axis (raw and not raw) + private static float GetAxis(string name, bool raw) + { + return activeInput.GetAxis(name, raw); + } + + + // -- Button handling -- + public static bool GetButton(string name) + { + return activeInput.GetButton(name); + } + + + public static bool GetButtonDown(string name) + { + return activeInput.GetButtonDown(name); + } + + + public static bool GetButtonUp(string name) + { + return activeInput.GetButtonUp(name); + } + + + public static void SetButtonDown(string name) + { + activeInput.SetButtonDown(name); + } + + + public static void SetButtonUp(string name) + { + activeInput.SetButtonUp(name); + } + + + public static void SetAxisPositive(string name) + { + activeInput.SetAxisPositive(name); + } + + + public static void SetAxisNegative(string name) + { + activeInput.SetAxisNegative(name); + } + + + public static void SetAxisZero(string name) + { + activeInput.SetAxisZero(name); + } + + + public static void SetAxis(string name, float value) + { + activeInput.SetAxis(name, value); + } + + + public static Vector3 mousePosition + { + get { return activeInput.MousePosition(); } + } + + + public static void SetVirtualMousePositionX(float f) + { + activeInput.SetVirtualMousePositionX(f); + } + + + public static void SetVirtualMousePositionY(float f) + { + activeInput.SetVirtualMousePositionY(f); + } + + + public static void SetVirtualMousePositionZ(float f) + { + activeInput.SetVirtualMousePositionZ(f); + } + + + // virtual axis and button classes - applies to mobile input + // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation. + // Could also be implemented by other input devices - kinect, electronic sensors, etc + public class VirtualAxis + { + public string name { get; private set; } + private float m_Value; + public bool matchWithInputManager { get; private set; } + + + public VirtualAxis(string name) + : this(name, true) + { + } + + + public VirtualAxis(string name, bool matchToInputSettings) + { + this.name = name; + matchWithInputManager = matchToInputSettings; + } + + + // removes an axes from the cross platform input system + public void Remove() + { + UnRegisterVirtualAxis(name); + } + + + // a controller gameobject (eg. a virtual thumbstick) should update this class + public void Update(float value) + { + m_Value = value; + } + + + public float GetValue + { + get { return m_Value; } + } + + + public float GetValueRaw + { + get { return m_Value; } + } + } + + // a controller gameobject (eg. a virtual GUI button) should call the + // 'pressed' function of this class. Other objects can then read the + // Get/Down/Up state of this button. + public class VirtualButton + { + public string name { get; private set; } + public bool matchWithInputManager { get; private set; } + + private int m_LastPressedFrame = -5; + private int m_ReleasedFrame = -5; + private bool m_Pressed; + + + public VirtualButton(string name) + : this(name, true) + { + } + + + public VirtualButton(string name, bool matchToInputSettings) + { + this.name = name; + matchWithInputManager = matchToInputSettings; + } + + + // A controller gameobject should call this function when the button is pressed down + public void Pressed() + { + if (m_Pressed) + { + return; + } + m_Pressed = true; + m_LastPressedFrame = Time.frameCount; + } + + + // A controller gameobject should call this function when the button is released + public void Released() + { + m_Pressed = false; + m_ReleasedFrame = Time.frameCount; + } + + + // the controller gameobject should call Remove when the button is destroyed or disabled + public void Remove() + { + UnRegisterVirtualButton(name); + } + + + // these are the states of the button which can be read via the cross platform input system + public bool GetButton + { + get { return m_Pressed; } + } + + + public bool GetButtonDown + { + get + { + return m_LastPressedFrame - Time.frameCount == -1; + } + } + + + public bool GetButtonUp + { + get + { + return (m_ReleasedFrame == Time.frameCount - 1); + } + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta new file mode 100644 index 0000000..ea900aa --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c +labels: +- Done +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -1010 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs new file mode 100644 index 0000000..c524fc2 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs @@ -0,0 +1,17 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public class InputAxisScrollbar : MonoBehaviour + { + public string axis; + + void Update() { } + + public void HandleInput(float value) + { + CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta new file mode 100644 index 0000000..956782c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7d3269566d48b8447bb48d2259e28f8b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs new file mode 100644 index 0000000..b01f5ef --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs @@ -0,0 +1,118 @@ +using System; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler + { + public enum AxisOption + { + // Options for which axes to use + Both, // Use both + OnlyHorizontal, // Only horizontal + OnlyVertical // Only vertical + } + + public int MovementRange = 100; + public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use + public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input + public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input + + Vector3 m_StartPos; + bool m_UseX; // Toggle for using the x axis + bool m_UseY; // Toggle for using the Y axis + CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input + CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input + + void OnEnable() + { + CreateVirtualAxes(); + } + + void Start() + { + m_StartPos = transform.position; + } + + void UpdateVirtualAxes(Vector3 value) + { + var delta = m_StartPos - value; + delta.y = -delta.y; + delta /= MovementRange; + if (m_UseX) + { + m_HorizontalVirtualAxis.Update(-delta.x); + } + + if (m_UseY) + { + m_VerticalVirtualAxis.Update(delta.y); + } + } + + void CreateVirtualAxes() + { + // set axes to use + m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); + m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); + + // create new axes based on axes to use + if (m_UseX) + { + m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); + } + if (m_UseY) + { + m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); + } + } + + + public void OnDrag(PointerEventData data) + { + Vector3 newPos = Vector3.zero; + + if (m_UseX) + { + int delta = (int)(data.position.x - m_StartPos.x); + delta = Mathf.Clamp(delta, - MovementRange, MovementRange); + newPos.x = delta; + } + + if (m_UseY) + { + int delta = (int)(data.position.y - m_StartPos.y); + delta = Mathf.Clamp(delta, -MovementRange, MovementRange); + newPos.y = delta; + } + transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z); + UpdateVirtualAxes(transform.position); + } + + + public void OnPointerUp(PointerEventData data) + { + transform.position = m_StartPos; + UpdateVirtualAxes(m_StartPos); + } + + + public void OnPointerDown(PointerEventData data) { } + + void OnDisable() + { + // remove the joysticks from the cross platform input + if (m_UseX) + { + m_HorizontalVirtualAxis.Remove(); + } + if (m_UseY) + { + m_VerticalVirtualAxis.Remove(); + } + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta new file mode 100644 index 0000000..aaac767 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 00c3c865782347f41b6358d9fba14b48 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs new file mode 100644 index 0000000..9cea0d9 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs @@ -0,0 +1,86 @@ +using System; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + + +namespace UnityStandardAssets.CrossPlatformInput +{ + [ExecuteInEditMode] + public class MobileControlRig : MonoBehaviour + { + // this script enables or disables the child objects of a control rig + // depending on whether the USE_MOBILE_INPUT define is declared. + + // This define is set or unset by a menu item that is included with + // the Cross Platform Input package. + +#if !UNITY_EDITOR + void OnEnable() + { + CheckEnableControlRig(); + } + #endif + + private void Start() + { +#if UNITY_EDITOR + if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play +#endif + { + UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); + + if (system == null) + {//the scene have no event system, spawn one + GameObject o = new GameObject("EventSystem"); + + o.AddComponent(); + o.AddComponent(); + o.AddComponent(); + } + } + } + +#if UNITY_EDITOR + + private void OnEnable() + { + EditorUserBuildSettings.activeBuildTargetChanged += Update; + EditorApplication.update += Update; + } + + + private void OnDisable() + { + EditorUserBuildSettings.activeBuildTargetChanged -= Update; + EditorApplication.update -= Update; + } + + + private void Update() + { + CheckEnableControlRig(); + } +#endif + + + private void CheckEnableControlRig() + { +#if MOBILE_INPUT + EnableControlRig(true); + #else + EnableControlRig(false); +#endif + } + + + private void EnableControlRig(bool enabled) + { + foreach (Transform t in transform) + { + t.gameObject.SetActive(enabled); + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta new file mode 100644 index 0000000..0ee49e8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 71398ce7fbc3a5b4fa50b50bd54317a7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta new file mode 100644 index 0000000..830670b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: f3f33f034733d9f4f9d439d80e26bdce +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs new file mode 100644 index 0000000..0416715 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs @@ -0,0 +1,133 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific +{ + public class MobileInput : VirtualInput + { + private void AddButton(string name) + { + // we have not registered this button yet so add it, happens in the constructor + CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); + } + + + private void AddAxes(string name) + { + // we have not registered this button yet so add it, happens in the constructor + CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); + } + + + public override float GetAxis(string name, bool raw) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + return m_VirtualAxes[name].GetValue; + } + + + public override void SetButtonDown(string name) + { + if (!m_VirtualButtons.ContainsKey(name)) + { + AddButton(name); + } + m_VirtualButtons[name].Pressed(); + } + + + public override void SetButtonUp(string name) + { + if (!m_VirtualButtons.ContainsKey(name)) + { + AddButton(name); + } + m_VirtualButtons[name].Released(); + } + + + public override void SetAxisPositive(string name) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(1f); + } + + + public override void SetAxisNegative(string name) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(-1f); + } + + + public override void SetAxisZero(string name) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(0f); + } + + + public override void SetAxis(string name, float value) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(value); + } + + + public override bool GetButtonDown(string name) + { + if (m_VirtualButtons.ContainsKey(name)) + { + return m_VirtualButtons[name].GetButtonDown; + } + + AddButton(name); + return m_VirtualButtons[name].GetButtonDown; + } + + + public override bool GetButtonUp(string name) + { + if (m_VirtualButtons.ContainsKey(name)) + { + return m_VirtualButtons[name].GetButtonUp; + } + + AddButton(name); + return m_VirtualButtons[name].GetButtonUp; + } + + + public override bool GetButton(string name) + { + if (m_VirtualButtons.ContainsKey(name)) + { + return m_VirtualButtons[name].GetButton; + } + + AddButton(name); + return m_VirtualButtons[name].GetButton; + } + + + public override Vector3 MousePosition() + { + return virtualMousePosition; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta new file mode 100644 index 0000000..e0ffb74 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9703d53e47195aa4190acd11369ccd1b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs new file mode 100644 index 0000000..374a1f5 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs @@ -0,0 +1,79 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific +{ + public class StandaloneInput : VirtualInput + { + public override float GetAxis(string name, bool raw) + { + return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); + } + + + public override bool GetButton(string name) + { + return Input.GetButton(name); + } + + + public override bool GetButtonDown(string name) + { + return Input.GetButtonDown(name); + } + + + public override bool GetButtonUp(string name) + { + return Input.GetButtonUp(name); + } + + + public override void SetButtonDown(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetButtonUp(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisPositive(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisNegative(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisZero(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxis(string name, float value) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override Vector3 MousePosition() + { + return Input.mousePosition; + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta new file mode 100644 index 0000000..d4c99a6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9961032f4f02c4f41997c3ea399d2f22 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs new file mode 100644 index 0000000..658fddd --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs @@ -0,0 +1,145 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.CrossPlatformInput +{ + // helps with managing tilt input on mobile devices + public class TiltInput : MonoBehaviour + { + // options for the various orientations + public enum AxisOptions + { + ForwardAxis, + SidewaysAxis, + } + + + [Serializable] + public class AxisMapping + { + public enum MappingType + { + NamedAxis, + MousePositionX, + MousePositionY, + MousePositionZ + }; + + + public MappingType type; + public string axisName; + } + + + public AxisMapping mapping; + public AxisOptions tiltAroundAxis = AxisOptions.ForwardAxis; + public float fullTiltAngle = 25; + public float centreAngleOffset = 0; + + + private CrossPlatformInputManager.VirtualAxis m_SteerAxis; + + + private void OnEnable() + { + if (mapping.type == AxisMapping.MappingType.NamedAxis) + { + m_SteerAxis = new CrossPlatformInputManager.VirtualAxis(mapping.axisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_SteerAxis); + } + } + + + private void Update() + { + float angle = 0; + if (Input.acceleration != Vector3.zero) + { + switch (tiltAroundAxis) + { + case AxisOptions.ForwardAxis: + angle = Mathf.Atan2(Input.acceleration.x, -Input.acceleration.y)*Mathf.Rad2Deg + + centreAngleOffset; + break; + case AxisOptions.SidewaysAxis: + angle = Mathf.Atan2(Input.acceleration.z, -Input.acceleration.y)*Mathf.Rad2Deg + + centreAngleOffset; + break; + } + } + + float axisValue = Mathf.InverseLerp(-fullTiltAngle, fullTiltAngle, angle)*2 - 1; + switch (mapping.type) + { + case AxisMapping.MappingType.NamedAxis: + m_SteerAxis.Update(axisValue); + break; + case AxisMapping.MappingType.MousePositionX: + CrossPlatformInputManager.SetVirtualMousePositionX(axisValue*Screen.width); + break; + case AxisMapping.MappingType.MousePositionY: + CrossPlatformInputManager.SetVirtualMousePositionY(axisValue*Screen.width); + break; + case AxisMapping.MappingType.MousePositionZ: + CrossPlatformInputManager.SetVirtualMousePositionZ(axisValue*Screen.width); + break; + } + } + + + private void OnDisable() + { + m_SteerAxis.Remove(); + } + } +} + + +namespace UnityStandardAssets.CrossPlatformInput.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (TiltInput.AxisMapping))] + public class TiltInputAxisStylePropertyDrawer : PropertyDrawer + { + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float inspectorWidth = position.width; + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var props = new[] {"type", "axisName"}; + var widths = new[] {.4f, .6f}; + if (property.FindPropertyRelative("type").enumValueIndex > 0) + { + // hide name if not a named axis + props = new[] {"type"}; + widths = new[] {1f}; + } + const float lineHeight = 18; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(x, y, w, lineHeight); + x += w; + + EditorGUI.PropertyField(rect, property.FindPropertyRelative(props[n]), GUIContent.none); + } + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + } +#endif +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta new file mode 100644 index 0000000..93f79bf --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5c2d84226fbbaf94e9c1451f1c39b06a +labels: +- Not +- Fully +- Implemented +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -1001 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs new file mode 100644 index 0000000..4012331 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs @@ -0,0 +1,156 @@ +using System; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace UnityStandardAssets.CrossPlatformInput +{ + [RequireComponent(typeof(Image))] + public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler + { + // Options for which axes to use + public enum AxisOption + { + Both, // Use both + OnlyHorizontal, // Only horizontal + OnlyVertical // Only vertical + } + + + public enum ControlStyle + { + Absolute, // operates from teh center of the image + Relative, // operates from the center of the initial touch + Swipe, // swipe to touch touch no maintained center + } + + + public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use + public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use + public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input + public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input + public float Xsensitivity = 1f; + public float Ysensitivity = 1f; + + Vector3 m_StartPos; + Vector2 m_PreviousDelta; + Vector3 m_JoytickOutput; + bool m_UseX; // Toggle for using the x axis + bool m_UseY; // Toggle for using the Y axis + CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input + CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input + bool m_Dragging; + int m_Id = -1; + Vector2 m_PreviousTouchPos; // swipe style control touch + + +#if !UNITY_EDITOR + private Vector3 m_Center; + private Image m_Image; +#else + Vector3 m_PreviousMouse; +#endif + + void OnEnable() + { + CreateVirtualAxes(); + } + + void Start() + { +#if !UNITY_EDITOR + m_Image = GetComponent(); + m_Center = m_Image.transform.position; +#endif + } + + void CreateVirtualAxes() + { + // set axes to use + m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); + m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); + + // create new axes based on axes to use + if (m_UseX) + { + m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); + } + if (m_UseY) + { + m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); + } + } + + void UpdateVirtualAxes(Vector3 value) + { + value = value.normalized; + if (m_UseX) + { + m_HorizontalVirtualAxis.Update(value.x); + } + + if (m_UseY) + { + m_VerticalVirtualAxis.Update(value.y); + } + } + + + public void OnPointerDown(PointerEventData data) + { + m_Dragging = true; + m_Id = data.pointerId; +#if !UNITY_EDITOR + if (controlStyle != ControlStyle.Absolute ) + m_Center = data.position; +#endif + } + + void Update() + { + if (!m_Dragging) + { + return; + } + if (Input.touchCount >= m_Id + 1 && m_Id != -1) + { +#if !UNITY_EDITOR + + if (controlStyle == ControlStyle.Swipe) + { + m_Center = m_PreviousTouchPos; + m_PreviousTouchPos = Input.touches[m_Id].position; + } + Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized; + pointerDelta.x *= Xsensitivity; + pointerDelta.y *= Ysensitivity; +#else + Vector2 pointerDelta; + pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x; + pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y; + m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f); +#endif + UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0)); + } + } + + + public void OnPointerUp(PointerEventData data) + { + m_Dragging = false; + m_Id = -1; + UpdateVirtualAxes(Vector3.zero); + } + + void OnDisable() + { + if (CrossPlatformInputManager.AxisExists(horizontalAxisName)) + CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName); + + if (CrossPlatformInputManager.AxisExists(verticalAxisName)) + CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName); + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta new file mode 100644 index 0000000..0b176aa --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1caf40fc8bebb6b43b2550c05ca791d6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs new file mode 100644 index 0000000..5ffec5a --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs @@ -0,0 +1,134 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + + +namespace UnityStandardAssets.CrossPlatformInput +{ + public abstract class VirtualInput + { + public Vector3 virtualMousePosition { get; private set; } + + + protected Dictionary m_VirtualAxes = + new Dictionary(); + // Dictionary to store the name relating to the virtual axes + protected Dictionary m_VirtualButtons = + new Dictionary(); + protected List m_AlwaysUseVirtual = new List(); + // list of the axis and button names that have been flagged to always use a virtual axis or button + + + public bool AxisExists(string name) + { + return m_VirtualAxes.ContainsKey(name); + } + + public bool ButtonExists(string name) + { + return m_VirtualButtons.ContainsKey(name); + } + + + public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) + { + // check if we already have an axis with that name and log and error if we do + if (m_VirtualAxes.ContainsKey(axis.name)) + { + Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); + } + else + { + // add any new axes + m_VirtualAxes.Add(axis.name, axis); + + // if we dont want to match with the input manager setting then revert to always using virtual + if (!axis.matchWithInputManager) + { + m_AlwaysUseVirtual.Add(axis.name); + } + } + } + + + public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button) + { + // check if already have a buttin with that name and log an error if we do + if (m_VirtualButtons.ContainsKey(button.name)) + { + Debug.LogError("There is already a virtual button named " + button.name + " registered."); + } + else + { + // add any new buttons + m_VirtualButtons.Add(button.name, button); + + // if we dont want to match to the input manager then always use a virtual axis + if (!button.matchWithInputManager) + { + m_AlwaysUseVirtual.Add(button.name); + } + } + } + + + public void UnRegisterVirtualAxis(string name) + { + // if we have an axis with that name then remove it from our dictionary of registered axes + if (m_VirtualAxes.ContainsKey(name)) + { + m_VirtualAxes.Remove(name); + } + } + + + public void UnRegisterVirtualButton(string name) + { + // if we have a button with this name then remove it from our dictionary of registered buttons + if (m_VirtualButtons.ContainsKey(name)) + { + m_VirtualButtons.Remove(name); + } + } + + + // returns a reference to a named virtual axis if it exists otherwise null + public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name) + { + return m_VirtualAxes.ContainsKey(name) ? m_VirtualAxes[name] : null; + } + + + public void SetVirtualMousePositionX(float f) + { + virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z); + } + + + public void SetVirtualMousePositionY(float f) + { + virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z); + } + + + public void SetVirtualMousePositionZ(float f) + { + virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f); + } + + + public abstract float GetAxis(string name, bool raw); + + public abstract bool GetButton(string name); + public abstract bool GetButtonDown(string name); + public abstract bool GetButtonUp(string name); + + public abstract void SetButtonDown(string name); + public 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_GrabTexture + GrabPass { + Name "BASE" + Tags { "LightMode" = "Always" } + } + + // Main pass: Take the texture grabbed above and use the bumpmap to perturb it + // on to the screen + Pass { + Name "BASE" + Tags { "LightMode" = "Always" } + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma multi_compile_fog +#include "UnityCG.cginc" + +struct appdata_t { + float4 vertex : POSITION; + float2 texcoord: TEXCOORD0; +}; + +struct v2f { + float4 vertex : SV_POSITION; + float4 uvgrab : TEXCOORD0; + float2 uvbump : TEXCOORD1; + float2 uvmain : TEXCOORD2; + UNITY_FOG_COORDS(3) +}; + +float _BumpAmt; +float4 _BumpMap_ST; +float4 _MainTex_ST; + +v2f vert (appdata_t v) +{ + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0; + #endif + o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; + o.uvgrab.zw = o.vertex.zw; + o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap ); + o.uvmain = 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+1,6 @@ +fileFormatVersion: 2 +guid: d6e0c95a128e14227939c51b5d9ad74e +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts.meta new file mode 100644 index 0000000..0ca768e --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: cd3e1490c3d9a7a498538315414d5129 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs new file mode 100644 index 0000000..fdecc11 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs @@ -0,0 +1,177 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + public enum AAMode + { + FXAA2 = 0, + FXAA3Console = 1, + FXAA1PresetA = 2, + FXAA1PresetB = 3, + NFAA = 4, + SSAA = 5, + DLAA = 6, + } + + [ExecuteInEditMode] + [RequireComponent(typeof (Camera))] + [AddComponentMenu("Image Effects/Other/Antialiasing")] + public class Antialiasing : PostEffectsBase + { + public AAMode mode = AAMode.FXAA3Console; + + public bool showGeneratedNormals = false; + public float offsetScale = 0.2f; + public float blurRadius = 18.0f; + + public float edgeThresholdMin = 0.05f; + public float edgeThreshold = 0.2f; + public float edgeSharpness = 4.0f; + + public bool dlaaSharp = false; + + public Shader ssaaShader; + private Material ssaa; + public Shader dlaaShader; + private Material dlaa; + public Shader nfaaShader; + private Material nfaa; + public Shader shaderFXAAPreset2; + private Material materialFXAAPreset2; + public Shader shaderFXAAPreset3; + private Material materialFXAAPreset3; + public Shader shaderFXAAII; + private Material materialFXAAII; + public Shader shaderFXAAIII; + private Material materialFXAAIII; + + + public Material CurrentAAMaterial() + { + Material returnValue = null; + + switch (mode) + { + case AAMode.FXAA3Console: + returnValue = materialFXAAIII; + break; + case AAMode.FXAA2: + returnValue = materialFXAAII; + break; + case AAMode.FXAA1PresetA: + returnValue = materialFXAAPreset2; + break; + case AAMode.FXAA1PresetB: + returnValue = materialFXAAPreset3; + break; + case AAMode.NFAA: + returnValue = nfaa; + break; + case AAMode.SSAA: + returnValue = ssaa; + break; + case AAMode.DLAA: + returnValue = dlaa; + break; + default: + returnValue = null; + break; + } + + return returnValue; + } + + + public override bool CheckResources() + { + CheckSupport(false); + + materialFXAAPreset2 = CreateMaterial(shaderFXAAPreset2, materialFXAAPreset2); + materialFXAAPreset3 = CreateMaterial(shaderFXAAPreset3, materialFXAAPreset3); + materialFXAAII = CreateMaterial(shaderFXAAII, materialFXAAII); + materialFXAAIII = CreateMaterial(shaderFXAAIII, materialFXAAIII); + nfaa = CreateMaterial(nfaaShader, nfaa); + ssaa = CreateMaterial(ssaaShader, ssaa); + dlaa = CreateMaterial(dlaaShader, dlaa); + + if (!ssaaShader.isSupported) + { + NotSupported(); + ReportAutoDisable(); + } + + return isSupported; + } + + + public void OnRenderImage(RenderTexture source, RenderTexture destination) + { + if (CheckResources() == false) + { + Graphics.Blit(source, destination); + return; + } + + // ---------------------------------------------------------------- + // FXAA antialiasing modes + + if (mode == AAMode.FXAA3Console && (materialFXAAIII != null)) + { + materialFXAAIII.SetFloat("_EdgeThresholdMin", edgeThresholdMin); + materialFXAAIII.SetFloat("_EdgeThreshold", edgeThreshold); + materialFXAAIII.SetFloat("_EdgeSharpness", edgeSharpness); + + Graphics.Blit(source, destination, materialFXAAIII); + } + else if (mode == AAMode.FXAA1PresetB && (materialFXAAPreset3 != null)) + { + Graphics.Blit(source, destination, materialFXAAPreset3); + } + else if (mode == AAMode.FXAA1PresetA && materialFXAAPreset2 != null) + { + source.anisoLevel = 4; + Graphics.Blit(source, destination, materialFXAAPreset2); + source.anisoLevel = 0; + } + else if (mode == AAMode.FXAA2 && materialFXAAII != null) + { + Graphics.Blit(source, destination, materialFXAAII); + } + else if (mode == AAMode.SSAA && ssaa != null) + { + // ---------------------------------------------------------------- + // SSAA antialiasing + Graphics.Blit(source, destination, ssaa); + } + else if (mode == AAMode.DLAA && dlaa != null) + { + // ---------------------------------------------------------------- + // DLAA antialiasing + + source.anisoLevel = 0; + RenderTexture interim = RenderTexture.GetTemporary(source.width, source.height); + Graphics.Blit(source, interim, dlaa, 0); + Graphics.Blit(interim, destination, dlaa, dlaaSharp ? 2 : 1); + RenderTexture.ReleaseTemporary(interim); + } + else if (mode == AAMode.NFAA && nfaa != null) + { + // ---------------------------------------------------------------- + // nfaa antialiasing + + source.anisoLevel = 0; + + nfaa.SetFloat("_OffsetScale", offsetScale); + nfaa.SetFloat("_BlurRadius", blurRadius); + + Graphics.Blit(source, destination, nfaa, showGeneratedNormals ? 1 : 0); + } + else + { + // none of the AA is supported, fallback to a simple blit + Graphics.Blit(source, destination); + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs.meta new file mode 100644 index 0000000..6284674 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 646b5bc27a658f447b1d929fd5ffbd70 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - ssaaShader: {fileID: 4800000, guid: b3728d1488b02490cbd196c7941bf1f8, type: 3} + - dlaaShader: {fileID: 4800000, guid: 017ca72b9e8a749058d13ebd527e98fa, type: 3} + - nfaaShader: {fileID: 4800000, guid: ce0cb2621f6d84e21a87414e471a3cce, type: 3} + - shaderFXAAPreset2: {fileID: 4800000, guid: 6f1418cffd12146f2a83be795f6fa5a7, type: 3} + - shaderFXAAPreset3: {fileID: 4800000, guid: c182fa94a5a0a4c02870641efcd38cd5, type: 3} + - shaderFXAAII: {fileID: 4800000, guid: cd5b323dcc592457790ff18b528f5e67, type: 3} + - shaderFXAAIII: {fileID: 4800000, guid: c547503fff0e8482ea5793727057041c, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs new file mode 100644 index 0000000..d5fd7a6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs @@ -0,0 +1,358 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Bloom and Glow/Bloom")] + public class Bloom : PostEffectsBase + { + public enum LensFlareStyle + { + Ghosting = 0, + Anamorphic = 1, + Combined = 2, + } + + public enum TweakMode + { + Basic = 0, + Complex = 1, + } + + public enum HDRBloomMode + { + Auto = 0, + On = 1, + Off = 2, + } + + public enum BloomScreenBlendMode + { + Screen = 0, + Add = 1, + } + + public enum BloomQuality + { + Cheap = 0, + High = 1, + } + + public TweakMode tweakMode = 0; + public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add; + + public HDRBloomMode hdr = HDRBloomMode.Auto; + private bool doHdr = false; + public float sepBlurSpread = 2.5f; + + public BloomQuality quality = BloomQuality.High; + + public float bloomIntensity = 0.5f; + public float bloomThreshold = 0.5f; + public Color bloomThresholdColor = Color.white; + public int bloomBlurIterations = 2; + + public int hollywoodFlareBlurIterations = 2; + public float flareRotation = 0.0f; + public LensFlareStyle lensflareMode = (LensFlareStyle) 1; + public float hollyStretchWidth = 2.5f; + public float lensflareIntensity = 0.0f; + public float lensflareThreshold = 0.3f; + public float lensFlareSaturation = 0.75f; + public Color flareColorA = new Color (0.4f, 0.4f, 0.8f, 0.75f); + public Color flareColorB = new Color (0.4f, 0.8f, 0.8f, 0.75f); + public Color flareColorC = new Color (0.8f, 0.4f, 0.8f, 0.75f); + public Color flareColorD = new Color (0.8f, 0.4f, 0.0f, 0.75f); + public Texture2D lensFlareVignetteMask; + + public Shader lensFlareShader; + private Material lensFlareMaterial; + + public Shader screenBlendShader; + private Material screenBlend; + + public Shader blurAndFlaresShader; + private Material blurAndFlaresMaterial; + + public Shader brightPassFilterShader; + private Material brightPassFilterMaterial; + + + public override bool CheckResources () + { + CheckSupport (false); + + screenBlend = CheckShaderAndCreateMaterial (screenBlendShader, screenBlend); + lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader,lensFlareMaterial); + blurAndFlaresMaterial = CheckShaderAndCreateMaterial (blurAndFlaresShader, blurAndFlaresMaterial); + brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + public void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources()==false) + { + Graphics.Blit (source, destination); + return; + } + + // screen blend is not supported when HDR is enabled (will cap values) + + doHdr = false; + if (hdr == HDRBloomMode.Auto) + doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().hdr; + else { + doHdr = hdr == HDRBloomMode.On; + } + + doHdr = doHdr && supportHDRTextures; + + BloomScreenBlendMode realBlendMode = screenBlendMode; + if (doHdr) + realBlendMode = BloomScreenBlendMode.Add; + + var rtFormat= (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; + var rtW2= source.width/2; + var rtH2= source.height/2; + var rtW4= source.width/4; + var rtH4= source.height/4; + + float widthOverHeight = (1.0f * source.width) / (1.0f * source.height); + float oneOverBaseSize = 1.0f / 512.0f; + + // downsample + RenderTexture quarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); + RenderTexture halfRezColorDown = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); + if (quality > BloomQuality.Cheap) { + Graphics.Blit (source, halfRezColorDown, screenBlend, 2); + RenderTexture rtDown4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); + Graphics.Blit (halfRezColorDown, rtDown4, screenBlend, 2); + Graphics.Blit (rtDown4, quarterRezColor, screenBlend, 6); + RenderTexture.ReleaseTemporary(rtDown4); + } + else { + Graphics.Blit (source, halfRezColorDown); + Graphics.Blit (halfRezColorDown, quarterRezColor, screenBlend, 6); + } + RenderTexture.ReleaseTemporary (halfRezColorDown); + + // cut colors (thresholding) + RenderTexture secondQuarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); + BrightFilter (bloomThreshold * bloomThresholdColor, quarterRezColor, secondQuarterRezColor); + + // blurring + + if (bloomBlurIterations < 1) bloomBlurIterations = 1; + else if (bloomBlurIterations > 10) bloomBlurIterations = 10; + + for (int iter = 0; iter < bloomBlurIterations; iter++) + { + float spreadForPass = (1.0f + (iter * 0.25f)) * sepBlurSpread; + + // vertical blur + RenderTexture blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); + blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); + Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); + RenderTexture.ReleaseTemporary(secondQuarterRezColor); + secondQuarterRezColor = blur4; + + // horizontal blur + blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); + blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); + RenderTexture.ReleaseTemporary (secondQuarterRezColor); + secondQuarterRezColor = blur4; + + if (quality > BloomQuality.Cheap) + { + if (iter == 0) + { + Graphics.SetRenderTarget(quarterRezColor); + GL.Clear(false, true, Color.black); // Clear to avoid RT restore + Graphics.Blit (secondQuarterRezColor, quarterRezColor); + } + else + { + quarterRezColor.MarkRestoreExpected(); // using max blending, RT restore expected + Graphics.Blit (secondQuarterRezColor, quarterRezColor, screenBlend, 10); + } + } + } + + if (quality > BloomQuality.Cheap) + { + Graphics.SetRenderTarget(secondQuarterRezColor); + GL.Clear(false, true, Color.black); // Clear to avoid RT restore + Graphics.Blit (quarterRezColor, secondQuarterRezColor, screenBlend, 6); + } + + // lens flares: ghosting, anamorphic or both (ghosted anamorphic flares) + + if (lensflareIntensity > Mathf.Epsilon) + { + + RenderTexture rtFlares4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); + + if (lensflareMode == 0) + { + // ghosting only + + BrightFilter (lensflareThreshold, secondQuarterRezColor, rtFlares4); + + if (quality > BloomQuality.Cheap) + { + // smooth a little + blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, (1.5f) / (1.0f * quarterRezColor.height), 0.0f, 0.0f)); + Graphics.SetRenderTarget(quarterRezColor); + GL.Clear(false, true, Color.black); // Clear to avoid RT restore + Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); + + blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((1.5f) / (1.0f * quarterRezColor.width), 0.0f, 0.0f, 0.0f)); + Graphics.SetRenderTarget(rtFlares4); + GL.Clear(false, true, Color.black); // Clear to avoid RT restore + Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); + } + + // no ugly edges! + Vignette (0.975f, rtFlares4, rtFlares4); + BlendFlares (rtFlares4, secondQuarterRezColor); + } + else + { + + //Vignette (0.975ff, rtFlares4, rtFlares4); + //DrawBorder(rtFlares4, screenBlend, 8); + + float flareXRot = 1.0f * Mathf.Cos(flareRotation); + float flareyRot = 1.0f * Mathf.Sin(flareRotation); + + float stretchWidth = (hollyStretchWidth * 1.0f / widthOverHeight) * oneOverBaseSize; + + blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot, flareyRot, 0.0f, 0.0f)); + blurAndFlaresMaterial.SetVector ("_Threshhold", new Vector4 (lensflareThreshold, 1.0f, 0.0f, 0.0f)); + blurAndFlaresMaterial.SetVector ("_TintColor", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity); + blurAndFlaresMaterial.SetFloat ("_Saturation", lensFlareSaturation); + + // "pre and cut" + quarterRezColor.DiscardContents(); + Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 2); + // "post" + rtFlares4.DiscardContents(); + Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 3); + + blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot * stretchWidth, flareyRot * stretchWidth, 0.0f, 0.0f)); + // stretch 1st + blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth); + quarterRezColor.DiscardContents(); + Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); + // stretch 2nd + blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 2.0f); + rtFlares4.DiscardContents(); + Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 1); + // stretch 3rd + blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 4.0f); + quarterRezColor.DiscardContents(); + Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); + + // additional blur passes + for (int iter = 0; iter < hollywoodFlareBlurIterations; iter++) + { + stretchWidth = (hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize; + + blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); + rtFlares4.DiscardContents(); + Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); + + blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); + quarterRezColor.DiscardContents(); + Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); + } + + if (lensflareMode == (LensFlareStyle) 1) + // anamorphic lens flares + AddTo (1.0f, quarterRezColor, secondQuarterRezColor); + else + { + // "combined" lens flares + + Vignette (1.0f, quarterRezColor, rtFlares4); + BlendFlares (rtFlares4, quarterRezColor); + AddTo (1.0f, quarterRezColor, secondQuarterRezColor); + } + } + RenderTexture.ReleaseTemporary (rtFlares4); + } + + int blendPass = (int) realBlendMode; + //if (Mathf.Abs(chromaticBloom) < Mathf.Epsilon) + // blendPass += 4; + + screenBlend.SetFloat ("_Intensity", bloomIntensity); + screenBlend.SetTexture ("_ColorBuffer", source); + + if (quality > BloomQuality.Cheap) + { + RenderTexture halfRezColorUp = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); + Graphics.Blit (secondQuarterRezColor, halfRezColorUp); + Graphics.Blit (halfRezColorUp, destination, screenBlend, blendPass); + RenderTexture.ReleaseTemporary (halfRezColorUp); + } + else + Graphics.Blit (secondQuarterRezColor, destination, screenBlend, blendPass); + + RenderTexture.ReleaseTemporary (quarterRezColor); + RenderTexture.ReleaseTemporary (secondQuarterRezColor); + } + + private void AddTo (float intensity_, RenderTexture from, RenderTexture to) + { + screenBlend.SetFloat ("_Intensity", intensity_); + to.MarkRestoreExpected(); // additive blending, RT restore expected + Graphics.Blit (from, to, screenBlend, 9); + } + + private void BlendFlares (RenderTexture from, RenderTexture to) + { + lensFlareMaterial.SetVector ("colorA", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); + lensFlareMaterial.SetVector ("colorB", new Vector4 (flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); + lensFlareMaterial.SetVector ("colorC", new Vector4 (flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); + lensFlareMaterial.SetVector ("colorD", new Vector4 (flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); + to.MarkRestoreExpected(); // additive blending, RT restore expected + Graphics.Blit (from, to, lensFlareMaterial); + } + + private void BrightFilter (float thresh, RenderTexture from, RenderTexture to) + { + brightPassFilterMaterial.SetVector ("_Threshhold", new Vector4 (thresh, thresh, thresh, thresh)); + Graphics.Blit (from, to, brightPassFilterMaterial, 0); + } + + private void BrightFilter (Color threshColor, RenderTexture from, RenderTexture to) + { + brightPassFilterMaterial.SetVector ("_Threshhold", threshColor); + Graphics.Blit (from, to, brightPassFilterMaterial, 1); + } + + private void Vignette (float amount, RenderTexture from, RenderTexture to) + { + if (lensFlareVignetteMask) + { + screenBlend.SetTexture ("_ColorBuffer", lensFlareVignetteMask); + to.MarkRestoreExpected(); // using blending, RT restore expected + Graphics.Blit (from == to ? null : from, to, screenBlend, from == to ? 7 : 3); + } + else if (from != to) + { + Graphics.SetRenderTarget (to); + GL.Clear(false, true, Color.black); // clear destination to avoid RT restore + Graphics.Blit (from, to); + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs.meta new file mode 100644 index 0000000..edcd45d --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 7fceaeb339b971b429c4cc600acabd13 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - lensFlareVignetteMask: {fileID: 2800000, guid: 95ef4804fe0be4c999ddaa383536cde8, + type: 3} + - lensFlareShader: {fileID: 4800000, guid: 459fe69d2f6d74ddb92f04dbf45a866b, type: 3} + - screenBlendShader: {fileID: 4800000, guid: 7856cbff0a0ca45c787d5431eb805bb0, type: 3} + - blurAndFlaresShader: {fileID: 4800000, guid: be6e39cf196f146d5be72fbefb18ed75, + type: 3} + - brightPassFilterShader: {fileID: 4800000, guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c, + type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs new file mode 100644 index 0000000..3769c21 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs @@ -0,0 +1,314 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + public enum LensflareStyle34 + { + Ghosting = 0, + Anamorphic = 1, + Combined = 2, + } + + public enum TweakMode34 + { + Basic = 0, + Complex = 1, + } + + public enum HDRBloomMode + { + Auto = 0, + On = 1, + Off = 2, + } + + public enum BloomScreenBlendMode + { + Screen = 0, + Add = 1, + } + + [ExecuteInEditMode] + [RequireComponent(typeof(Camera))] + [AddComponentMenu("Image Effects/Bloom and Glow/BloomAndFlares (3.5, Deprecated)")] + public class BloomAndFlares : PostEffectsBase + { + public TweakMode34 tweakMode = 0; + public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add; + + public HDRBloomMode hdr = HDRBloomMode.Auto; + private bool doHdr = false; + public float sepBlurSpread = 1.5f; + public float useSrcAlphaAsMask = 0.5f; + + public float bloomIntensity = 1.0f; + public float bloomThreshold = 0.5f; + public int bloomBlurIterations = 2; + + public bool lensflares = false; + public int hollywoodFlareBlurIterations = 2; + public LensflareStyle34 lensflareMode = (LensflareStyle34)1; + public float hollyStretchWidth = 3.5f; + public float lensflareIntensity = 1.0f; + public float lensflareThreshold = 0.3f; + public Color flareColorA = new Color(0.4f, 0.4f, 0.8f, 0.75f); + public Color flareColorB = new Color(0.4f, 0.8f, 0.8f, 0.75f); + public Color flareColorC = new Color(0.8f, 0.4f, 0.8f, 0.75f); + public Color flareColorD = new Color(0.8f, 0.4f, 0.0f, 0.75f); + public Texture2D lensFlareVignetteMask; + + public Shader lensFlareShader; + private Material lensFlareMaterial; + + public Shader vignetteShader; + private Material vignetteMaterial; + + public Shader separableBlurShader; + private Material separableBlurMaterial; + + public Shader addBrightStuffOneOneShader; + private Material addBrightStuffBlendOneOneMaterial; + + public Shader screenBlendShader; + private Material screenBlend; + + public Shader hollywoodFlaresShader; + private Material hollywoodFlaresMaterial; + + public Shader brightPassFilterShader; + private Material brightPassFilterMaterial; + + + public override bool CheckResources() + { + CheckSupport(false); + + screenBlend = CheckShaderAndCreateMaterial(screenBlendShader, screenBlend); + lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader, lensFlareMaterial); + vignetteMaterial = CheckShaderAndCreateMaterial(vignetteShader, vignetteMaterial); + separableBlurMaterial = CheckShaderAndCreateMaterial(separableBlurShader, separableBlurMaterial); + addBrightStuffBlendOneOneMaterial = CheckShaderAndCreateMaterial(addBrightStuffOneOneShader, addBrightStuffBlendOneOneMaterial); + hollywoodFlaresMaterial = CheckShaderAndCreateMaterial(hollywoodFlaresShader, hollywoodFlaresMaterial); + brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial); + + if (!isSupported) + ReportAutoDisable(); + return isSupported; + } + + void OnRenderImage(RenderTexture source, RenderTexture destination) + { + if (CheckResources() == false) + { + Graphics.Blit(source, destination); + return; + } + + // screen blend is not supported when HDR is enabled (will cap values) + + doHdr = false; + if (hdr == HDRBloomMode.Auto) + doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().hdr; + else + { + doHdr = hdr == HDRBloomMode.On; + } + + doHdr = doHdr && supportHDRTextures; + + BloomScreenBlendMode realBlendMode = screenBlendMode; + if (doHdr) + realBlendMode = BloomScreenBlendMode.Add; + + var rtFormat = (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; + RenderTexture halfRezColor = RenderTexture.GetTemporary(source.width / 2, source.height / 2, 0, rtFormat); + RenderTexture quarterRezColor = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, rtFormat); + RenderTexture secondQuarterRezColor = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, rtFormat); + RenderTexture thirdQuarterRezColor = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, rtFormat); + + float widthOverHeight = (1.0f * source.width) / (1.0f * source.height); + float oneOverBaseSize = 1.0f / 512.0f; + + // downsample + + Graphics.Blit(source, halfRezColor, screenBlend, 2); // <- 2 is stable downsample + Graphics.Blit(halfRezColor, quarterRezColor, screenBlend, 2); // <- 2 is stable downsample + + RenderTexture.ReleaseTemporary(halfRezColor); + + // cut colors (thresholding) + + BrightFilter(bloomThreshold, useSrcAlphaAsMask, quarterRezColor, secondQuarterRezColor); + quarterRezColor.DiscardContents(); + + // blurring + + if (bloomBlurIterations < 1) bloomBlurIterations = 1; + + for (int iter = 0; iter < bloomBlurIterations; iter++) + { + float spreadForPass = (1.0f + (iter * 0.5f)) * sepBlurSpread; + separableBlurMaterial.SetVector("offsets", new Vector4(0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); + + RenderTexture src = iter == 0 ? secondQuarterRezColor : quarterRezColor; + Graphics.Blit(src, thirdQuarterRezColor, separableBlurMaterial); + src.DiscardContents(); + + separableBlurMaterial.SetVector("offsets", new Vector4((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit(thirdQuarterRezColor, quarterRezColor, separableBlurMaterial); + thirdQuarterRezColor.DiscardContents(); + } + + // lens flares: ghosting, anamorphic or a combination + + if (lensflares) + { + + if (lensflareMode == 0) + { + + BrightFilter(lensflareThreshold, 0.0f, quarterRezColor, thirdQuarterRezColor); + quarterRezColor.DiscardContents(); + + // smooth a little, this needs to be resolution dependent + /* + separableBlurMaterial.SetVector ("offsets", Vector4 (0.0ff, (2.0ff) / (1.0ff * quarterRezColor.height), 0.0ff, 0.0ff)); + Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); + separableBlurMaterial.SetVector ("offsets", Vector4 ((2.0ff) / (1.0ff * quarterRezColor.width), 0.0ff, 0.0ff, 0.0ff)); + Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); + */ + // no ugly edges! + + Vignette(0.975f, thirdQuarterRezColor, secondQuarterRezColor); + thirdQuarterRezColor.DiscardContents(); + + BlendFlares(secondQuarterRezColor, quarterRezColor); + secondQuarterRezColor.DiscardContents(); + } + + // (b) hollywood/anamorphic flares? + + else + { + + // thirdQuarter has the brightcut unblurred colors + // quarterRezColor is the blurred, brightcut buffer that will end up as bloom + + hollywoodFlaresMaterial.SetVector("_threshold", new Vector4(lensflareThreshold, 1.0f / (1.0f - lensflareThreshold), 0.0f, 0.0f)); + hollywoodFlaresMaterial.SetVector("tintColor", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity); + Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 2); + thirdQuarterRezColor.DiscardContents(); + + Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, hollywoodFlaresMaterial, 3); + secondQuarterRezColor.DiscardContents(); + + hollywoodFlaresMaterial.SetVector("offsets", new Vector4((sepBlurSpread * 1.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth); + Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 1); + thirdQuarterRezColor.DiscardContents(); + + hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth * 2.0f); + Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, hollywoodFlaresMaterial, 1); + secondQuarterRezColor.DiscardContents(); + + hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth * 4.0f); + Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 1); + thirdQuarterRezColor.DiscardContents(); + + if (lensflareMode == (LensflareStyle34)1) + { + for (int itera = 0; itera < hollywoodFlareBlurIterations; itera++) + { + separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); + secondQuarterRezColor.DiscardContents(); + + separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); + thirdQuarterRezColor.DiscardContents(); + } + + AddTo(1.0f, secondQuarterRezColor, quarterRezColor); + secondQuarterRezColor.DiscardContents(); + } + else + { + + // (c) combined + + for (int ix = 0; ix < hollywoodFlareBlurIterations; ix++) + { + separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); + secondQuarterRezColor.DiscardContents(); + + separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); + thirdQuarterRezColor.DiscardContents(); + } + + Vignette(1.0f, secondQuarterRezColor, thirdQuarterRezColor); + secondQuarterRezColor.DiscardContents(); + + BlendFlares(thirdQuarterRezColor, secondQuarterRezColor); + thirdQuarterRezColor.DiscardContents(); + + AddTo(1.0f, secondQuarterRezColor, quarterRezColor); + secondQuarterRezColor.DiscardContents(); + } + } + } + + // screen blend bloom results to color buffer + + screenBlend.SetFloat("_Intensity", bloomIntensity); + screenBlend.SetTexture("_ColorBuffer", source); + Graphics.Blit(quarterRezColor, destination, screenBlend, (int)realBlendMode); + + RenderTexture.ReleaseTemporary(quarterRezColor); + RenderTexture.ReleaseTemporary(secondQuarterRezColor); + RenderTexture.ReleaseTemporary(thirdQuarterRezColor); + } + + private void AddTo(float intensity_, RenderTexture from, RenderTexture to) + { + addBrightStuffBlendOneOneMaterial.SetFloat("_Intensity", intensity_); + Graphics.Blit(from, to, addBrightStuffBlendOneOneMaterial); + } + + private void BlendFlares(RenderTexture from, RenderTexture to) + { + lensFlareMaterial.SetVector("colorA", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); + lensFlareMaterial.SetVector("colorB", new Vector4(flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); + lensFlareMaterial.SetVector("colorC", new Vector4(flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); + lensFlareMaterial.SetVector("colorD", new Vector4(flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); + Graphics.Blit(from, to, lensFlareMaterial); + } + + private void BrightFilter(float thresh, float useAlphaAsMask, RenderTexture from, RenderTexture to) + { + if (doHdr) + brightPassFilterMaterial.SetVector("threshold", new Vector4(thresh, 1.0f, 0.0f, 0.0f)); + else + brightPassFilterMaterial.SetVector("threshold", new Vector4(thresh, 1.0f / (1.0f - thresh), 0.0f, 0.0f)); + brightPassFilterMaterial.SetFloat("useSrcAlphaAsMask", useAlphaAsMask); + Graphics.Blit(from, to, brightPassFilterMaterial); + } + + private void Vignette(float amount, RenderTexture from, RenderTexture to) + { + if (lensFlareVignetteMask) + { + screenBlend.SetTexture("_ColorBuffer", lensFlareVignetteMask); + Graphics.Blit(from, to, screenBlend, 3); + } + else + { + vignetteMaterial.SetFloat("vignetteIntensity", amount); + Graphics.Blit(from, to, vignetteMaterial); + } + } + + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs.meta new file mode 100644 index 0000000..d3b3c7b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: 02536f33053638549ab5c50ff3ecc0de +MonoImporter: + serializedVersion: 2 + defaultReferences: + - lensFlareVignetteMask: {fileID: 2800000, guid: 95ef4804fe0be4c999ddaa383536cde8, + type: 3} + - lensFlareShader: {fileID: 4800000, guid: 459fe69d2f6d74ddb92f04dbf45a866b, type: 3} + - vignetteShader: {fileID: 4800000, guid: 627943dc7a9a74286b70a4f694a0acd5, type: 3} + - separableBlurShader: {fileID: 4800000, guid: a9df009a214e24a5ebbf271595f8d5b6, + type: 3} + - addBrightStuffOneOneShader: {fileID: 4800000, guid: f7898d203e9b94c0dbe2bf9dd5cb32c0, + type: 3} + - screenBlendShader: {fileID: 4800000, guid: 53b3960ee3d3d4a5caa8d5473d120187, type: 3} + - hollywoodFlaresShader: {fileID: 4800000, guid: e2baf3cae8edc4daf94c9adc2154be00, + type: 3} + - brightPassFilterShader: {fileID: 4800000, guid: 186c4c0d31e314f049595dcbaf4ca129, + type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs new file mode 100644 index 0000000..f7d9251 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs @@ -0,0 +1,109 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Bloom and Glow/Bloom (Optimized)")] + public class BloomOptimized : PostEffectsBase + { + + public enum Resolution + { + Low = 0, + High = 1, + } + + public enum BlurType + { + Standard = 0, + Sgx = 1, + } + + [Range(0.0f, 1.5f)] + public float threshold = 0.25f; + [Range(0.0f, 2.5f)] + public float intensity = 0.75f; + + [Range(0.25f, 5.5f)] + public float blurSize = 1.0f; + + Resolution resolution = Resolution.Low; + [Range(1, 4)] + public int blurIterations = 1; + + public BlurType blurType= BlurType.Standard; + + public Shader fastBloomShader = null; + private Material fastBloomMaterial = null; + + + public override bool CheckResources () + { + CheckSupport (false); + + fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnDisable () + { + if (fastBloomMaterial) + DestroyImmediate (fastBloomMaterial); + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources() == false) + { + Graphics.Blit (source, destination); + return; + } + + int divider = resolution == Resolution.Low ? 4 : 2; + float widthMod = resolution == Resolution.Low ? 0.5f : 1.0f; + + fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, 0.0f, threshold, intensity)); + source.filterMode = FilterMode.Bilinear; + + var rtW= source.width/divider; + var rtH= source.height/divider; + + // downsample + RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); + rt.filterMode = FilterMode.Bilinear; + Graphics.Blit (source, rt, fastBloomMaterial, 1); + + var passOffs= blurType == BlurType.Standard ? 0 : 2; + + for(int i = 0; i < blurIterations; i++) + { + fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshold, intensity)); + + // vertical blur + RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); + rt2.filterMode = FilterMode.Bilinear; + Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs); + RenderTexture.ReleaseTemporary (rt); + rt = rt2; + + // horizontal blur + rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); + rt2.filterMode = FilterMode.Bilinear; + Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs); + RenderTexture.ReleaseTemporary (rt); + rt = rt2; + } + + fastBloomMaterial.SetTexture ("_Bloom", rt); + + Graphics.Blit (source, destination, fastBloomMaterial, 0); + + RenderTexture.ReleaseTemporary (rt); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs.meta new file mode 100644 index 0000000..68dcfc1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 4975a6e437fc3b149a8cd508ce5bdd69 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - fastBloomShader: {fileID: 4800000, guid: 68a00c837b82e4c6d92e7da765dc5f1d, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs new file mode 100644 index 0000000..47511df --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs @@ -0,0 +1,106 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu("Image Effects/Blur/Blur")] + public class Blur : MonoBehaviour + { + /// Blur iterations - larger number means more blur. + public int iterations = 3; + + /// Blur spread for each iteration. Lower values + /// give better looking blur, but require more iterations to + /// get large blurs. Value is usually between 0.5 and 1.0. + public float blurSpread = 0.6f; + + + // -------------------------------------------------------- + // The blur iteration shader. + // Basically it just takes 4 texture samples and averages them. + // By applying it repeatedly and spreading out sample locations + // we get a Gaussian blur approximation. + + public Shader blurShader = null; + + static Material m_Material = null; + protected Material material { + get { + if (m_Material == null) { + m_Material = new Material(blurShader); + m_Material.hideFlags = HideFlags.DontSave; + } + return m_Material; + } + } + + protected void OnDisable() { + if ( m_Material ) { + DestroyImmediate( m_Material ); + } + } + + // -------------------------------------------------------- + + protected void Start() + { + // Disable if we don't support image effects + if (!SystemInfo.supportsImageEffects) { + enabled = false; + return; + } + // Disable if the shader can't run on the users graphics card + if (!blurShader || !material.shader.isSupported) { + enabled = false; + return; + } + } + + // Performs one blur iteration. + public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration) + { + float off = 0.5f + iteration*blurSpread; + Graphics.BlitMultiTap (source, dest, material, + new Vector2(-off, -off), + new Vector2(-off, off), + new Vector2( off, off), + new Vector2( off, -off) + ); + } + + // Downsamples the texture to a quarter resolution. + private void DownSample4x (RenderTexture source, RenderTexture dest) + { + float off = 1.0f; + Graphics.BlitMultiTap (source, dest, material, + new Vector2(-off, -off), + new Vector2(-off, off), + new Vector2( off, off), + new Vector2( off, -off) + ); + } + + // Called by the camera to apply the image effect + void OnRenderImage (RenderTexture source, RenderTexture destination) { + int rtW = source.width/4; + int rtH = source.height/4; + RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0); + + // Copy source to the 4x4 smaller texture. + DownSample4x (source, buffer); + + // Blur the small texture + for(int i = 0; i < iterations; i++) + { + RenderTexture buffer2 = RenderTexture.GetTemporary(rtW, rtH, 0); + FourTapCone (buffer, buffer2, i); + RenderTexture.ReleaseTemporary(buffer); + buffer = buffer2; + } + Graphics.Blit(buffer, destination); + + RenderTexture.ReleaseTemporary(buffer); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs.meta new file mode 100644 index 0000000..c4bb7e7 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 34382083ad114a07d000fbfb8d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - blurShader: {fileID: 4800000, guid: 57e6deea7c2924e22a5138e2b70bb4dc, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs new file mode 100644 index 0000000..c922dbe --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs @@ -0,0 +1,93 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Blur/Blur (Optimized)")] + public class BlurOptimized : PostEffectsBase + { + + [Range(0, 2)] + public int downsample = 1; + + public enum BlurType { + StandardGauss = 0, + SgxGauss = 1, + } + + [Range(0.0f, 10.0f)] + public float blurSize = 3.0f; + + [Range(1, 4)] + public int blurIterations = 2; + + public BlurType blurType= BlurType.StandardGauss; + + public Shader blurShader = null; + private Material blurMaterial = null; + + + public override bool CheckResources () { + CheckSupport (false); + + blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + public void OnDisable () { + if (blurMaterial) + DestroyImmediate (blurMaterial); + } + + public void OnRenderImage (RenderTexture source, RenderTexture destination) { + if (CheckResources() == false) { + Graphics.Blit (source, destination); + return; + } + + float widthMod = 1.0f / (1.0f * (1<> downsample; + int rtH = source.height >> downsample; + + // downsample + RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); + + rt.filterMode = FilterMode.Bilinear; + Graphics.Blit (source, rt, blurMaterial, 0); + + var passOffs= blurType == BlurType.StandardGauss ? 0 : 2; + + for(int i = 0; i < blurIterations; i++) { + float iterationOffs = (i*1.0f); + blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + iterationOffs, -blurSize * widthMod - iterationOffs, 0.0f, 0.0f)); + + // vertical blur + RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); + rt2.filterMode = FilterMode.Bilinear; + Graphics.Blit (rt, rt2, blurMaterial, 1 + passOffs); + RenderTexture.ReleaseTemporary (rt); + rt = rt2; + + // horizontal blur + rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); + rt2.filterMode = FilterMode.Bilinear; + Graphics.Blit (rt, rt2, blurMaterial, 2 + passOffs); + RenderTexture.ReleaseTemporary (rt); + rt = rt2; + } + + Graphics.Blit (rt, destination); + + RenderTexture.ReleaseTemporary (rt); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs.meta new file mode 100644 index 0000000..47ca17b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 7fc6bde01469c7b4badee5362f191d96 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - blurShader: {fileID: 4800000, guid: f9d5fa183cd6b45eeb1491f74863cd91, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs new file mode 100644 index 0000000..0909001 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs @@ -0,0 +1,381 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Camera/Camera Motion Blur") ] + public class CameraMotionBlur : PostEffectsBase + { + // make sure to match this to MAX_RADIUS in shader ('k' in paper) + static float MAX_RADIUS = 10.0f; + + public enum MotionBlurFilter { + CameraMotion = 0, // global screen blur based on cam motion + LocalBlur = 1, // cheap blur, no dilation or scattering + Reconstruction = 2, // advanced filter (simulates scattering) as in plausible motion blur paper + ReconstructionDX11 = 3, // advanced filter (simulates scattering) as in plausible motion blur paper + ReconstructionDisc = 4, // advanced filter using scaled poisson disc sampling + } + + // settings + public MotionBlurFilter filterType = MotionBlurFilter.Reconstruction; + public bool preview = false; // show how blur would look like in action ... + public Vector3 previewScale = Vector3.one; // ... given this movement vector + + // params + public float movementScale = 0.0f; + public float rotationScale = 1.0f; + public float maxVelocity = 8.0f; // maximum velocity in pixels + public float minVelocity = 0.1f; // minimum velocity in pixels + public float velocityScale = 0.375f; // global velocity scale + public float softZDistance = 0.005f; // for z overlap check softness (reconstruction filter only) + public int velocityDownsample = 1; // low resolution velocity buffer? (optimization) + public LayerMask excludeLayers = 0; + private GameObject tmpCam = null; + + // resources + public Shader shader; + public Shader dx11MotionBlurShader; + public Shader replacementClear; + + private Material motionBlurMaterial = null; + private Material dx11MotionBlurMaterial = null; + + public Texture2D noiseTexture = null; + public float jitter = 0.05f; + + // (internal) debug + public bool showVelocity = false; + public float showVelocityScale = 1.0f; + + // camera transforms + private Matrix4x4 currentViewProjMat; + private Matrix4x4 prevViewProjMat; + private int prevFrameCount; + private bool wasActive; + // shortcuts to calculate global blur direction when using 'CameraMotion' + private Vector3 prevFrameForward = Vector3.forward; + private Vector3 prevFrameUp = Vector3.up; + private Vector3 prevFramePos = Vector3.zero; + private Camera _camera; + + + private void CalculateViewProjection () { + Matrix4x4 viewMat = _camera.worldToCameraMatrix; + Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true); + currentViewProjMat = projMat * viewMat; + } + + + new void Start () { + CheckResources (); + + if (_camera == null) + _camera = GetComponent(); + + wasActive = gameObject.activeInHierarchy; + CalculateViewProjection (); + Remember (); + wasActive = false; // hack to fake position/rotation update and prevent bad blurs + } + + void OnEnable () { + + if (_camera == null) + _camera = GetComponent(); + + _camera.depthTextureMode |= DepthTextureMode.Depth; + } + + void OnDisable () { + if (null != motionBlurMaterial) { + DestroyImmediate (motionBlurMaterial); + motionBlurMaterial = null; + } + if (null != dx11MotionBlurMaterial) { + DestroyImmediate (dx11MotionBlurMaterial); + dx11MotionBlurMaterial = null; + } + if (null != tmpCam) { + DestroyImmediate (tmpCam); + tmpCam = null; + } + } + + + public override bool CheckResources () { + CheckSupport (true, true); // depth & hdr needed + motionBlurMaterial = CheckShaderAndCreateMaterial (shader, motionBlurMaterial); + + if (supportDX11 && filterType == MotionBlurFilter.ReconstructionDX11) { + dx11MotionBlurMaterial = CheckShaderAndCreateMaterial (dx11MotionBlurShader, dx11MotionBlurMaterial); + } + + if (!isSupported) + ReportAutoDisable (); + + return isSupported; + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) { + if (false == CheckResources ()) { + Graphics.Blit (source, destination); + return; + } + + if (filterType == MotionBlurFilter.CameraMotion) + StartFrame (); + + // use if possible new RG format ... fallback to half otherwise + var rtFormat= SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf; + + // get temp textures + RenderTexture velBuffer = RenderTexture.GetTemporary (divRoundUp (source.width, velocityDownsample), divRoundUp (source.height, velocityDownsample), 0, rtFormat); + int tileWidth = 1; + int tileHeight = 1; + maxVelocity = Mathf.Max (2.0f, maxVelocity); + + float _maxVelocity = maxVelocity; // calculate 'k' + // note: 's' is hardcoded in shaders except for DX11 path + + // auto DX11 fallback! + bool fallbackFromDX11 = filterType == MotionBlurFilter.ReconstructionDX11 && dx11MotionBlurMaterial == null; + + if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11 || filterType == MotionBlurFilter.ReconstructionDisc) { + maxVelocity = Mathf.Min (maxVelocity, MAX_RADIUS); + tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity); + tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity); + _maxVelocity = velBuffer.width/tileWidth; + } + else { + tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity); + tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity); + _maxVelocity = velBuffer.width/tileWidth; + } + + RenderTexture tileMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat); + RenderTexture neighbourMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat); + velBuffer.filterMode = FilterMode.Point; + tileMax.filterMode = FilterMode.Point; + neighbourMax.filterMode = FilterMode.Point; + if (noiseTexture) noiseTexture.filterMode = FilterMode.Point; + source.wrapMode = TextureWrapMode.Clamp; + velBuffer.wrapMode = TextureWrapMode.Clamp; + neighbourMax.wrapMode = TextureWrapMode.Clamp; + tileMax.wrapMode = TextureWrapMode.Clamp; + + // calc correct viewprj matrix + CalculateViewProjection (); + + // just started up? + if (gameObject.activeInHierarchy && !wasActive) { + Remember (); + } + wasActive = gameObject.activeInHierarchy; + + // matrices + Matrix4x4 invViewPrj = Matrix4x4.Inverse (currentViewProjMat); + motionBlurMaterial.SetMatrix ("_InvViewProj", invViewPrj); + motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat); + motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj); + + motionBlurMaterial.SetFloat ("_MaxVelocity", _maxVelocity); + motionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity); + motionBlurMaterial.SetFloat ("_MinVelocity", minVelocity); + motionBlurMaterial.SetFloat ("_VelocityScale", velocityScale); + motionBlurMaterial.SetFloat ("_Jitter", jitter); + + // texture samplers + motionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture); + motionBlurMaterial.SetTexture ("_VelTex", velBuffer); + motionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax); + motionBlurMaterial.SetTexture ("_TileTexDebug", tileMax); + + if (preview) { + // generate an artifical 'previous' matrix to simulate blur look + Matrix4x4 viewMat = _camera.worldToCameraMatrix; + Matrix4x4 offset = Matrix4x4.identity; + offset.SetTRS(previewScale * 0.3333f, Quaternion.identity, Vector3.one); // using only translation + Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true); + prevViewProjMat = projMat * offset * viewMat; + motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat); + motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj); + } + + if (filterType == MotionBlurFilter.CameraMotion) + { + // build blur vector to be used in shader to create a global blur direction + Vector4 blurVector = Vector4.zero; + + float lookUpDown = Vector3.Dot (transform.up, Vector3.up); + Vector3 distanceVector = prevFramePos-transform.position; + + float distMag = distanceVector.magnitude; + + float farHeur = 1.0f; + + // pitch (vertical) + farHeur = (Vector3.Angle (transform.up, prevFrameUp) / _camera.fieldOfView) * (source.width * 0.75f); + blurVector.x = rotationScale * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.up, prevFrameUp))); + + // yaw #1 (horizontal, faded by pitch) + farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f); + blurVector.y = rotationScale * lookUpDown * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward))); + + // yaw #2 (when looking down, faded by 1-pitch) + farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f); + blurVector.z = rotationScale * (1.0f- lookUpDown) * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward))); + + if (distMag > Mathf.Epsilon && movementScale > Mathf.Epsilon) { + // forward (probably most important) + blurVector.w = movementScale * (Vector3.Dot (transform.forward, distanceVector) ) * (source.width * 0.5f); + // jump (maybe scale down further) + blurVector.x += movementScale * (Vector3.Dot (transform.up, distanceVector) ) * (source.width * 0.5f); + // strafe (maybe scale down further) + blurVector.y += movementScale * (Vector3.Dot (transform.right, distanceVector) ) * (source.width * 0.5f); + } + + if (preview) // crude approximation + motionBlurMaterial.SetVector ("_BlurDirectionPacked", new Vector4 (previewScale.y, previewScale.x, 0.0f, previewScale.z) * 0.5f * _camera.fieldOfView); + else + motionBlurMaterial.SetVector ("_BlurDirectionPacked", blurVector); + } + else { + // generate velocity buffer + Graphics.Blit (source, velBuffer, motionBlurMaterial, 0); + + // patch up velocity buffer: + + // exclude certain layers (e.g. skinned objects as we cant really support that atm) + + Camera cam = null; + if (excludeLayers.value != 0)// || dynamicLayers.value) + cam = GetTmpCam (); + + if (cam && excludeLayers.value != 0 && replacementClear && replacementClear.isSupported) { + cam.targetTexture = velBuffer; + cam.cullingMask = excludeLayers; + cam.RenderWithShader (replacementClear, ""); + } + } + + if (!preview && Time.frameCount != prevFrameCount) { + // remember current transformation data for next frame + prevFrameCount = Time.frameCount; + Remember (); + } + + source.filterMode = FilterMode.Bilinear; + + // debug vel buffer: + if (showVelocity) { + // generate tile max and neighbour max + //Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2); + //Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3); + motionBlurMaterial.SetFloat ("_DisplayVelocityScale", showVelocityScale); + Graphics.Blit (velBuffer, destination, motionBlurMaterial, 1); + } + else { + if (filterType == MotionBlurFilter.ReconstructionDX11 && !fallbackFromDX11) { + // need to reset some parameters for dx11 shader + dx11MotionBlurMaterial.SetFloat ("_MinVelocity", minVelocity); + dx11MotionBlurMaterial.SetFloat ("_VelocityScale", velocityScale); + dx11MotionBlurMaterial.SetFloat ("_Jitter", jitter); + + // texture samplers + dx11MotionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture); + dx11MotionBlurMaterial.SetTexture ("_VelTex", velBuffer); + dx11MotionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax); + + dx11MotionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) ); + dx11MotionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity); + + // generate tile max and neighbour max + Graphics.Blit (velBuffer, tileMax, dx11MotionBlurMaterial, 0); + Graphics.Blit (tileMax, neighbourMax, dx11MotionBlurMaterial, 1); + + // final blur + Graphics.Blit (source, destination, dx11MotionBlurMaterial, 2); + } + else if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11) { + // 'reconstructing' properly integrated color + motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) ); + + // generate tile max and neighbour max + Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2); + Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3); + + // final blur + Graphics.Blit (source, destination, motionBlurMaterial, 4); + } + else if (filterType == MotionBlurFilter.CameraMotion) { + // orange box style motion blur + Graphics.Blit (source, destination, motionBlurMaterial, 6); + } + else if (filterType == MotionBlurFilter.ReconstructionDisc) { + // dof style motion blur defocuing and ellipse around the princical blur direction + // 'reconstructing' properly integrated color + motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) ); + + // generate tile max and neighbour max + Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2); + Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3); + + Graphics.Blit (source, destination, motionBlurMaterial, 7); + } + else { + // simple & fast blur (low quality): just blurring along velocity + Graphics.Blit (source, destination, motionBlurMaterial, 5); + } + } + + // cleanup + RenderTexture.ReleaseTemporary (velBuffer); + RenderTexture.ReleaseTemporary (tileMax); + RenderTexture.ReleaseTemporary (neighbourMax); + } + + void Remember () { + prevViewProjMat = currentViewProjMat; + prevFrameForward = transform.forward; + prevFrameUp = transform.up; + prevFramePos = transform.position; + } + + Camera GetTmpCam () { + if (tmpCam == null) { + string name = "_" + _camera.name + "_MotionBlurTmpCam"; + GameObject go = GameObject.Find (name); + if (null == go) // couldn't find, recreate + tmpCam = new GameObject (name, typeof (Camera)); + else + tmpCam = go; + } + + tmpCam.hideFlags = HideFlags.DontSave; + tmpCam.transform.position = _camera.transform.position; + tmpCam.transform.rotation = _camera.transform.rotation; + tmpCam.transform.localScale = _camera.transform.localScale; + tmpCam.GetComponent().CopyFrom(_camera); + + tmpCam.GetComponent().enabled = false; + tmpCam.GetComponent().depthTextureMode = DepthTextureMode.None; + tmpCam.GetComponent().clearFlags = CameraClearFlags.Nothing; + + return tmpCam.GetComponent(); + } + + void StartFrame () { + // take only x% of positional changes into account (camera motion) + // TODO: possibly do the same for rotational part + prevFramePos = Vector3.Slerp(prevFramePos, transform.position, 0.75f); + } + + static int divRoundUp (int x, int d) + { + return (x + d - 1) / d; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs.meta new file mode 100644 index 0000000..ef18200 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 97e9b95cf609d96409b6c40519432957 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: 85a88efa8c871af4a9d17c64791b6f4f, type: 3} + - dx11MotionBlurShader: {fileID: 4800000, guid: f1b13d7a80660504a858ea24cfa418c6, + type: 3} + - replacementClear: {fileID: 4800000, guid: 7699c5fbfa27745a1abe111ab7bf9785, type: 3} + - noiseTexture: {fileID: 2800000, guid: 31f5a8611c4ed1245b18456206e798dc, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs new file mode 100644 index 0000000..0425da9 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs @@ -0,0 +1,181 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu ("Image Effects/Color Adjustments/Color Correction (Curves, Saturation)")] + public class ColorCorrectionCurves : PostEffectsBase + { + public enum ColorCorrectionMode + { + Simple = 0, + Advanced = 1 + } + + public AnimationCurve redChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); + public AnimationCurve greenChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); + public AnimationCurve blueChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); + + public bool useDepthCorrection = false; + + public AnimationCurve zCurve = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); + public AnimationCurve depthRedChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); + public AnimationCurve depthGreenChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); + public AnimationCurve depthBlueChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); + + private Material ccMaterial; + private Material ccDepthMaterial; + private Material selectiveCcMaterial; + + private Texture2D rgbChannelTex; + private Texture2D rgbDepthChannelTex; + private Texture2D zCurveTex; + + public float saturation = 1.0f; + + public bool selectiveCc = false; + + public Color selectiveFromColor = Color.white; + public Color selectiveToColor = Color.white; + + public ColorCorrectionMode mode; + + public bool updateTextures = true; + + public Shader colorCorrectionCurvesShader = null; + public Shader simpleColorCorrectionCurvesShader = null; + public Shader colorCorrectionSelectiveShader = null; + + private bool updateTexturesOnStartup = true; + + + new void Start () + { + base.Start (); + updateTexturesOnStartup = true; + } + + void Awake () { } + + + public override bool CheckResources () + { + CheckSupport (mode == ColorCorrectionMode.Advanced); + + ccMaterial = CheckShaderAndCreateMaterial (simpleColorCorrectionCurvesShader, ccMaterial); + ccDepthMaterial = CheckShaderAndCreateMaterial (colorCorrectionCurvesShader, ccDepthMaterial); + selectiveCcMaterial = CheckShaderAndCreateMaterial (colorCorrectionSelectiveShader, selectiveCcMaterial); + + if (!rgbChannelTex) + rgbChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true); + if (!rgbDepthChannelTex) + rgbDepthChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true); + if (!zCurveTex) + zCurveTex = new Texture2D (256, 1, TextureFormat.ARGB32, false, true); + + rgbChannelTex.hideFlags = HideFlags.DontSave; + rgbDepthChannelTex.hideFlags = HideFlags.DontSave; + zCurveTex.hideFlags = HideFlags.DontSave; + + rgbChannelTex.wrapMode = TextureWrapMode.Clamp; + rgbDepthChannelTex.wrapMode = TextureWrapMode.Clamp; + zCurveTex.wrapMode = TextureWrapMode.Clamp; + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + public void UpdateParameters () + { + CheckResources(); // textures might not be created if we're tweaking UI while disabled + + if (redChannel != null && greenChannel != null && blueChannel != null) + { + for (float i = 0.0f; i <= 1.0f; i += 1.0f / 255.0f) + { + float rCh = Mathf.Clamp (redChannel.Evaluate(i), 0.0f, 1.0f); + float gCh = Mathf.Clamp (greenChannel.Evaluate(i), 0.0f, 1.0f); + float bCh = Mathf.Clamp (blueChannel.Evaluate(i), 0.0f, 1.0f); + + rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(rCh,rCh,rCh) ); + rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 1, new Color(gCh,gCh,gCh) ); + rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 2, new Color(bCh,bCh,bCh) ); + + float zC = Mathf.Clamp (zCurve.Evaluate(i), 0.0f,1.0f); + + zCurveTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(zC,zC,zC) ); + + rCh = Mathf.Clamp (depthRedChannel.Evaluate(i), 0.0f,1.0f); + gCh = Mathf.Clamp (depthGreenChannel.Evaluate(i), 0.0f,1.0f); + bCh = Mathf.Clamp (depthBlueChannel.Evaluate(i), 0.0f,1.0f); + + rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(rCh,rCh,rCh) ); + rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 1, new Color(gCh,gCh,gCh) ); + rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 2, new Color(bCh,bCh,bCh) ); + } + + rgbChannelTex.Apply (); + rgbDepthChannelTex.Apply (); + zCurveTex.Apply (); + } + } + + void UpdateTextures () + { + UpdateParameters (); + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources()==false) + { + Graphics.Blit (source, destination); + return; + } + + if (updateTexturesOnStartup) + { + UpdateParameters (); + updateTexturesOnStartup = false; + } + + if (useDepthCorrection) + GetComponent().depthTextureMode |= DepthTextureMode.Depth; + + RenderTexture renderTarget2Use = destination; + + if (selectiveCc) + { + renderTarget2Use = RenderTexture.GetTemporary (source.width, source.height); + } + + if (useDepthCorrection) + { + ccDepthMaterial.SetTexture ("_RgbTex", rgbChannelTex); + ccDepthMaterial.SetTexture ("_ZCurve", zCurveTex); + ccDepthMaterial.SetTexture ("_RgbDepthTex", rgbDepthChannelTex); + ccDepthMaterial.SetFloat ("_Saturation", saturation); + + Graphics.Blit (source, renderTarget2Use, ccDepthMaterial); + } + else + { + ccMaterial.SetTexture ("_RgbTex", rgbChannelTex); + ccMaterial.SetFloat ("_Saturation", saturation); + + Graphics.Blit (source, renderTarget2Use, ccMaterial); + } + + if (selectiveCc) + { + selectiveCcMaterial.SetColor ("selColor", selectiveFromColor); + selectiveCcMaterial.SetColor ("targetColor", selectiveToColor); + Graphics.Blit (renderTarget2Use, destination, selectiveCcMaterial); + + RenderTexture.ReleaseTemporary (renderTarget2Use); + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs.meta new file mode 100644 index 0000000..e60e166 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 1fd999d1b2cf94a45a5b0a47ce074bef +MonoImporter: + serializedVersion: 2 + defaultReferences: + - colorCorrectionCurvesShader: {fileID: 4800000, guid: 62bcade1028c24ca1a39760ed84b9487, + type: 3} + - simpleColorCorrectionCurvesShader: {fileID: 4800000, guid: 438ddd58d82c84d9eb1fdc56111702e1, + type: 3} + - colorCorrectionSelectiveShader: {fileID: 4800000, guid: e515e0f94cefc4c0db54b45cba621544, + type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs new file mode 100644 index 0000000..e85bb59 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs @@ -0,0 +1,130 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu ("Image Effects/Color Adjustments/Color Correction (3D Lookup Texture)")] + public class ColorCorrectionLookup : PostEffectsBase + { + public Shader shader; + private Material material; + + // serialize this instead of having another 2d texture ref'ed + public Texture3D converted3DLut = null; + public string basedOnTempTex = ""; + + + public override bool CheckResources () { + CheckSupport (false); + + material = CheckShaderAndCreateMaterial (shader, material); + + if (!isSupported || !SystemInfo.supports3DTextures) + ReportAutoDisable (); + return isSupported; + } + + void OnDisable () { + if (material) { + DestroyImmediate (material); + material = null; + } + } + + void OnDestroy () { + if (converted3DLut) + DestroyImmediate (converted3DLut); + converted3DLut = null; + } + + public void SetIdentityLut () { + int dim = 16; + var newC = new Color[dim*dim*dim]; + float oneOverDim = 1.0f / (1.0f * dim - 1.0f); + + for(int i = 0; i < dim; i++) { + for(int j = 0; j < dim; j++) { + for(int k = 0; k < dim; k++) { + newC[i + (j*dim) + (k*dim*dim)] = new Color((i*1.0f)*oneOverDim, (j*1.0f)*oneOverDim, (k*1.0f)*oneOverDim, 1.0f); + } + } + } + + if (converted3DLut) + DestroyImmediate (converted3DLut); + converted3DLut = new Texture3D (dim, dim, dim, TextureFormat.ARGB32, false); + converted3DLut.SetPixels (newC); + converted3DLut.Apply (); + basedOnTempTex = ""; + } + + public bool ValidDimensions ( Texture2D tex2d) { + if (!tex2d) return false; + int h = tex2d.height; + if (h != Mathf.FloorToInt(Mathf.Sqrt(tex2d.width))) { + return false; + } + return true; + } + + public void Convert ( Texture2D temp2DTex, string path) { + + // conversion fun: the given 2D texture needs to be of the format + // w * h, wheras h is the 'depth' (or 3d dimension 'dim') and w = dim * dim + + if (temp2DTex) { + int dim = temp2DTex.width * temp2DTex.height; + dim = temp2DTex.height; + + if (!ValidDimensions(temp2DTex)) { + Debug.LogWarning ("The given 2D texture " + temp2DTex.name + " cannot be used as a 3D LUT."); + basedOnTempTex = ""; + return; + } + + var c = temp2DTex.GetPixels(); + var newC = new Color[c.Length]; + + for(int i = 0; i < dim; i++) { + for(int j = 0; j < dim; j++) { + for(int k = 0; k < dim; k++) { + int j_ = dim-j-1; + newC[i + (j*dim) + (k*dim*dim)] = c[k*dim+i+j_*dim*dim]; + } + } + } + + if (converted3DLut) + DestroyImmediate (converted3DLut); + converted3DLut = new Texture3D (dim, dim, dim, TextureFormat.ARGB32, false); + converted3DLut.SetPixels (newC); + converted3DLut.Apply (); + basedOnTempTex = path; + } + else { + // error, something went terribly wrong + Debug.LogError ("Couldn't color correct with 3D LUT texture. Image Effect will be disabled."); + } + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) { + if (CheckResources () == false || !SystemInfo.supports3DTextures) { + Graphics.Blit (source, destination); + return; + } + + if (converted3DLut == null) { + SetIdentityLut (); + } + + int lutSize = converted3DLut.width; + converted3DLut.wrapMode = TextureWrapMode.Clamp; + material.SetFloat("_Scale", (lutSize - 1) / (1.0f*lutSize)); + material.SetFloat("_Offset", 1.0f / (2.0f * lutSize)); + material.SetTexture("_ClutTex", converted3DLut); + + Graphics.Blit (source, destination, material, QualitySettings.activeColorSpace == ColorSpace.Linear ? 1 : 0); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta new file mode 100644 index 0000000..82f6837 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8cde8c0fd649d9b46bb403ba5e157391 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: b61f0d8d8244b4b28aa66b0c8cb46a8d, type: 3} + - converted3DLut: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs new file mode 100644 index 0000000..ae594f8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs @@ -0,0 +1,17 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu("Image Effects/Color Adjustments/Color Correction (Ramp)")] + public class ColorCorrectionRamp : ImageEffectBase { + public Texture textureRamp; + + // Called by camera to apply image effect + void OnRenderImage (RenderTexture source, RenderTexture destination) { + material.SetTexture ("_RampTex", textureRamp); + Graphics.Blit (source, destination, material); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta new file mode 100644 index 0000000..009d841 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ea59781cad112c75d0008dfa8d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: 67f8781cad112c75d0008dfa8d76c639, type: 3} + - textureRamp: {fileID: 2800000, guid: d440902fad11e807d00044888d76c639, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs new file mode 100644 index 0000000..0aebe31 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs @@ -0,0 +1,77 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent(typeof(Camera))] + [AddComponentMenu("Image Effects/Color Adjustments/Contrast Enhance (Unsharp Mask)")] + class ContrastEnhance : PostEffectsBase + { + public float intensity = 0.5f; + public float threshold = 0.0f; + + private Material separableBlurMaterial; + private Material contrastCompositeMaterial; + + public float blurSpread = 1.0f; + + public Shader separableBlurShader = null; + public Shader contrastCompositeShader = null; + + + public override bool CheckResources () + { + CheckSupport (false); + + contrastCompositeMaterial = CheckShaderAndCreateMaterial (contrastCompositeShader, contrastCompositeMaterial); + separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources()==false) + { + Graphics.Blit (source, destination); + return; + } + + int rtW = source.width; + int rtH = source.height; + + RenderTexture color2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); + + // downsample + + Graphics.Blit (source, color2); + RenderTexture color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0); + Graphics.Blit (color2, color4a); + RenderTexture.ReleaseTemporary (color2); + + // blur + + separableBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, (blurSpread * 1.0f) / color4a.height, 0.0f, 0.0f)); + RenderTexture color4b = RenderTexture.GetTemporary (rtW/4, rtH/4, 0); + Graphics.Blit (color4a, color4b, separableBlurMaterial); + RenderTexture.ReleaseTemporary (color4a); + + separableBlurMaterial.SetVector ("offsets", new Vector4 ((blurSpread * 1.0f) / color4a.width, 0.0f, 0.0f, 0.0f)); + color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0); + Graphics.Blit (color4b, color4a, separableBlurMaterial); + RenderTexture.ReleaseTemporary (color4b); + + // composite + + contrastCompositeMaterial.SetTexture ("_MainTexBlurred", color4a); + contrastCompositeMaterial.SetFloat ("intensity", intensity); + contrastCompositeMaterial.SetFloat ("threshhold", threshold); + Graphics.Blit (source, destination, contrastCompositeMaterial); + + RenderTexture.ReleaseTemporary (color4a); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta new file mode 100644 index 0000000..c469a7c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3309686a9fbbe6e42a182d5e0257704c +MonoImporter: + serializedVersion: 2 + defaultReferences: + - separableBlurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, + type: 3} + - contrastCompositeShader: {fileID: 4800000, guid: 273404942eede4ea1883ca1fb2942507, + type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs new file mode 100644 index 0000000..77cb0e5 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs @@ -0,0 +1,197 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu("Image Effects/Color Adjustments/Contrast Stretch")] + public class ContrastStretch : MonoBehaviour + { + /// Adaptation speed - percents per frame, if playing at 30FPS. + /// Default is 0.02 (2% each 1/30s). + public float adaptationSpeed = 0.02f; + + /// If our scene is really dark (or really bright), we might not want to + /// stretch its contrast to the full range. + /// limitMinimum=0, limitMaximum=1 is the same as not applying the effect at all. + /// limitMinimum=1, limitMaximum=0 is always stretching colors to full range. + + /// The limit on the minimum luminance (0...1) - we won't go above this. + public float limitMinimum = 0.2f; + + /// The limit on the maximum luminance (0...1) - we won't go below this. + public float limitMaximum = 0.6f; + + + // To maintain adaptation levels over time, we need two 1x1 render textures + // and ping-pong between them. + private RenderTexture[] adaptRenderTex = new RenderTexture[2]; + private int curAdaptIndex = 0; + + + // Computes scene luminance (grayscale) image + public Shader shaderLum; + private Material m_materialLum; + protected Material materialLum { + get { + if ( m_materialLum == null ) { + m_materialLum = new Material(shaderLum); + m_materialLum.hideFlags = HideFlags.HideAndDontSave; + } + return m_materialLum; + } + } + + // Reduces size of the image by 2x2, while computing maximum/minimum values. + // By repeatedly applying this shader, we reduce the initial luminance image + // to 1x1 image with minimum/maximum luminances found. + public Shader shaderReduce; + private Material m_materialReduce; + protected Material materialReduce { + get { + if ( m_materialReduce == null ) { + m_materialReduce = new Material(shaderReduce); + m_materialReduce.hideFlags = HideFlags.HideAndDontSave; + } + return m_materialReduce; + } + } + + // Adaptation shader - gradually "adapts" minimum/maximum luminances, + // based on currently adapted 1x1 image and the actual 1x1 image of the current scene. + public Shader shaderAdapt; + private Material m_materialAdapt; + protected Material materialAdapt { + get { + if ( m_materialAdapt == null ) { + m_materialAdapt = new Material(shaderAdapt); + m_materialAdapt.hideFlags = HideFlags.HideAndDontSave; + } + return m_materialAdapt; + } + } + + // Final pass - stretches the color values of the original scene, based on currently + // adpated minimum/maximum values. + public Shader shaderApply; + private Material m_materialApply; + protected Material materialApply { + get { + if ( m_materialApply == null ) { + m_materialApply = new Material(shaderApply); + m_materialApply.hideFlags = HideFlags.HideAndDontSave; + } + return m_materialApply; + } + } + + void Start() + { + // Disable if we don't support image effects + if (!SystemInfo.supportsImageEffects) { + enabled = false; + return; + } + + if (!shaderAdapt.isSupported || !shaderApply.isSupported || !shaderLum.isSupported || !shaderReduce.isSupported) { + enabled = false; + return; + } + } + + void OnEnable() + { + for( int i = 0; i < 2; ++i ) + { + if ( !adaptRenderTex[i] ) { + adaptRenderTex[i] = new RenderTexture(1, 1, 0); + adaptRenderTex[i].hideFlags = HideFlags.HideAndDontSave; + } + } + } + + void OnDisable() + { + for( int i = 0; i < 2; ++i ) + { + DestroyImmediate( adaptRenderTex[i] ); + adaptRenderTex[i] = null; + } + if ( m_materialLum ) + DestroyImmediate( m_materialLum ); + if ( m_materialReduce ) + DestroyImmediate( m_materialReduce ); + if ( m_materialAdapt ) + DestroyImmediate( m_materialAdapt ); + if ( m_materialApply ) + DestroyImmediate( m_materialApply ); + } + + + /// Apply the filter + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + // Blit to smaller RT and convert to luminance on the way + const int TEMP_RATIO = 1; // 4x4 smaller + RenderTexture rtTempSrc = RenderTexture.GetTemporary(source.width/TEMP_RATIO, source.height/TEMP_RATIO); + Graphics.Blit (source, rtTempSrc, materialLum); + + // Repeatedly reduce this image in size, computing min/max luminance values + // In the end we'll have 1x1 image with min/max luminances found. + const int FINAL_SIZE = 1; + //const int FINAL_SIZE = 1; + while( rtTempSrc.width > FINAL_SIZE || rtTempSrc.height > FINAL_SIZE ) + { + const int REDUCE_RATIO = 2; // our shader does 2x2 reduction + int destW = rtTempSrc.width / REDUCE_RATIO; + if ( destW < FINAL_SIZE ) destW = FINAL_SIZE; + int destH = rtTempSrc.height / REDUCE_RATIO; + if ( destH < FINAL_SIZE ) destH = FINAL_SIZE; + RenderTexture rtTempDst = RenderTexture.GetTemporary(destW,destH); + Graphics.Blit (rtTempSrc, rtTempDst, materialReduce); + + // Release old src temporary, and make new temporary the source + RenderTexture.ReleaseTemporary( rtTempSrc ); + rtTempSrc = rtTempDst; + } + + // Update viewer's adaptation level + CalculateAdaptation( rtTempSrc ); + + // Apply contrast strech to the original scene, using currently adapted parameters + materialApply.SetTexture("_AdaptTex", adaptRenderTex[curAdaptIndex] ); + Graphics.Blit (source, destination, materialApply); + + RenderTexture.ReleaseTemporary( rtTempSrc ); + } + + + /// Helper function to do gradual adaptation to min/max luminances + private void CalculateAdaptation( Texture curTexture ) + { + int prevAdaptIndex = curAdaptIndex; + curAdaptIndex = (curAdaptIndex+1) % 2; + + // Adaptation speed is expressed in percents/frame, based on 30FPS. + // Calculate the adaptation lerp, based on current FPS. + float adaptLerp = 1.0f - Mathf.Pow( 1.0f - adaptationSpeed, 30.0f * Time.deltaTime ); + const float kMinAdaptLerp = 0.01f; + adaptLerp = Mathf.Clamp( adaptLerp, kMinAdaptLerp, 1 ); + + materialAdapt.SetTexture("_CurTex", curTexture ); + materialAdapt.SetVector("_AdaptParams", new Vector4( + adaptLerp, + limitMinimum, + limitMaximum, + 0.0f + )); + // clear destination RT so its contents don't need to be restored + Graphics.SetRenderTarget(adaptRenderTex[curAdaptIndex]); + GL.Clear(false, true, Color.black); + Graphics.Blit ( + adaptRenderTex[prevAdaptIndex], + adaptRenderTex[curAdaptIndex], + materialAdapt); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta new file mode 100644 index 0000000..a9285bb --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ec92b071d2d424aecb3e46f28eb63174 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shaderLum: {fileID: 4800000, guid: befbb4b9c320b4b18a08ef7afb93b6c9, type: 3} + - shaderReduce: {fileID: 4800000, guid: 57b33a14b6d5347c5a85c36f6cb3b280, type: 3} + - shaderAdapt: {fileID: 4800000, guid: 257bc83cbeb544540bd0e558aa9b1383, type: 3} + - shaderApply: {fileID: 4800000, guid: f4901f25d4e1542589348bbb89563d8e, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs new file mode 100644 index 0000000..e75b9dd --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs @@ -0,0 +1,82 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Edge Detection/Crease Shading")] + class CreaseShading : PostEffectsBase + { + public float intensity = 0.5f; + public int softness = 1; + public float spread = 1.0f; + + public Shader blurShader = null; + private Material blurMaterial = null; + + public Shader depthFetchShader = null; + private Material depthFetchMaterial = null; + + public Shader creaseApplyShader = null; + private Material creaseApplyMaterial = null; + + + public override bool CheckResources () + { + CheckSupport (true); + + blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); + depthFetchMaterial = CheckShaderAndCreateMaterial (depthFetchShader, depthFetchMaterial); + creaseApplyMaterial = CheckShaderAndCreateMaterial (creaseApplyShader, creaseApplyMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources()==false) + { + Graphics.Blit (source, destination); + return; + } + + int rtW = source.width; + int rtH = source.height; + + float widthOverHeight = (1.0f * rtW) / (1.0f * rtH); + float oneOverBaseSize = 1.0f / 512.0f; + + RenderTexture hrTex = RenderTexture.GetTemporary (rtW, rtH, 0); + RenderTexture lrTex1 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); + + Graphics.Blit (source,hrTex, depthFetchMaterial); + Graphics.Blit (hrTex, lrTex1); + + for(int i = 0; i < softness; i++) + { + RenderTexture lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); + blurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); + Graphics.Blit (lrTex1, lrTex2, blurMaterial); + RenderTexture.ReleaseTemporary (lrTex1); + lrTex1 = lrTex2; + + lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); + blurMaterial.SetVector ("offsets", new Vector4 (spread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); + Graphics.Blit (lrTex1, lrTex2, blurMaterial); + RenderTexture.ReleaseTemporary (lrTex1); + lrTex1 = lrTex2; + } + + creaseApplyMaterial.SetTexture ("_HrDepthTex", hrTex); + creaseApplyMaterial.SetTexture ("_LrDepthTex", lrTex1); + creaseApplyMaterial.SetFloat ("intensity", intensity); + Graphics.Blit (source,destination, creaseApplyMaterial); + + RenderTexture.ReleaseTemporary (hrTex); + RenderTexture.ReleaseTemporary (lrTex1); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta new file mode 100644 index 0000000..c6ebebe --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d64b4f3a592f28b44bf19223ac8b6cd2 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - blurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, type: 3} + - depthFetchShader: {fileID: 4800000, guid: 14768d3865b1342e3a861fbe19ba2db2, type: 3} + - creaseApplyShader: {fileID: 4800000, guid: b59984d82af624bd3b0c777f038276f2, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs new file mode 100644 index 0000000..d472a55 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs @@ -0,0 +1,385 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Camera/Depth of Field (Lens Blur, Scatter, DX11)") ] + public class DepthOfField : PostEffectsBase { + + public bool visualizeFocus = false; + public float focalLength = 10.0f; + public float focalSize = 0.05f; + public float aperture = 11.5f; + public Transform focalTransform = null; + public float maxBlurSize = 2.0f; + public bool highResolution = false; + + public enum BlurType { + DiscBlur = 0, + DX11 = 1, + } + + public enum BlurSampleCount { + Low = 0, + Medium = 1, + High = 2, + } + + public BlurType blurType = BlurType.DiscBlur; + public BlurSampleCount blurSampleCount = BlurSampleCount.High; + + public bool nearBlur = false; + public float foregroundOverlap = 1.0f; + + public Shader dofHdrShader; + private Material dofHdrMaterial = null; + + public Shader dx11BokehShader; + private Material dx11bokehMaterial; + + public float dx11BokehThreshold = 0.5f; + public float dx11SpawnHeuristic = 0.0875f; + public Texture2D dx11BokehTexture = null; + public float dx11BokehScale = 1.2f; + public float dx11BokehIntensity = 2.5f; + + private float focalDistance01 = 10.0f; + private ComputeBuffer cbDrawArgs; + private ComputeBuffer cbPoints; + private float internalBlurWidth = 1.0f; + + + public override bool CheckResources () { + CheckSupport (true); // only requires depth, not HDR + + dofHdrMaterial = CheckShaderAndCreateMaterial (dofHdrShader, dofHdrMaterial); + if (supportDX11 && blurType == BlurType.DX11) { + dx11bokehMaterial = CheckShaderAndCreateMaterial(dx11BokehShader, dx11bokehMaterial); + CreateComputeResources (); + } + + if (!isSupported) + ReportAutoDisable (); + + return isSupported; + } + + void OnEnable () { + GetComponent().depthTextureMode |= DepthTextureMode.Depth; + } + + void OnDisable () { + ReleaseComputeResources (); + + if (dofHdrMaterial) DestroyImmediate(dofHdrMaterial); + dofHdrMaterial = null; + if (dx11bokehMaterial) DestroyImmediate(dx11bokehMaterial); + dx11bokehMaterial = null; + } + + void ReleaseComputeResources () { + if (cbDrawArgs != null) cbDrawArgs.Release(); + cbDrawArgs = null; + if (cbPoints != null) cbPoints.Release(); + cbPoints = null; + } + + void CreateComputeResources () { + if (cbDrawArgs == null) + { + cbDrawArgs = new ComputeBuffer (1, 16, ComputeBufferType.DrawIndirect); + var args= new int[4]; + args[0] = 0; args[1] = 1; args[2] = 0; args[3] = 0; + cbDrawArgs.SetData (args); + } + if (cbPoints == null) + { + cbPoints = new ComputeBuffer (90000, 12+16, ComputeBufferType.Append); + } + } + + float FocalDistance01 ( float worldDist) { + return GetComponent().WorldToViewportPoint((worldDist-GetComponent().nearClipPlane) * GetComponent().transform.forward + GetComponent().transform.position).z / (GetComponent().farClipPlane-GetComponent().nearClipPlane); + } + + private void WriteCoc ( RenderTexture fromTo, bool fgDilate) { + dofHdrMaterial.SetTexture("_FgOverlap", null); + + if (nearBlur && fgDilate) { + + int rtW = fromTo.width/2; + int rtH = fromTo.height/2; + + // capture fg coc + RenderTexture temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); + Graphics.Blit (fromTo, temp2, dofHdrMaterial, 4); + + // special blur + float fgAdjustment = internalBlurWidth * foregroundOverlap; + + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgAdjustment , 0.0f, fgAdjustment)); + RenderTexture temp1 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); + Graphics.Blit (temp2, temp1, dofHdrMaterial, 2); + RenderTexture.ReleaseTemporary(temp2); + + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgAdjustment, 0.0f, 0.0f, fgAdjustment)); + temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); + Graphics.Blit (temp1, temp2, dofHdrMaterial, 2); + RenderTexture.ReleaseTemporary(temp1); + + // "merge up" with background COC + dofHdrMaterial.SetTexture("_FgOverlap", temp2); + fromTo.MarkRestoreExpected(); // only touching alpha channel, RT restore expected + Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 13); + RenderTexture.ReleaseTemporary(temp2); + } + else { + // capture full coc in alpha channel (fromTo is not read, but bound to detect screen flip) + fromTo.MarkRestoreExpected(); // only touching alpha channel, RT restore expected + Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 0); + } + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) { + if (!CheckResources ()) { + Graphics.Blit (source, destination); + return; + } + + // clamp & prepare values so they make sense + + if (aperture < 0.0f) aperture = 0.0f; + if (maxBlurSize < 0.1f) maxBlurSize = 0.1f; + focalSize = Mathf.Clamp(focalSize, 0.0f, 2.0f); + internalBlurWidth = Mathf.Max(maxBlurSize, 0.0f); + + // focal & coc calculations + + focalDistance01 = (focalTransform) ? (GetComponent().WorldToViewportPoint (focalTransform.position)).z / (GetComponent().farClipPlane) : FocalDistance01 (focalLength); + dofHdrMaterial.SetVector ("_CurveParams", new Vector4 (1.0f, focalSize, aperture/10.0f, focalDistance01)); + + // possible render texture helpers + + RenderTexture rtLow = null; + RenderTexture rtLow2 = null; + RenderTexture rtSuperLow1 = null; + RenderTexture rtSuperLow2 = null; + float fgBlurDist = internalBlurWidth * foregroundOverlap; + + if (visualizeFocus) + { + + // + // 2. + // visualize coc + // + // + + WriteCoc (source, true); + Graphics.Blit (source, destination, dofHdrMaterial, 16); + } + else if ((blurType == BlurType.DX11) && dx11bokehMaterial) + { + + // + // 1. + // optimized dx11 bokeh scatter + // + // + + + if (highResolution) { + + internalBlurWidth = internalBlurWidth < 0.1f ? 0.1f : internalBlurWidth; + fgBlurDist = internalBlurWidth * foregroundOverlap; + + rtLow = RenderTexture.GetTemporary (source.width, source.height, 0, source.format); + + var dest2= RenderTexture.GetTemporary (source.width, source.height, 0, source.format); + + // capture COC + WriteCoc (source, false); + + // blur a bit so we can do a frequency check + rtSuperLow1 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format); + rtSuperLow2 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format); + + Graphics.Blit(source, rtSuperLow1, dofHdrMaterial, 15); + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); + Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (1.5f, 0.0f, 0.0f, 1.5f)); + Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19); + + // capture fg coc + if (nearBlur) + Graphics.Blit (source, rtSuperLow2, dofHdrMaterial, 4); + + dx11bokehMaterial.SetTexture ("_BlurredColor", rtSuperLow1); + dx11bokehMaterial.SetFloat ("_SpawnHeuristic", dx11SpawnHeuristic); + dx11bokehMaterial.SetVector ("_BokehParams", new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshold, 0.005f, 4.0f), internalBlurWidth)); + dx11bokehMaterial.SetTexture ("_FgCocMask", nearBlur ? rtSuperLow2 : null); + + // collect bokeh candidates and replace with a darker pixel + Graphics.SetRandomWriteTarget (1, cbPoints); + Graphics.Blit (source, rtLow, dx11bokehMaterial, 0); + Graphics.ClearRandomWriteTargets (); + + // fg coc blur happens here (after collect!) + if (nearBlur) { + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); + Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 2); + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist)); + Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 2); + + // merge fg coc with bg coc + Graphics.Blit (rtSuperLow2, rtLow, dofHdrMaterial, 3); + } + + // NEW: LAY OUT ALPHA on destination target so we get nicer outlines for the high rez version + Graphics.Blit (rtLow, dest2, dofHdrMaterial, 20); + + // box blur (easier to merge with bokeh buffer) + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); + Graphics.Blit (rtLow, source, dofHdrMaterial, 5); + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth)); + Graphics.Blit (source, dest2, dofHdrMaterial, 21); + + // apply bokeh candidates + Graphics.SetRenderTarget (dest2); + ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0); + dx11bokehMaterial.SetBuffer ("pointBuffer", cbPoints); + dx11bokehMaterial.SetTexture ("_MainTex", dx11BokehTexture); + dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*source.width), 1.0f/(1.0f*source.height), internalBlurWidth)); + dx11bokehMaterial.SetPass (2); + + Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); + + Graphics.Blit (dest2, destination); // hackaround for DX11 high resolution flipfun (OPTIMIZEME) + + RenderTexture.ReleaseTemporary(dest2); + RenderTexture.ReleaseTemporary(rtSuperLow1); + RenderTexture.ReleaseTemporary(rtSuperLow2); + } + else { + rtLow = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); + rtLow2 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); + + fgBlurDist = internalBlurWidth * foregroundOverlap; + + // capture COC & color in low resolution + WriteCoc (source, false); + source.filterMode = FilterMode.Bilinear; + Graphics.Blit (source, rtLow, dofHdrMaterial, 6); + + // blur a bit so we can do a frequency check + rtSuperLow1 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format); + rtSuperLow2 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format); + + Graphics.Blit(rtLow, rtSuperLow1, dofHdrMaterial, 15); + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); + Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (1.5f, 0.0f, 0.0f, 1.5f)); + Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19); + + RenderTexture rtLow3 = null; + + if (nearBlur) { + // capture fg coc + rtLow3 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); + Graphics.Blit (source, rtLow3, dofHdrMaterial, 4); + } + + dx11bokehMaterial.SetTexture ("_BlurredColor", rtSuperLow1); + dx11bokehMaterial.SetFloat ("_SpawnHeuristic", dx11SpawnHeuristic); + dx11bokehMaterial.SetVector ("_BokehParams", new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshold, 0.005f, 4.0f), internalBlurWidth)); + dx11bokehMaterial.SetTexture ("_FgCocMask", rtLow3); + + // collect bokeh candidates and replace with a darker pixel + Graphics.SetRandomWriteTarget (1, cbPoints); + Graphics.Blit (rtLow, rtLow2, dx11bokehMaterial, 0); + Graphics.ClearRandomWriteTargets (); + + RenderTexture.ReleaseTemporary(rtSuperLow1); + RenderTexture.ReleaseTemporary(rtSuperLow2); + + // fg coc blur happens here (after collect!) + if (nearBlur) { + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); + Graphics.Blit (rtLow3, rtLow, dofHdrMaterial, 2); + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist)); + Graphics.Blit (rtLow, rtLow3, dofHdrMaterial, 2); + + // merge fg coc with bg coc + Graphics.Blit (rtLow3, rtLow2, dofHdrMaterial, 3); + } + + // box blur (easier to merge with bokeh buffer) + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); + Graphics.Blit (rtLow2, rtLow, dofHdrMaterial, 5); + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth)); + Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, 5); + + // apply bokeh candidates + Graphics.SetRenderTarget (rtLow2); + ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0); + dx11bokehMaterial.SetBuffer ("pointBuffer", cbPoints); + dx11bokehMaterial.SetTexture ("_MainTex", dx11BokehTexture); + dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*rtLow2.width), 1.0f/(1.0f*rtLow2.height), internalBlurWidth)); + dx11bokehMaterial.SetPass (1); + Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); + + // upsample & combine + dofHdrMaterial.SetTexture ("_LowRez", rtLow2); + dofHdrMaterial.SetTexture ("_FgOverlap", rtLow3); + dofHdrMaterial.SetVector ("_Offsets", ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth * Vector4.one); + Graphics.Blit (source, destination, dofHdrMaterial, 9); + + if (rtLow3) RenderTexture.ReleaseTemporary(rtLow3); + } + } + else + { + + // + // 2. + // poisson disc style blur in low resolution + // + // + + source.filterMode = FilterMode.Bilinear; + + if (highResolution) internalBlurWidth *= 2.0f; + + WriteCoc (source, true); + + rtLow = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); + rtLow2 = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); + + int blurPass = (blurSampleCount == BlurSampleCount.High || blurSampleCount == BlurSampleCount.Medium) ? 17 : 11; + + if (highResolution) { + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.025f, internalBlurWidth)); + Graphics.Blit (source, destination, dofHdrMaterial, blurPass); + } + else { + dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.1f, internalBlurWidth)); + + // blur + Graphics.Blit (source, rtLow, dofHdrMaterial, 6); + Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, blurPass); + + // cheaper blur in high resolution, upsample and combine + dofHdrMaterial.SetTexture("_LowRez", rtLow2); + dofHdrMaterial.SetTexture("_FgOverlap", null); + dofHdrMaterial.SetVector ("_Offsets", Vector4.one * ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth); + Graphics.Blit (source, destination, dofHdrMaterial, blurSampleCount == BlurSampleCount.High ? 18 : 12); + } + } + + if (rtLow) RenderTexture.ReleaseTemporary(rtLow); + if (rtLow2) RenderTexture.ReleaseTemporary(rtLow2); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs.meta new file mode 100644 index 0000000..82a4f57 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: bd70d448b18cfbc46af26466f752332c +MonoImporter: + serializedVersion: 2 + defaultReferences: + - focalTransform: {instanceID: 0} + - dofHdrShader: {fileID: 4800000, guid: acd613035ff3e455e8abf23fdc8c8c24, type: 3} + - dx11BokehShader: {fileID: 4800000, guid: d8e82664aa8686642a424c88ab10164a, type: 3} + - dx11BokehTexture: {fileID: 2800000, guid: a4cdca73d61814d33ac1587f6c163bca, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs new file mode 100644 index 0000000..c0953df --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs @@ -0,0 +1,427 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Camera/Depth of Field (deprecated)") ] + public class DepthOfFieldDeprecated : PostEffectsBase + { + public enum Dof34QualitySetting + { + OnlyBackground = 1, + BackgroundAndForeground = 2, + } + + public enum DofResolution + { + High = 2, + Medium = 3, + Low = 4, + } + + public enum DofBlurriness + { + Low = 1, + High = 2, + VeryHigh = 4, + } + + public enum BokehDestination + { + Background = 0x1, + Foreground = 0x2, + BackgroundAndForeground = 0x3, + } + + static private int SMOOTH_DOWNSAMPLE_PASS = 6; + static private float BOKEH_EXTRA_BLUR = 2.0f; + + public Dof34QualitySetting quality = Dof34QualitySetting.OnlyBackground; + public DofResolution resolution = DofResolution.Low; + public bool simpleTweakMode = true; + + public float focalPoint = 1.0f; + public float smoothness = 0.5f; + + public float focalZDistance = 0.0f; + public float focalZStartCurve = 1.0f; + public float focalZEndCurve = 1.0f; + + private float focalStartCurve = 2.0f; + private float focalEndCurve = 2.0f; + private float focalDistance01 = 0.1f; + + public Transform objectFocus = null; + public float focalSize = 0.0f; + + public DofBlurriness bluriness = DofBlurriness.High; + public float maxBlurSpread = 1.75f; + + public float foregroundBlurExtrude = 1.15f; + + public Shader dofBlurShader; + private Material dofBlurMaterial = null; + + public Shader dofShader; + private Material dofMaterial = null; + + public bool visualize = false; + public BokehDestination bokehDestination = BokehDestination.Background; + + private float widthOverHeight = 1.25f; + private float oneOverBaseSize = 1.0f / 512.0f; + + public bool bokeh = false; + public bool bokehSupport = true; + public Shader bokehShader; + public Texture2D bokehTexture; + public float bokehScale = 2.4f; + public float bokehIntensity = 0.15f; + public float bokehThresholdContrast = 0.1f; + public float bokehThresholdLuminance = 0.55f; + public int bokehDownsample = 1; + private Material bokehMaterial; + + private Camera _camera; + + void CreateMaterials () { + dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial); + dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial); + bokehSupport = bokehShader.isSupported; + + if (bokeh && bokehSupport && bokehShader) + bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial); + } + + + public override bool CheckResources () { + CheckSupport (true); + + dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial); + dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial); + bokehSupport = bokehShader.isSupported; + + if (bokeh && bokehSupport && bokehShader) + bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnDisable () { + Quads.Cleanup (); + } + + void OnEnable () { + _camera = GetComponent(); + _camera.depthTextureMode |= DepthTextureMode.Depth; + } + + float FocalDistance01 ( float worldDist) { + return _camera.WorldToViewportPoint((worldDist-_camera.nearClipPlane) * _camera.transform.forward + _camera.transform.position).z / (_camera.farClipPlane-_camera.nearClipPlane); + } + + int GetDividerBasedOnQuality () { + int divider = 1; + if (resolution == DofResolution.Medium) + divider = 2; + else if (resolution == DofResolution.Low) + divider = 2; + return divider; + } + + int GetLowResolutionDividerBasedOnQuality ( int baseDivider) { + int lowTexDivider = baseDivider; + if (resolution == DofResolution.High) + lowTexDivider *= 2; + if (resolution == DofResolution.Low) + lowTexDivider *= 2; + return lowTexDivider; + } + + private RenderTexture foregroundTexture = null; + private RenderTexture mediumRezWorkTexture = null; + private RenderTexture finalDefocus = null; + private RenderTexture lowRezWorkTexture = null; + private RenderTexture bokehSource = null; + private RenderTexture bokehSource2 = null; + + void OnRenderImage (RenderTexture source, RenderTexture destination) { + if (CheckResources()==false) { + Graphics.Blit (source, destination); + return; + } + + if (smoothness < 0.1f) + smoothness = 0.1f; + + // update needed focal & rt size parameter + + bokeh = bokeh && bokehSupport; + float bokehBlurAmplifier = bokeh ? BOKEH_EXTRA_BLUR : 1.0f; + + bool blurForeground = quality > Dof34QualitySetting.OnlyBackground; + float focal01Size = focalSize / (_camera.farClipPlane - _camera.nearClipPlane);; + + if (simpleTweakMode) { + focalDistance01 = objectFocus ? (_camera.WorldToViewportPoint (objectFocus.position)).z / (_camera.farClipPlane) : FocalDistance01 (focalPoint); + focalStartCurve = focalDistance01 * smoothness; + focalEndCurve = focalStartCurve; + blurForeground = blurForeground && (focalPoint > (_camera.nearClipPlane + Mathf.Epsilon)); + } + else { + if (objectFocus) { + var vpPoint= _camera.WorldToViewportPoint (objectFocus.position); + vpPoint.z = (vpPoint.z) / (_camera.farClipPlane); + focalDistance01 = vpPoint.z; + } + else + focalDistance01 = FocalDistance01 (focalZDistance); + + focalStartCurve = focalZStartCurve; + focalEndCurve = focalZEndCurve; + blurForeground = blurForeground && (focalPoint > (_camera.nearClipPlane + Mathf.Epsilon)); + } + + widthOverHeight = (1.0f * source.width) / (1.0f * source.height); + oneOverBaseSize = 1.0f / 512.0f; + + dofMaterial.SetFloat ("_ForegroundBlurExtrude", foregroundBlurExtrude); + dofMaterial.SetVector ("_CurveParams", new Vector4 (simpleTweakMode ? 1.0f / focalStartCurve : focalStartCurve, simpleTweakMode ? 1.0f / focalEndCurve : focalEndCurve, focal01Size * 0.5f, focalDistance01)); + dofMaterial.SetVector ("_InvRenderTargetSize", new Vector4 (1.0f / (1.0f * source.width), 1.0f / (1.0f * source.height),0.0f,0.0f)); + + int divider = GetDividerBasedOnQuality (); + int lowTexDivider = GetLowResolutionDividerBasedOnQuality (divider); + + AllocateTextures (blurForeground, source, divider, lowTexDivider); + + // WRITE COC to alpha channel + // source is only being bound to detect y texcoord flip + Graphics.Blit (source, source, dofMaterial, 3); + + // better DOWNSAMPLE (could actually be weighted for higher quality) + Downsample (source, mediumRezWorkTexture); + + // BLUR A LITTLE first, which has two purposes + // 1.) reduce jitter, noise, aliasing + // 2.) produce the little-blur buffer used in composition later + Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread); + + if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) + { + dofMaterial.SetVector ("_Threshhold", new Vector4(bokehThresholdContrast, bokehThresholdLuminance, 0.95f, 0.0f)); + + // add and mark the parts that should end up as bokeh shapes + Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11); + + // remove those parts (maybe even a little tittle bittle more) from the regurlarly blurred buffer + //Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10); + Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10); + + // maybe you want to reblur the small blur ... but not really needed. + //Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread); + + // bigger BLUR + Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread * bokehBlurAmplifier); + } + else { + // bigger BLUR + Downsample (mediumRezWorkTexture, lowRezWorkTexture); + Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread); + } + + dofBlurMaterial.SetTexture ("_TapLow", lowRezWorkTexture); + dofBlurMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture); + Graphics.Blit (null, finalDefocus, dofBlurMaterial, 3); + + // we are only adding bokeh now if the background is the only part we have to deal with + if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) + AddBokeh (bokehSource2, bokehSource, finalDefocus); + + dofMaterial.SetTexture ("_TapLowBackground", finalDefocus); + dofMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture); // needed for debugging/visualization + + // FINAL DEFOCUS (background) + Graphics.Blit (source, blurForeground ? foregroundTexture : destination, dofMaterial, visualize ? 2 : 0); + + // FINAL DEFOCUS (foreground) + if (blurForeground) { + // WRITE COC to alpha channel + Graphics.Blit (foregroundTexture, source, dofMaterial, 5); + + // DOWNSAMPLE (unweighted) + Downsample (source, mediumRezWorkTexture); + + // BLUR A LITTLE first, which has two purposes + // 1.) reduce jitter, noise, aliasing + // 2.) produce the little-blur buffer used in composition later + BlurFg (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 2, maxBlurSpread); + + if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) + { + dofMaterial.SetVector ("_Threshhold", new Vector4(bokehThresholdContrast * 0.5f, bokehThresholdLuminance, 0.0f, 0.0f)); + + // add and mark the parts that should end up as bokeh shapes + Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11); + + // remove the parts (maybe even a little tittle bittle more) that will end up in bokeh space + //Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10); + Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10); + + // big BLUR + BlurFg (lowRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread * bokehBlurAmplifier); + } + else { + // big BLUR + BlurFg (mediumRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread); + } + + // simple upsample once + Graphics.Blit (lowRezWorkTexture, finalDefocus); + + dofMaterial.SetTexture ("_TapLowForeground", finalDefocus); + Graphics.Blit (source, destination, dofMaterial, visualize ? 1 : 4); + + if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) + AddBokeh (bokehSource2, bokehSource, destination); + } + + ReleaseTextures (); + } + + void Blur ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) { + RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height); + if ((int)iterations > 1) { + BlurHex (from, to, blurPass, spread, tmp); + if ((int)iterations > 2) { + dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); + Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); + dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); + } + } + else { + dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); + Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); + dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); + } + RenderTexture.ReleaseTemporary (tmp); + } + + void BlurFg ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) { + // we want a nice, big coc, hence we need to tap once from this (higher resolution) texture + dofBlurMaterial.SetTexture ("_TapHigh", from); + + RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height); + if ((int)iterations > 1) { + BlurHex (from, to, blurPass, spread, tmp); + if ((int)iterations > 2) { + dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); + Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); + dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); + } + } + else { + dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); + Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); + dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); + } + RenderTexture.ReleaseTemporary (tmp); + } + + void BlurHex ( RenderTexture from, RenderTexture to, int blurPass, float spread, RenderTexture tmp) { + dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); + Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); + dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); + Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); + dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, spread * oneOverBaseSize, 0.0f, 0.0f)); + Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); + dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, -spread * oneOverBaseSize, 0.0f, 0.0f)); + Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); + } + + void Downsample ( RenderTexture from, RenderTexture to) { + dofMaterial.SetVector ("_InvRenderTargetSize", new Vector4 (1.0f / (1.0f * to.width), 1.0f / (1.0f * to.height), 0.0f, 0.0f)); + Graphics.Blit (from, to, dofMaterial, SMOOTH_DOWNSAMPLE_PASS); + } + + void AddBokeh ( RenderTexture bokehInfo, RenderTexture tempTex, RenderTexture finalTarget) { + if (bokehMaterial) { + var meshes = Quads.GetMeshes (tempTex.width, tempTex.height); // quads: exchanging more triangles with less overdraw + + RenderTexture.active = tempTex; + GL.Clear (false, true, new Color (0.0f, 0.0f, 0.0f, 0.0f)); + + GL.PushMatrix (); + GL.LoadIdentity (); + + // point filter mode is important, otherwise we get bokeh shape & size artefacts + bokehInfo.filterMode = FilterMode.Point; + + float arW = (bokehInfo.width * 1.0f) / (bokehInfo.height * 1.0f); + float sc = 2.0f / (1.0f * bokehInfo.width); + sc += bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize; + + bokehMaterial.SetTexture ("_Source", bokehInfo); + bokehMaterial.SetTexture ("_MainTex", bokehTexture); + bokehMaterial.SetVector ("_ArScale",new Vector4 (sc, sc * arW, 0.5f, 0.5f * arW)); + bokehMaterial.SetFloat ("_Intensity", bokehIntensity); + bokehMaterial.SetPass (0); + + foreach(Mesh m in meshes) + if (m) Graphics.DrawMeshNow (m, Matrix4x4.identity); + + GL.PopMatrix (); + + Graphics.Blit (tempTex, finalTarget, dofMaterial, 8); + + // important to set back as we sample from this later on + bokehInfo.filterMode = FilterMode.Bilinear; + } + } + + + void ReleaseTextures () { + if (foregroundTexture) RenderTexture.ReleaseTemporary (foregroundTexture); + if (finalDefocus) RenderTexture.ReleaseTemporary (finalDefocus); + if (mediumRezWorkTexture) RenderTexture.ReleaseTemporary (mediumRezWorkTexture); + if (lowRezWorkTexture) RenderTexture.ReleaseTemporary (lowRezWorkTexture); + if (bokehSource) RenderTexture.ReleaseTemporary (bokehSource); + if (bokehSource2) RenderTexture.ReleaseTemporary (bokehSource2); + } + + void AllocateTextures ( bool blurForeground, RenderTexture source, int divider, int lowTexDivider) { + foregroundTexture = null; + if (blurForeground) + foregroundTexture = RenderTexture.GetTemporary (source.width, source.height, 0); + mediumRezWorkTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0); + finalDefocus = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0); + lowRezWorkTexture = RenderTexture.GetTemporary (source.width / lowTexDivider, source.height / lowTexDivider, 0); + bokehSource = null; + bokehSource2 = null; + if (bokeh) { + bokehSource = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf); + bokehSource2 = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf); + bokehSource.filterMode = FilterMode.Bilinear; + bokehSource2.filterMode = FilterMode.Bilinear; + RenderTexture.active = bokehSource2; + GL.Clear (false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f)); + } + + // to make sure: always use bilinear filter setting + + source.filterMode = FilterMode.Bilinear; + finalDefocus.filterMode = FilterMode.Bilinear; + mediumRezWorkTexture.filterMode = FilterMode.Bilinear; + lowRezWorkTexture.filterMode = FilterMode.Bilinear; + if (foregroundTexture) + foregroundTexture.filterMode = FilterMode.Bilinear; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta new file mode 100644 index 0000000..b252a6c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 83d8db0ec466c14429f58c68c16398a1 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - objectFocus: {instanceID: 0} + - dofBlurShader: {fileID: 4800000, guid: bb4af680337344a4abad65a4e8873c50, type: 3} + - dofShader: {fileID: 4800000, guid: 987fb0677d01f43ce8a9dbf12271e668, type: 3} + - bokehShader: {fileID: 4800000, guid: 57cdacf9b217546aaa18edf39a6151c0, type: 3} + - bokehTexture: {fileID: 2800000, guid: fc00ec05a89da4ff695a4273715cd5ce, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs new file mode 100644 index 0000000..9f95aa0 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs @@ -0,0 +1,89 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof (Camera))] + [AddComponentMenu ("Image Effects/Edge Detection/Edge Detection")] + public class EdgeDetection : PostEffectsBase + { + public enum EdgeDetectMode + { + TriangleDepthNormals = 0, + RobertsCrossDepthNormals = 1, + SobelDepth = 2, + SobelDepthThin = 3, + TriangleLuminance = 4, + } + + + public EdgeDetectMode mode = EdgeDetectMode.SobelDepthThin; + public float sensitivityDepth = 1.0f; + public float sensitivityNormals = 1.0f; + public float lumThreshold = 0.2f; + public float edgeExp = 1.0f; + public float sampleDist = 1.0f; + public float edgesOnly = 0.0f; + public Color edgesOnlyBgColor = Color.white; + + public Shader edgeDetectShader; + private Material edgeDetectMaterial = null; + private EdgeDetectMode oldMode = EdgeDetectMode.SobelDepthThin; + + + public override bool CheckResources () + { + CheckSupport (true); + + edgeDetectMaterial = CheckShaderAndCreateMaterial (edgeDetectShader,edgeDetectMaterial); + if (mode != oldMode) + SetCameraFlag (); + + oldMode = mode; + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + + new void Start () + { + oldMode = mode; + } + + void SetCameraFlag () + { + if (mode == EdgeDetectMode.SobelDepth || mode == EdgeDetectMode.SobelDepthThin) + GetComponent().depthTextureMode |= DepthTextureMode.Depth; + else if (mode == EdgeDetectMode.TriangleDepthNormals || mode == EdgeDetectMode.RobertsCrossDepthNormals) + GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals; + } + + void OnEnable () + { + SetCameraFlag(); + } + + [ImageEffectOpaque] + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources () == false) + { + Graphics.Blit (source, destination); + return; + } + + Vector2 sensitivity = new Vector2 (sensitivityDepth, sensitivityNormals); + edgeDetectMaterial.SetVector ("_Sensitivity", new Vector4 (sensitivity.x, sensitivity.y, 1.0f, sensitivity.y)); + edgeDetectMaterial.SetFloat ("_BgFade", edgesOnly); + edgeDetectMaterial.SetFloat ("_SampleDistance", sampleDist); + edgeDetectMaterial.SetVector ("_BgColor", edgesOnlyBgColor); + edgeDetectMaterial.SetFloat ("_Exponent", edgeExp); + edgeDetectMaterial.SetFloat ("_Threshold", lumThreshold); + + Graphics.Blit (source, destination, edgeDetectMaterial, (int) mode); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta new file mode 100644 index 0000000..22ad6e8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 730475ee64f9a894bbac0d9e6f22e813 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - edgeDetectShader: {fileID: 4800000, guid: 0d1644bdf064147baa97f235fc5b4903, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs new file mode 100644 index 0000000..b752a67 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs @@ -0,0 +1,44 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Displacement/Fisheye")] + public class Fisheye : PostEffectsBase + { + public float strengthX = 0.05f; + public float strengthY = 0.05f; + + public Shader fishEyeShader = null; + private Material fisheyeMaterial = null; + + + public override bool CheckResources () + { + CheckSupport (false); + fisheyeMaterial = CheckShaderAndCreateMaterial(fishEyeShader,fisheyeMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources()==false) + { + Graphics.Blit (source, destination); + return; + } + + float oneOverBaseSize = 80.0f / 512.0f; // to keep values more like in the old version of fisheye + + float ar = (source.width * 1.0f) / (source.height * 1.0f); + + fisheyeMaterial.SetVector ("intensity", new Vector4 (strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize)); + Graphics.Blit (source, destination, fisheyeMaterial); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta new file mode 100644 index 0000000..deb7976 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 4739c22ef73ad62488fe344c8fe9addd +MonoImporter: + serializedVersion: 2 + defaultReferences: + - fishEyeShader: {fileID: 4800000, guid: 874ceab4425f64bccb1d14032f4452b1, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs new file mode 100644 index 0000000..969b5c8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs @@ -0,0 +1,147 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Rendering/Global Fog")] + class GlobalFog : PostEffectsBase + { + [Tooltip("Apply distance-based fog?")] + public bool distanceFog = true; + [Tooltip("Distance fog is based on radial distance from camera when checked")] + public bool useRadialDistance = false; + [Tooltip("Apply height-based fog?")] + public bool heightFog = true; + [Tooltip("Fog top Y coordinate")] + public float height = 1.0f; + [Range(0.001f,10.0f)] + public float heightDensity = 2.0f; + [Tooltip("Push fog away from the camera by this amount")] + public float startDistance = 0.0f; + + public Shader fogShader = null; + private Material fogMaterial = null; + + + public override bool CheckResources () + { + CheckSupport (true); + + fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + [ImageEffectOpaque] + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources()==false || (!distanceFog && !heightFog)) + { + Graphics.Blit (source, destination); + return; + } + + Camera cam = GetComponent(); + Transform camtr = cam.transform; + float camNear = cam.nearClipPlane; + float camFar = cam.farClipPlane; + float camFov = cam.fieldOfView; + float camAspect = cam.aspect; + + Matrix4x4 frustumCorners = Matrix4x4.identity; + + float fovWHalf = camFov * 0.5f; + + Vector3 toRight = camtr.right * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * camAspect; + Vector3 toTop = camtr.up * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad); + + Vector3 topLeft = (camtr.forward * camNear - toRight + toTop); + float camScale = topLeft.magnitude * camFar/camNear; + + topLeft.Normalize(); + topLeft *= camScale; + + Vector3 topRight = (camtr.forward * camNear + toRight + toTop); + topRight.Normalize(); + topRight *= camScale; + + Vector3 bottomRight = (camtr.forward * camNear + toRight - toTop); + bottomRight.Normalize(); + bottomRight *= camScale; + + Vector3 bottomLeft = (camtr.forward * camNear - toRight - toTop); + bottomLeft.Normalize(); + bottomLeft *= camScale; + + frustumCorners.SetRow (0, topLeft); + frustumCorners.SetRow (1, topRight); + frustumCorners.SetRow (2, bottomRight); + frustumCorners.SetRow (3, bottomLeft); + + var camPos= camtr.position; + float FdotC = camPos.y-height; + float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f); + fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners); + fogMaterial.SetVector ("_CameraWS", camPos); + fogMaterial.SetVector ("_HeightParams", new Vector4 (height, FdotC, paramK, heightDensity*0.5f)); + fogMaterial.SetVector ("_DistanceParams", new Vector4 (-Mathf.Max(startDistance,0.0f), 0, 0, 0)); + + var sceneMode= RenderSettings.fogMode; + var sceneDensity= RenderSettings.fogDensity; + var sceneStart= RenderSettings.fogStartDistance; + var sceneEnd= RenderSettings.fogEndDistance; + Vector4 sceneParams; + bool linear = (sceneMode == FogMode.Linear); + float diff = linear ? sceneEnd - sceneStart : 0.0f; + float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f; + sceneParams.x = sceneDensity * 1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode + sceneParams.y = sceneDensity * 1.4426950408f; // density / ln(2), used by Exp fog mode + sceneParams.z = linear ? -invDiff : 0.0f; + sceneParams.w = linear ? sceneEnd * invDiff : 0.0f; + fogMaterial.SetVector ("_SceneFogParams", sceneParams); + fogMaterial.SetVector ("_SceneFogMode", new Vector4((int)sceneMode, useRadialDistance ? 1 : 0, 0, 0)); + + int pass = 0; + if (distanceFog && heightFog) + pass = 0; // distance + height + else if (distanceFog) + pass = 1; // distance only + else + pass = 2; // height only + CustomGraphicsBlit (source, destination, fogMaterial, pass); + } + + static void CustomGraphicsBlit (RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr) + { + RenderTexture.active = dest; + + fxMaterial.SetTexture ("_MainTex", source); + + GL.PushMatrix (); + GL.LoadOrtho (); + + fxMaterial.SetPass (passNr); + + GL.Begin (GL.QUADS); + + GL.MultiTexCoord2 (0, 0.0f, 0.0f); + GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL + + GL.MultiTexCoord2 (0, 1.0f, 0.0f); + GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR + + GL.MultiTexCoord2 (0, 1.0f, 1.0f); + GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR + + GL.MultiTexCoord2 (0, 0.0f, 1.0f); + GL.Vertex3 (0.0f, 1.0f, 0.0f); // TL + + GL.End (); + GL.PopMatrix (); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta new file mode 100644 index 0000000..fa21d25 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 76b5ec6153a1d55438228df10fe66844 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - fogShader: {fileID: 4800000, guid: 70d8568987ac0499f952b54c7c13e265, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs new file mode 100644 index 0000000..4922403 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs @@ -0,0 +1,19 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu("Image Effects/Color Adjustments/Grayscale")] + public class Grayscale : ImageEffectBase { + public Texture textureRamp; + public float rampOffset; + + // Called by camera to apply image effect + void OnRenderImage (RenderTexture source, RenderTexture destination) { + material.SetTexture("_RampTex", textureRamp); + material.SetFloat("_RampOffset", rampOffset); + Graphics.Blit (source, destination, material); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta new file mode 100644 index 0000000..b23db62 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 243a781cad112c75d0008dfa8d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: daf9781cad112c75d0008dfa8d76c639, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs new file mode 100644 index 0000000..0158215 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs @@ -0,0 +1,55 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [RequireComponent(typeof (Camera))] + [AddComponentMenu("")] + public class ImageEffectBase : MonoBehaviour + { + /// Provides a shader property that is set in the inspector + /// and a material instantiated from the shader + public Shader shader; + + private Material m_Material; + + + protected virtual void Start() + { + // Disable if we don't support image effects + if (!SystemInfo.supportsImageEffects) + { + enabled = false; + return; + } + + // Disable the image effect if the shader can't + // run on the users graphics card + if (!shader || !shader.isSupported) + enabled = false; + } + + + protected Material material + { + get + { + if (m_Material == null) + { + m_Material = new Material(shader); + m_Material.hideFlags = HideFlags.HideAndDontSave; + } + return m_Material; + } + } + + + protected virtual void OnDisable() + { + if (m_Material) + { + DestroyImmediate(m_Material); + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta new file mode 100644 index 0000000..f3c0025 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f6469eb0ad1119d6d00011d98d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs new file mode 100644 index 0000000..c8d4afc --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs @@ -0,0 +1,42 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + /// A Utility class for performing various image based rendering tasks. + [AddComponentMenu("")] + public class ImageEffects + { + public static void RenderDistortion(Material material, RenderTexture source, RenderTexture destination, float angle, Vector2 center, Vector2 radius) + { + bool invertY = source.texelSize.y < 0.0f; + if (invertY) + { + center.y = 1.0f - center.y; + angle = -angle; + } + + Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle), Vector3.one); + + material.SetMatrix("_RotationMatrix", rotationMatrix); + material.SetVector("_CenterRadius", new Vector4(center.x, center.y, radius.x, radius.y)); + material.SetFloat("_Angle", angle*Mathf.Deg2Rad); + + Graphics.Blit(source, destination, material); + } + + + [Obsolete("Use Graphics.Blit(source,dest) instead")] + public static void Blit(RenderTexture source, RenderTexture dest) + { + Graphics.Blit(source, dest); + } + + + [Obsolete("Use Graphics.Blit(source, destination, material) instead")] + public static void BlitWithMaterial(Material material, RenderTexture source, RenderTexture dest) + { + Graphics.Blit(source, dest, material); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta new file mode 100644 index 0000000..9d82a11 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta @@ -0,0 +1,17 @@ +fileFormatVersion: 2 +guid: 89a037199d11087f1100e2b844295342 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - blitCopyShader: {fileID: 4800000, guid: 3338b5ea2f3cb594698fae65cf060346, type: 3} + - blitMultiplyShader: {fileID: 4800000, guid: 7034c801b78acab448cdcf845f7c352d, + type: 3} + - blitMultiply2XShader: {fileID: 4800000, guid: cde82987e0a884c4788c65f7b54390e8, + type: 3} + - blitAddShader: {fileID: 4800000, guid: c7515f214a63bdb42b6ae6335a00a8a4, type: 3} + - blitAddSmoothShader: {fileID: 4800000, guid: 7741a77a7c455d0418bc429bd508dc87, + type: 3} + - blitBlendShader: {fileID: 4800000, guid: f1cf7e9c98754c4429ff0f7cc1d9dd7b, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs new file mode 100644 index 0000000..72eb946 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs @@ -0,0 +1,75 @@ +using System; +using UnityEngine; + +// This class implements simple ghosting type Motion Blur. +// If Extra Blur is selected, the scene will allways be a little blurred, +// as it is scaled to a smaller resolution. +// The effect works by accumulating the previous frames in an accumulation +// texture. +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu("Image Effects/Blur/Motion Blur (Color Accumulation)")] + [RequireComponent(typeof(Camera))] + public class MotionBlur : ImageEffectBase + { + public float blurAmount = 0.8f; + public bool extraBlur = false; + + private RenderTexture accumTexture; + + override protected void Start() + { + if (!SystemInfo.supportsRenderTextures) + { + enabled = false; + return; + } + base.Start(); + } + + override protected void OnDisable() + { + base.OnDisable(); + DestroyImmediate(accumTexture); + } + + // Called by camera to apply image effect + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + // Create the accumulation texture + if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height) + { + DestroyImmediate(accumTexture); + accumTexture = new RenderTexture(source.width, source.height, 0); + accumTexture.hideFlags = HideFlags.HideAndDontSave; + Graphics.Blit( source, accumTexture ); + } + + // If Extra Blur is selected, downscale the texture to 4x4 smaller resolution. + if (extraBlur) + { + RenderTexture blurbuffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); + accumTexture.MarkRestoreExpected(); + Graphics.Blit(accumTexture, blurbuffer); + Graphics.Blit(blurbuffer,accumTexture); + RenderTexture.ReleaseTemporary(blurbuffer); + } + + // Clamp the motion blur variable, so it can never leave permanent trails in the image + blurAmount = Mathf.Clamp( blurAmount, 0.0f, 0.92f ); + + // Setup the texture and floating point values in the shader + material.SetTexture("_MainTex", accumTexture); + material.SetFloat("_AccumOrig", 1.0F-blurAmount); + + // We are accumulating motion over frames without clear/discard + // by design, so silence any performance warnings from Unity + accumTexture.MarkRestoreExpected(); + + // Render the image using the motion blur shader + Graphics.Blit (source, accumTexture, material); + Graphics.Blit (accumTexture, destination); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta new file mode 100644 index 0000000..5fe9ed8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 478a2083ad114a07d000fbfb8d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: e9ba2083ad114a07d000fbfb8d76c639, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs new file mode 100644 index 0000000..3230bdb --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs @@ -0,0 +1,181 @@ +using System; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Noise/Noise And Grain (Filmic)")] + public class NoiseAndGrain : PostEffectsBase + { + + public float intensityMultiplier = 0.25f; + + public float generalIntensity = 0.5f; + public float blackIntensity = 1.0f; + public float whiteIntensity = 1.0f; + public float midGrey = 0.2f; + + public bool dx11Grain = false; + public float softness = 0.0f; + public bool monochrome = false; + + public Vector3 intensities = new Vector3(1.0f, 1.0f, 1.0f); + public Vector3 tiling = new Vector3(64.0f, 64.0f, 64.0f); + public float monochromeTiling = 64.0f; + + public FilterMode filterMode = FilterMode.Bilinear; + + public Texture2D noiseTexture; + + public Shader noiseShader; + private Material noiseMaterial = null; + + public Shader dx11NoiseShader; + private Material dx11NoiseMaterial = null; + + private static float TILE_AMOUNT = 64.0f; + + + public override bool CheckResources () + { + CheckSupport (false); + + noiseMaterial = CheckShaderAndCreateMaterial (noiseShader, noiseMaterial); + + if (dx11Grain && supportDX11) + { +#if UNITY_EDITOR + dx11NoiseShader = Shader.Find("Hidden/NoiseAndGrainDX11"); +#endif + dx11NoiseMaterial = CheckShaderAndCreateMaterial (dx11NoiseShader, dx11NoiseMaterial); + } + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources()==false || (null==noiseTexture)) + { + Graphics.Blit (source, destination); + if (null==noiseTexture) { + Debug.LogWarning("Noise & Grain effect failing as noise texture is not assigned. please assign.", transform); + } + return; + } + + softness = Mathf.Clamp(softness, 0.0f, 0.99f); + + if (dx11Grain && supportDX11) + { + // We have a fancy, procedural noise pattern in this version, so no texture needed + + dx11NoiseMaterial.SetFloat("_DX11NoiseTime", Time.frameCount); + dx11NoiseMaterial.SetTexture ("_NoiseTex", noiseTexture); + dx11NoiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities); + dx11NoiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey)); + dx11NoiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); + + if (softness > Mathf.Epsilon) + { + RenderTexture rt = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness))); + DrawNoiseQuadGrid (source, rt, dx11NoiseMaterial, noiseTexture, monochrome ? 3 : 2); + dx11NoiseMaterial.SetTexture("_NoiseTex", rt); + Graphics.Blit(source, destination, dx11NoiseMaterial, 4); + RenderTexture.ReleaseTemporary(rt); + } + else + DrawNoiseQuadGrid (source, destination, dx11NoiseMaterial, noiseTexture, (monochrome ? 1 : 0)); + } + else + { + // normal noise (DX9 style) + + if (noiseTexture) { + noiseTexture.wrapMode = TextureWrapMode.Repeat; + noiseTexture.filterMode = filterMode; + } + + noiseMaterial.SetTexture ("_NoiseTex", noiseTexture); + noiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities); + noiseMaterial.SetVector ("_NoiseTilingPerChannel", monochrome ? Vector3.one * monochromeTiling : tiling); + noiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey)); + noiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); + + if (softness > Mathf.Epsilon) + { + RenderTexture rt2 = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness))); + DrawNoiseQuadGrid (source, rt2, noiseMaterial, noiseTexture, 2); + noiseMaterial.SetTexture("_NoiseTex", rt2); + Graphics.Blit(source, destination, noiseMaterial, 1); + RenderTexture.ReleaseTemporary(rt2); + } + else + DrawNoiseQuadGrid (source, destination, noiseMaterial, noiseTexture, 0); + } + } + + static void DrawNoiseQuadGrid (RenderTexture source, RenderTexture dest, Material fxMaterial, Texture2D noise, int passNr) + { + RenderTexture.active = dest; + + float noiseSize = (noise.width * 1.0f); + float subDs = (1.0f * source.width) / TILE_AMOUNT; + + fxMaterial.SetTexture ("_MainTex", source); + + GL.PushMatrix (); + GL.LoadOrtho (); + + float aspectCorrection = (1.0f * source.width) / (1.0f * source.height); + float stepSizeX = 1.0f / subDs; + float stepSizeY = stepSizeX * aspectCorrection; + float texTile = noiseSize / (noise.width * 1.0f); + + fxMaterial.SetPass (passNr); + + GL.Begin (GL.QUADS); + + for (float x1 = 0.0f; x1 < 1.0f; x1 += stepSizeX) + { + for (float y1 = 0.0f; y1 < 1.0f; y1 += stepSizeY) + { + float tcXStart = Random.Range (0.0f, 1.0f); + float tcYStart = Random.Range (0.0f, 1.0f); + + //Vector3 v3 = Random.insideUnitSphere; + //Color c = new Color(v3.x, v3.y, v3.z); + + tcXStart = Mathf.Floor(tcXStart*noiseSize) / noiseSize; + tcYStart = Mathf.Floor(tcYStart*noiseSize) / noiseSize; + + float texTileMod = 1.0f / noiseSize; + + GL.MultiTexCoord2 (0, tcXStart, tcYStart); + GL.MultiTexCoord2 (1, 0.0f, 0.0f); + //GL.Color( c ); + GL.Vertex3 (x1, y1, 0.1f); + GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart); + GL.MultiTexCoord2 (1, 1.0f, 0.0f); + //GL.Color( c ); + GL.Vertex3 (x1 + stepSizeX, y1, 0.1f); + GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart + texTile * texTileMod); + GL.MultiTexCoord2 (1, 1.0f, 1.0f); + //GL.Color( c ); + GL.Vertex3 (x1 + stepSizeX, y1 + stepSizeY, 0.1f); + GL.MultiTexCoord2 (0, tcXStart, tcYStart + texTile * texTileMod); + GL.MultiTexCoord2 (1, 0.0f, 1.0f); + //GL.Color( c ); + GL.Vertex3 (x1, y1 + stepSizeY, 0.1f); + } + } + + GL.End (); + GL.PopMatrix (); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta new file mode 100644 index 0000000..6d740fc --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9191284b058eef549b7108b5f04e1117 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - noiseTexture: {fileID: 2800000, guid: 7a632f967e8ad42f5bd275898151ab6a, type: 3} + - noiseShader: {fileID: 4800000, guid: b0249d8c935344451aa4de6db76f0688, type: 3} + - dx11NoiseShader: {fileID: 4800000, guid: 8b30686bb4322ab42ad5eb50a0210b58, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs new file mode 100644 index 0000000..4b7a8af --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs @@ -0,0 +1,135 @@ +using System; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu("Image Effects/Noise/Noise and Scratches")] + public class NoiseAndScratches : MonoBehaviour + { + /// Monochrome noise just adds grain. Non-monochrome noise + /// more resembles VCR as it adds noise in YUV color space, + /// thus introducing magenta/green colors. + public bool monochrome = true; + private bool rgbFallback = false; + + // Noise grain takes random intensity from Min to Max. + public float grainIntensityMin = 0.1f; + public float grainIntensityMax = 0.2f; + + /// The size of the noise grains (1 = one pixel). + public float grainSize = 2.0f; + + // Scratches take random intensity from Min to Max. + public float scratchIntensityMin = 0.05f; + public float scratchIntensityMax = 0.25f; + + /// Scratches jump to another locations at this times per second. + public float scratchFPS = 10.0f; + /// While scratches are in the same location, they jitter a bit. + public float scratchJitter = 0.01f; + + public Texture grainTexture; + public Texture scratchTexture; + public Shader shaderRGB; + public Shader shaderYUV; + private Material m_MaterialRGB; + private Material m_MaterialYUV; + + private float scratchTimeLeft = 0.0f; + private float scratchX, scratchY; + + protected void Start () + { + // Disable if we don't support image effects + if (!SystemInfo.supportsImageEffects) { + enabled = false; + return; + } + + if ( shaderRGB == null || shaderYUV == null ) + { + Debug.Log( "Noise shaders are not set up! Disabling noise effect." ); + enabled = false; + } + else + { + if ( !shaderRGB.isSupported ) // disable effect if RGB shader is not supported + enabled = false; + else if ( !shaderYUV.isSupported ) // fallback to RGB if YUV is not supported + rgbFallback = true; + } + } + + protected Material material { + get { + if ( m_MaterialRGB == null ) { + m_MaterialRGB = new Material( shaderRGB ); + m_MaterialRGB.hideFlags = HideFlags.HideAndDontSave; + } + if ( m_MaterialYUV == null && !rgbFallback ) { + m_MaterialYUV = new Material( shaderYUV ); + m_MaterialYUV.hideFlags = HideFlags.HideAndDontSave; + } + return (!rgbFallback && !monochrome) ? m_MaterialYUV : m_MaterialRGB; + } + } + + protected void OnDisable() { + if ( m_MaterialRGB ) + DestroyImmediate( m_MaterialRGB ); + if ( m_MaterialYUV ) + DestroyImmediate( m_MaterialYUV ); + } + + private void SanitizeParameters() + { + grainIntensityMin = Mathf.Clamp( grainIntensityMin, 0.0f, 5.0f ); + grainIntensityMax = Mathf.Clamp( grainIntensityMax, 0.0f, 5.0f ); + scratchIntensityMin = Mathf.Clamp( scratchIntensityMin, 0.0f, 5.0f ); + scratchIntensityMax = Mathf.Clamp( scratchIntensityMax, 0.0f, 5.0f ); + scratchFPS = Mathf.Clamp( scratchFPS, 1, 30 ); + scratchJitter = Mathf.Clamp( scratchJitter, 0.0f, 1.0f ); + grainSize = Mathf.Clamp( grainSize, 0.1f, 50.0f ); + } + + // Called by the camera to apply the image effect + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + SanitizeParameters(); + + if ( scratchTimeLeft <= 0.0f ) + { + scratchTimeLeft = Random.value * 2 / scratchFPS; // we have sanitized it earlier, won't be zero + scratchX = Random.value; + scratchY = Random.value; + } + scratchTimeLeft -= Time.deltaTime; + + Material mat = material; + + mat.SetTexture("_GrainTex", grainTexture); + mat.SetTexture("_ScratchTex", scratchTexture); + float grainScale = 1.0f / grainSize; // we have sanitized it earlier, won't be zero + mat.SetVector("_GrainOffsetScale", new Vector4( + Random.value, + Random.value, + (float)Screen.width / (float)grainTexture.width * grainScale, + (float)Screen.height / (float)grainTexture.height * grainScale + )); + mat.SetVector("_ScratchOffsetScale", new Vector4( + scratchX + Random.value*scratchJitter, + scratchY + Random.value*scratchJitter, + (float)Screen.width / (float) scratchTexture.width, + (float)Screen.height / (float) scratchTexture.height + )); + mat.SetVector("_Intensity", new Vector4( + Random.Range(grainIntensityMin, grainIntensityMax), + Random.Range(scratchIntensityMin, scratchIntensityMax), + 0, 0 )); + Graphics.Blit (source, destination, mat); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta new file mode 100644 index 0000000..6d5b821 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a88a26a276b4e47619ce2c5adad33fab +MonoImporter: + serializedVersion: 2 + defaultReferences: + - grainTexture: {fileID: 2800000, guid: ffa9c02760c2b4e8eb9814ec06c4b05b, type: 3} + - scratchTexture: {fileID: 2800000, guid: 6205c27cc031f4e66b8ea90d1bfaa158, type: 3} + - shaderRGB: {fileID: 4800000, guid: 5d7f4c401ae8946bcb0d6ff68a9e7466, type: 3} + - shaderYUV: {fileID: 4800000, guid: 0e447868506ba49f0a73235b8a8b647a, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs new file mode 100644 index 0000000..4909fd2 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs @@ -0,0 +1,243 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + public class PostEffectsBase : MonoBehaviour + { + protected bool supportHDRTextures = true; + protected bool supportDX11 = false; + protected bool isSupported = true; + + protected Material CheckShaderAndCreateMaterial ( Shader s, Material m2Create) + { + if (!s) + { + Debug.Log("Missing shader in " + ToString ()); + enabled = false; + return null; + } + + if (s.isSupported && m2Create && m2Create.shader == s) + return m2Create; + + if (!s.isSupported) + { + NotSupported (); + Debug.Log("The shader " + s.ToString() + " on effect "+ToString()+" is not supported on this platform!"); + return null; + } + else + { + m2Create = new Material (s); + m2Create.hideFlags = HideFlags.DontSave; + if (m2Create) + return m2Create; + else return null; + } + } + + + protected Material CreateMaterial (Shader s, Material m2Create) + { + if (!s) + { + Debug.Log ("Missing shader in " + ToString ()); + return null; + } + + if (m2Create && (m2Create.shader == s) && (s.isSupported)) + return m2Create; + + if (!s.isSupported) + { + return null; + } + else + { + m2Create = new Material (s); + m2Create.hideFlags = HideFlags.DontSave; + if (m2Create) + return m2Create; + else return null; + } + } + + void OnEnable () + { + isSupported = true; + } + + protected bool CheckSupport () + { + return CheckSupport (false); + } + + + public virtual bool CheckResources () + { + Debug.LogWarning ("CheckResources () for " + ToString() + " should be overwritten."); + return isSupported; + } + + + protected void Start () + { + CheckResources (); + } + + protected bool CheckSupport (bool needDepth) + { + isSupported = true; + supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); + supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; + + if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) + { + NotSupported (); + return false; + } + + if (needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) + { + NotSupported (); + return false; + } + + if (needDepth) + GetComponent().depthTextureMode |= DepthTextureMode.Depth; + + return true; + } + + protected bool CheckSupport (bool needDepth, bool needHdr) + { + if (!CheckSupport(needDepth)) + return false; + + if (needHdr && !supportHDRTextures) + { + NotSupported (); + return false; + } + + return true; + } + + + public bool Dx11Support () + { + return supportDX11; + } + + + protected void ReportAutoDisable () + { + Debug.LogWarning ("The image effect " + ToString() + " has been disabled as it's not supported on the current platform."); + } + + // deprecated but needed for old effects to survive upgrading + bool CheckShader (Shader s) + { + Debug.Log("The shader " + s.ToString () + " on effect "+ ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); + if (!s.isSupported) + { + NotSupported (); + return false; + } + else + { + return false; + } + } + + + protected void NotSupported () + { + enabled = false; + isSupported = false; + return; + } + + + protected void DrawBorder (RenderTexture dest, Material material) + { + float x1; + float x2; + float y1; + float y2; + + RenderTexture.active = dest; + bool invertY = true; // source.texelSize.y < 0.0ff; + // Set up the simple Matrix + GL.PushMatrix(); + GL.LoadOrtho(); + + for (int i = 0; i < material.passCount; i++) + { + material.SetPass(i); + + float y1_; float y2_; + if (invertY) + { + y1_ = 1.0f; y2_ = 0.0f; + } + else + { + y1_ = 0.0f; y2_ = 1.0f; + } + + // left + x1 = 0.0f; + x2 = 0.0f + 1.0f/(dest.width*1.0f); + y1 = 0.0f; + y2 = 1.0f; + GL.Begin(GL.QUADS); + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + // right + x1 = 1.0f - 1.0f/(dest.width*1.0f); + x2 = 1.0f; + y1 = 0.0f; + y2 = 1.0f; + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + // top + x1 = 0.0f; + x2 = 1.0f; + y1 = 0.0f; + y2 = 0.0f + 1.0f/(dest.height*1.0f); + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + // bottom + x1 = 0.0f; + x2 = 1.0f; + y1 = 1.0f - 1.0f/(dest.height*1.0f); + y2 = 1.0f; + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + GL.End(); + } + + GL.PopMatrix(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs.meta new file mode 100644 index 0000000..a310534 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b6f4318ec6c2bf643a0f9edfeeaba0ec +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs new file mode 100644 index 0000000..156370f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs @@ -0,0 +1,188 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + class PostEffectsHelper : MonoBehaviour + { + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + Debug.Log("OnRenderImage in Helper called ..."); + } + + static void DrawLowLevelPlaneAlignedWithCamera ( + float dist , + RenderTexture source, RenderTexture dest , + Material material , + Camera cameraForProjectionMatrix ) + { + // Make the destination texture the target for all rendering + RenderTexture.active = dest; + // Assign the source texture to a property from a shader + material.SetTexture("_MainTex", source); + bool invertY = true; // source.texelSize.y < 0.0f; + // Set up the simple Matrix + GL.PushMatrix(); + GL.LoadIdentity(); + GL.LoadProjectionMatrix(cameraForProjectionMatrix.projectionMatrix); + + float fovYHalfRad = cameraForProjectionMatrix.fieldOfView * 0.5f * Mathf.Deg2Rad; + float cotangent = Mathf.Cos(fovYHalfRad) / Mathf.Sin(fovYHalfRad); + float asp = cameraForProjectionMatrix.aspect; + + float x1 = asp/-cotangent; + float x2 = asp/cotangent; + float y1 = 1.0f/-cotangent; + float y2 = 1.0f/cotangent; + + float sc = 1.0f; // magic constant (for now) + + x1 *= dist * sc; + x2 *= dist * sc; + y1 *= dist * sc; + y2 *= dist * sc; + + float z1 = -dist; + + for (int i = 0; i < material.passCount; i++) + { + material.SetPass(i); + + GL.Begin(GL.QUADS); + float y1_; float y2_; + if (invertY) + { + y1_ = 1.0f; y2_ = 0.0f; + } + else + { + y1_ = 0.0f; y2_ = 1.0f; + } + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, z1); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, z1); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, z1); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, z1); + GL.End(); + } + + GL.PopMatrix(); + } + + static void DrawBorder ( + RenderTexture dest , + Material material ) + { + float x1; + float x2; + float y1; + float y2; + + RenderTexture.active = dest; + bool invertY = true; // source.texelSize.y < 0.0ff; + // Set up the simple Matrix + GL.PushMatrix(); + GL.LoadOrtho(); + + for (int i = 0; i < material.passCount; i++) + { + material.SetPass(i); + + float y1_; float y2_; + if (invertY) + { + y1_ = 1.0f; y2_ = 0.0f; + } + else + { + y1_ = 0.0f; y2_ = 1.0f; + } + + // left + x1 = 0.0f; + x2 = 0.0f + 1.0f/(dest.width*1.0f); + y1 = 0.0f; + y2 = 1.0f; + GL.Begin(GL.QUADS); + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + // right + x1 = 1.0f - 1.0f/(dest.width*1.0f); + x2 = 1.0f; + y1 = 0.0f; + y2 = 1.0f; + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + // top + x1 = 0.0f; + x2 = 1.0f; + y1 = 0.0f; + y2 = 0.0f + 1.0f/(dest.height*1.0f); + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + // bottom + x1 = 0.0f; + x2 = 1.0f; + y1 = 1.0f - 1.0f/(dest.height*1.0f); + y2 = 1.0f; + + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + + GL.End(); + } + + GL.PopMatrix(); + } + + static void DrawLowLevelQuad ( float x1, float x2, float y1, float y2, RenderTexture source, RenderTexture dest, Material material ) + { + // Make the destination texture the target for all rendering + RenderTexture.active = dest; + // Assign the source texture to a property from a shader + material.SetTexture("_MainTex", source); + bool invertY = true; // source.texelSize.y < 0.0f; + // Set up the simple Matrix + GL.PushMatrix(); + GL.LoadOrtho(); + + for (int i = 0; i < material.passCount; i++) + { + material.SetPass(i); + + GL.Begin(GL.QUADS); + float y1_; float y2_; + if (invertY) + { + y1_ = 1.0f; y2_ = 0.0f; + } + else + { + y1_ = 0.0f; y2_ = 1.0f; + } + GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); + GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); + GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); + GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); + GL.End(); + } + + GL.PopMatrix(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta new file mode 100644 index 0000000..4ccd033 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 50b03df8f04b5c441aaac5b7fccb4734 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs new file mode 100644 index 0000000..3d2caca --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs @@ -0,0 +1,125 @@ +using System; +using UnityEngine; +using Object = UnityEngine.Object; + +// same as Triangles but creates quads instead which generally +// saves fillrate at the expense for more triangles to issue +namespace UnityStandardAssets.ImageEffects +{ + class Quads + { + static Mesh[] meshes; + static int currentQuads = 0; + + static bool HasMeshes () + { + if (meshes == null) + return false; + foreach (Mesh m in meshes) + if (null == m) + return false; + return true; + } + + + public static void Cleanup () + { + if (meshes == null) + return; + + for (int i = 0; i < meshes.Length; i++) + { + if (null != meshes[i]) + { + Object.DestroyImmediate (meshes[i]); + meshes[i] = null; + } + } + meshes = null; + } + + + public static Mesh[] GetMeshes ( int totalWidth, int totalHeight) + { + if (HasMeshes () && (currentQuads == (totalWidth * totalHeight))) { + return meshes; + } + + int maxQuads = 65000 / 6; + int totalQuads = totalWidth * totalHeight; + currentQuads = totalQuads; + + int meshCount = Mathf.CeilToInt ((1.0f * totalQuads) / (1.0f * maxQuads)); + + meshes = new Mesh [meshCount]; + + int i = 0; + int index = 0; + for (i = 0; i < totalQuads; i += maxQuads) + { + int quads = Mathf.FloorToInt (Mathf.Clamp ((totalQuads-i), 0, maxQuads)); + + meshes[index] = GetMesh (quads, i, totalWidth, totalHeight); + index++; + } + + return meshes; + } + + static Mesh GetMesh (int triCount, int triOffset, int totalWidth, int totalHeight) + { + var mesh = new Mesh (); + mesh.hideFlags = HideFlags.DontSave; + + var verts = new Vector3[triCount * 4]; + var uvs = new Vector2[triCount * 4]; + var uvs2 = new Vector2[triCount * 4]; + var tris = new int[triCount * 6]; + + for (int i = 0; i < triCount; i++) + { + int i4 = i * 4; + int i6 = i * 6; + + int vertexWithOffset = triOffset + i; + + float x = Mathf.Floor (vertexWithOffset % totalWidth) / totalWidth; + float y = Mathf.Floor (vertexWithOffset / totalWidth) / totalHeight; + + Vector3 position = new Vector3 (x * 2 - 1, y * 2 - 1, 1.0f); + + verts[i4 + 0] = position; + verts[i4 + 1] = position; + verts[i4 + 2] = position; + verts[i4 + 3] = position; + + uvs[i4 + 0] = new Vector2 (0.0f, 0.0f); + uvs[i4 + 1] = new Vector2 (1.0f, 0.0f); + uvs[i4 + 2] = new Vector2 (0.0f, 1.0f); + uvs[i4 + 3] = new Vector2 (1.0f, 1.0f); + + uvs2[i4 + 0] = new Vector2 (x, y); + uvs2[i4 + 1] = new Vector2 (x, y); + uvs2[i4 + 2] = new Vector2 (x, y); + uvs2[i4 + 3] = new Vector2 (x, y); + + tris[i6 + 0] = i4 + 0; + tris[i6 + 1] = i4 + 1; + tris[i6 + 2] = i4 + 2; + + tris[i6 + 3] = i4 + 1; + tris[i6 + 4] = i4 + 2; + tris[i6 + 5] = i4 + 3; + + } + + mesh.vertices = verts; + mesh.triangles = tris; + mesh.uv = uvs; + mesh.uv2 = uvs2; + + return mesh; + } + + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta new file mode 100644 index 0000000..14c9d59 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a20852ce049f64e4695a48b6a354be83 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs new file mode 100644 index 0000000..790593c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs @@ -0,0 +1,69 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Other/Screen Overlay")] + public class ScreenOverlay : PostEffectsBase + { + public enum OverlayBlendMode + { + Additive = 0, + ScreenBlend = 1, + Multiply = 2, + Overlay = 3, + AlphaBlend = 4, + } + + public OverlayBlendMode blendMode = OverlayBlendMode.Overlay; + public float intensity = 1.0f; + public Texture2D texture = null; + + public Shader overlayShader = null; + private Material overlayMaterial = null; + + + public override bool CheckResources () + { + CheckSupport (false); + + overlayMaterial = CheckShaderAndCreateMaterial (overlayShader, overlayMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (CheckResources() == false) + { + Graphics.Blit (source, destination); + return; + } + + Vector4 UV_Transform = new Vector4(1, 0, 0, 1); + + #if UNITY_WP8 + // WP8 has no OS support for rotating screen with device orientation, + // so we do those transformations ourselves. + if (Screen.orientation == ScreenOrientation.LandscapeLeft) { + UV_Transform = new Vector4(0, -1, 1, 0); + } + if (Screen.orientation == ScreenOrientation.LandscapeRight) { + UV_Transform = new Vector4(0, 1, -1, 0); + } + if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) { + UV_Transform = new Vector4(-1, 0, 0, -1); + } + #endif + + overlayMaterial.SetVector("_UV_Transform", UV_Transform); + overlayMaterial.SetFloat ("_Intensity", intensity); + overlayMaterial.SetTexture ("_Overlay", texture); + Graphics.Blit (source, destination, overlayMaterial, (int) blendMode); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta new file mode 100644 index 0000000..75c03f9 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6f19108706fdce9469603d07980eb8ad +MonoImporter: + serializedVersion: 2 + defaultReferences: + - texture: {instanceID: 0} + - overlayShader: {fileID: 4800000, guid: 8c81db0e527d24acc9bcec04e87781bd, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs new file mode 100644 index 0000000..a6e6f78 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs @@ -0,0 +1,101 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Rendering/Screen Space Ambient Obscurance")] + class ScreenSpaceAmbientObscurance : PostEffectsBase { + [Range (0,3)] + public float intensity = 0.5f; + [Range (0.1f,3)] + public float radius = 0.2f; + [Range (0,3)] + public int blurIterations = 1; + [Range (0,5)] + public float blurFilterDistance = 1.25f; + [Range (0,1)] + public int downsample = 0; + + public Texture2D rand = null; + public Shader aoShader= null; + + private Material aoMaterial = null; + + public override bool CheckResources () { + CheckSupport (true); + + aoMaterial = CheckShaderAndCreateMaterial (aoShader, aoMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnDisable () { + if (aoMaterial) + DestroyImmediate (aoMaterial); + aoMaterial = null; + } + + [ImageEffectOpaque] + void OnRenderImage (RenderTexture source, RenderTexture destination) { + if (CheckResources () == false) { + Graphics.Blit (source, destination); + return; + } + + Matrix4x4 P = GetComponent().projectionMatrix; + var invP= P.inverse; + Vector4 projInfo = new Vector4 + ((-2.0f / (Screen.width * P[0])), + (-2.0f / (Screen.height * P[5])), + ((1.0f - P[2]) / P[0]), + ((1.0f + P[6]) / P[5])); + + aoMaterial.SetVector ("_ProjInfo", projInfo); // used for unprojection + aoMaterial.SetMatrix ("_ProjectionInv", invP); // only used for reference + aoMaterial.SetTexture ("_Rand", rand); // not needed for DX11 :) + aoMaterial.SetFloat ("_Radius", radius); + aoMaterial.SetFloat ("_Radius2", radius*radius); + aoMaterial.SetFloat ("_Intensity", intensity); + aoMaterial.SetFloat ("_BlurFilterDistance", blurFilterDistance); + + int rtW = source.width; + int rtH = source.height; + + RenderTexture tmpRt = RenderTexture.GetTemporary (rtW>>downsample, rtH>>downsample); + RenderTexture tmpRt2; + + Graphics.Blit (source, tmpRt, aoMaterial, 0); + + if (downsample > 0) { + tmpRt2 = RenderTexture.GetTemporary (rtW, rtH); + Graphics.Blit(tmpRt, tmpRt2, aoMaterial, 4); + RenderTexture.ReleaseTemporary (tmpRt); + tmpRt = tmpRt2; + + // @NOTE: it's probably worth a shot to blur in low resolution + // instead with a bilat-upsample afterwards ... + } + + for (int i = 0; i < blurIterations; i++) { + aoMaterial.SetVector("_Axis", new Vector2(1.0f,0.0f)); + tmpRt2 = RenderTexture.GetTemporary (rtW, rtH); + Graphics.Blit (tmpRt, tmpRt2, aoMaterial, 1); + RenderTexture.ReleaseTemporary (tmpRt); + + aoMaterial.SetVector("_Axis", new Vector2(0.0f,1.0f)); + tmpRt = RenderTexture.GetTemporary (rtW, rtH); + Graphics.Blit (tmpRt2, tmpRt, aoMaterial, 1); + RenderTexture.ReleaseTemporary (tmpRt2); + } + + aoMaterial.SetTexture ("_AOTex", tmpRt); + Graphics.Blit (source, destination, aoMaterial, 2); + + RenderTexture.ReleaseTemporary (tmpRt); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta new file mode 100644 index 0000000..99d4452 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 75febd242c999f04d9654522a10c006b +MonoImporter: + serializedVersion: 2 + defaultReferences: + - rand: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} + - aoShader: {fileID: 4800000, guid: 95616c020c5604dda96cf76afbbc0272, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs new file mode 100644 index 0000000..23fb95b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs @@ -0,0 +1,199 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu("Image Effects/Rendering/Screen Space Ambient Occlusion")] + public class ScreenSpaceAmbientOcclusion : MonoBehaviour + { + public enum SSAOSamples + { + Low = 0, + Medium = 1, + High = 2, + } + + public float m_Radius = 0.4f; + public SSAOSamples m_SampleCount = SSAOSamples.Medium; + public float m_OcclusionIntensity = 1.5f; + public int m_Blur = 2; + public int m_Downsampling = 2; + public float m_OcclusionAttenuation = 1.0f; + public float m_MinZ = 0.01f; + + public Shader m_SSAOShader; + private Material m_SSAOMaterial; + + public Texture2D m_RandomTexture; + + private bool m_Supported; + + private static Material CreateMaterial (Shader shader) + { + if (!shader) + return null; + Material m = new Material (shader); + m.hideFlags = HideFlags.HideAndDontSave; + return m; + } + private static void DestroyMaterial (Material mat) + { + if (mat) + { + DestroyImmediate (mat); + mat = null; + } + } + + + void OnDisable() + { + DestroyMaterial (m_SSAOMaterial); + } + + void Start() + { + if (!SystemInfo.supportsImageEffects || !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) + { + m_Supported = false; + enabled = false; + return; + } + + CreateMaterials (); + if (!m_SSAOMaterial || m_SSAOMaterial.passCount != 5) + { + m_Supported = false; + enabled = false; + return; + } + + //CreateRandomTable (26, 0.2f); + + m_Supported = true; + } + + void OnEnable () { + GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals; + } + + private void CreateMaterials () + { + if (!m_SSAOMaterial && m_SSAOShader.isSupported) + { + m_SSAOMaterial = CreateMaterial (m_SSAOShader); + m_SSAOMaterial.SetTexture ("_RandomTexture", m_RandomTexture); + } + } + + [ImageEffectOpaque] + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if (!m_Supported || !m_SSAOShader.isSupported) { + enabled = false; + return; + } + CreateMaterials (); + + m_Downsampling = Mathf.Clamp (m_Downsampling, 1, 6); + m_Radius = Mathf.Clamp (m_Radius, 0.05f, 1.0f); + m_MinZ = Mathf.Clamp (m_MinZ, 0.00001f, 0.5f); + m_OcclusionIntensity = Mathf.Clamp (m_OcclusionIntensity, 0.5f, 4.0f); + m_OcclusionAttenuation = Mathf.Clamp (m_OcclusionAttenuation, 0.2f, 2.0f); + m_Blur = Mathf.Clamp (m_Blur, 0, 4); + + // Render SSAO term into a smaller texture + RenderTexture rtAO = RenderTexture.GetTemporary (source.width / m_Downsampling, source.height / m_Downsampling, 0); + float fovY = GetComponent().fieldOfView; + float far = GetComponent().farClipPlane; + float y = Mathf.Tan (fovY * Mathf.Deg2Rad * 0.5f) * far; + float x = y * GetComponent().aspect; + m_SSAOMaterial.SetVector ("_FarCorner", new Vector3(x,y,far)); + int noiseWidth, noiseHeight; + if (m_RandomTexture) { + noiseWidth = m_RandomTexture.width; + noiseHeight = m_RandomTexture.height; + } else { + noiseWidth = 1; noiseHeight = 1; + } + m_SSAOMaterial.SetVector ("_NoiseScale", new Vector3 ((float)rtAO.width / noiseWidth, (float)rtAO.height / noiseHeight, 0.0f)); + m_SSAOMaterial.SetVector ("_Params", new Vector4( + m_Radius, + m_MinZ, + 1.0f / m_OcclusionAttenuation, + m_OcclusionIntensity)); + + bool doBlur = m_Blur > 0; + Graphics.Blit (doBlur ? null : source, rtAO, m_SSAOMaterial, (int)m_SampleCount); + + if (doBlur) + { + // Blur SSAO horizontally + RenderTexture rtBlurX = RenderTexture.GetTemporary (source.width, source.height, 0); + m_SSAOMaterial.SetVector ("_TexelOffsetScale", + new Vector4 ((float)m_Blur / source.width, 0,0,0)); + m_SSAOMaterial.SetTexture ("_SSAO", rtAO); + Graphics.Blit (null, rtBlurX, m_SSAOMaterial, 3); + RenderTexture.ReleaseTemporary (rtAO); // original rtAO not needed anymore + + // Blur SSAO vertically + RenderTexture rtBlurY = RenderTexture.GetTemporary (source.width, source.height, 0); + m_SSAOMaterial.SetVector ("_TexelOffsetScale", + new Vector4 (0, (float)m_Blur/source.height, 0,0)); + m_SSAOMaterial.SetTexture ("_SSAO", rtBlurX); + Graphics.Blit (source, rtBlurY, m_SSAOMaterial, 3); + RenderTexture.ReleaseTemporary (rtBlurX); // blurX RT not needed anymore + + rtAO = rtBlurY; // AO is the blurred one now + } + + // Modulate scene rendering with SSAO + m_SSAOMaterial.SetTexture ("_SSAO", rtAO); + Graphics.Blit (source, destination, m_SSAOMaterial, 4); + + RenderTexture.ReleaseTemporary (rtAO); + } + + /* + private void CreateRandomTable (int count, float minLength) + { + Random.seed = 1337; + Vector3[] samples = new Vector3[count]; + // initial samples + for (int i = 0; i < count; ++i) + samples[i] = Random.onUnitSphere; + // energy minimization: push samples away from others + int iterations = 100; + while (iterations-- > 0) { + for (int i = 0; i < count; ++i) { + Vector3 vec = samples[i]; + Vector3 res = Vector3.zero; + // minimize with other samples + for (int j = 0; j < count; ++j) { + Vector3 force = vec - samples[j]; + float fac = Vector3.Dot (force, force); + if (fac > 0.00001f) + res += force * (1.0f / fac); + } + samples[i] = (samples[i] + res * 0.5f).normalized; + } + } + // now scale samples between minLength and 1.0 + for (int i = 0; i < count; ++i) { + samples[i] = samples[i] * Random.Range (minLength, 1.0f); + } + + string table = string.Format ("#define SAMPLE_COUNT {0}\n", count); + table += "const float3 RAND_SAMPLES[SAMPLE_COUNT] = {\n"; + for (int i = 0; i < count; ++i) { + Vector3 v = samples[i]; + table += string.Format("\tfloat3({0},{1},{2}),\n", v.x, v.y, v.z); + } + table += "};\n"; + Debug.Log (table); + } + */ + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta new file mode 100644 index 0000000..8fda23b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: b0923359e9e352a4b9b11c7b7161ad67 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - m_SSAOShader: {fileID: 4800000, guid: 43ca18288c424f645aaa1e9e07f04c50, type: 3} + - m_RandomTexture: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs new file mode 100644 index 0000000..86ac0c1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs @@ -0,0 +1,16 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu("Image Effects/Color Adjustments/Sepia Tone")] + public class SepiaTone : ImageEffectBase + { + // Called by camera to apply image effect + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + Graphics.Blit (source, destination, material); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta new file mode 100644 index 0000000..94ff94c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a07a781cad112c75d0008dfa8d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: b6aa781cad112c75d0008dfa8d76c639, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs new file mode 100644 index 0000000..480ef25 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs @@ -0,0 +1,147 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Rendering/Sun Shafts")] + public class SunShafts : PostEffectsBase + { + public enum SunShaftsResolution + { + Low = 0, + Normal = 1, + High = 2, + } + + public enum ShaftsScreenBlendMode + { + Screen = 0, + Add = 1, + } + + + public SunShaftsResolution resolution = SunShaftsResolution.Normal; + public ShaftsScreenBlendMode screenBlendMode = ShaftsScreenBlendMode.Screen; + + public Transform sunTransform; + public int radialBlurIterations = 2; + public Color sunColor = Color.white; + public Color sunThreshold = new Color(0.87f,0.74f,0.65f); + public float sunShaftBlurRadius = 2.5f; + public float sunShaftIntensity = 1.15f; + + public float maxRadius = 0.75f; + + public bool useDepthTexture = true; + + public Shader sunShaftsShader; + private Material sunShaftsMaterial; + + public Shader simpleClearShader; + private Material simpleClearMaterial; + + + public override bool CheckResources () { + CheckSupport (useDepthTexture); + + sunShaftsMaterial = CheckShaderAndCreateMaterial (sunShaftsShader, sunShaftsMaterial); + simpleClearMaterial = CheckShaderAndCreateMaterial (simpleClearShader, simpleClearMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) { + if (CheckResources()==false) { + Graphics.Blit (source, destination); + return; + } + + // we actually need to check this every frame + if (useDepthTexture) + GetComponent().depthTextureMode |= DepthTextureMode.Depth; + + int divider = 4; + if (resolution == SunShaftsResolution.Normal) + divider = 2; + else if (resolution == SunShaftsResolution.High) + divider = 1; + + Vector3 v = Vector3.one * 0.5f; + if (sunTransform) + v = GetComponent().WorldToViewportPoint (sunTransform.position); + else + v = new Vector3(0.5f, 0.5f, 0.0f); + + int rtW = source.width / divider; + int rtH = source.height / divider; + + RenderTexture lrColorB; + RenderTexture lrDepthBuffer = RenderTexture.GetTemporary (rtW, rtH, 0); + + // mask out everything except the skybox + // we have 2 methods, one of which requires depth buffer support, the other one is just comparing images + + sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (1.0f, 1.0f, 0.0f, 0.0f) * sunShaftBlurRadius ); + sunShaftsMaterial.SetVector ("_SunPosition", new Vector4 (v.x, v.y, v.z, maxRadius)); + sunShaftsMaterial.SetVector ("_SunThreshold", sunThreshold); + + if (!useDepthTexture) { + var format= GetComponent().hdr ? RenderTextureFormat.DefaultHDR: RenderTextureFormat.Default; + RenderTexture tmpBuffer = RenderTexture.GetTemporary (source.width, source.height, 0, format); + RenderTexture.active = tmpBuffer; + GL.ClearWithSkybox (false, GetComponent()); + + sunShaftsMaterial.SetTexture ("_Skybox", tmpBuffer); + Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 3); + RenderTexture.ReleaseTemporary (tmpBuffer); + } + else { + Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 2); + } + + // paint a small black small border to get rid of clamping problems + DrawBorder (lrDepthBuffer, simpleClearMaterial); + + // radial blur: + + radialBlurIterations = Mathf.Clamp (radialBlurIterations, 1, 4); + + float ofs = sunShaftBlurRadius * (1.0f / 768.0f); + + sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f)); + sunShaftsMaterial.SetVector ("_SunPosition", new Vector4 (v.x, v.y, v.z, maxRadius)); + + for (int it2 = 0; it2 < radialBlurIterations; it2++ ) { + // each iteration takes 2 * 6 samples + // we update _BlurRadius each time to cheaply get a very smooth look + + lrColorB = RenderTexture.GetTemporary (rtW, rtH, 0); + Graphics.Blit (lrDepthBuffer, lrColorB, sunShaftsMaterial, 1); + RenderTexture.ReleaseTemporary (lrDepthBuffer); + ofs = sunShaftBlurRadius * (((it2 * 2.0f + 1.0f) * 6.0f)) / 768.0f; + sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f) ); + + lrDepthBuffer = RenderTexture.GetTemporary (rtW, rtH, 0); + Graphics.Blit (lrColorB, lrDepthBuffer, sunShaftsMaterial, 1); + RenderTexture.ReleaseTemporary (lrColorB); + ofs = sunShaftBlurRadius * (((it2 * 2.0f + 2.0f) * 6.0f)) / 768.0f; + sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f) ); + } + + // put together: + + if (v.z >= 0.0f) + sunShaftsMaterial.SetVector ("_SunColor", new Vector4 (sunColor.r, sunColor.g, sunColor.b, sunColor.a) * sunShaftIntensity); + else + sunShaftsMaterial.SetVector ("_SunColor", Vector4.zero); // no backprojection ! + sunShaftsMaterial.SetTexture ("_ColorBuffer", lrDepthBuffer); + Graphics.Blit (source, destination, sunShaftsMaterial, (screenBlendMode == ShaftsScreenBlendMode.Screen) ? 0 : 4); + + RenderTexture.ReleaseTemporary (lrDepthBuffer); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta new file mode 100644 index 0000000..acf1863 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 60e318a6043c1cb4a8ce1c8805bab930 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - sunTransform: {instanceID: 0} + - sunShaftsShader: {fileID: 4800000, guid: d3b1c8c1036784176946f5cfbfb7fe4c, type: 3} + - simpleClearShader: {fileID: 4800000, guid: f688f89ed5eb847c5b19c934a0f1e772, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs new file mode 100644 index 0000000..41fde70 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs @@ -0,0 +1,75 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Camera/Tilt Shift (Lens Blur)")] + class TiltShift : PostEffectsBase { + public enum TiltShiftMode + { + TiltShiftMode, + IrisMode, + } + public enum TiltShiftQuality + { + Preview, + Normal, + High, + } + + public TiltShiftMode mode = TiltShiftMode.TiltShiftMode; + public TiltShiftQuality quality = TiltShiftQuality.Normal; + + [Range(0.0f, 15.0f)] + public float blurArea = 1.0f; + + [Range(0.0f, 25.0f)] + public float maxBlurSize = 5.0f; + + [Range(0, 1)] + public int downsample = 0; + + public Shader tiltShiftShader = null; + private Material tiltShiftMaterial = null; + + + public override bool CheckResources () { + CheckSupport (true); + + tiltShiftMaterial = CheckShaderAndCreateMaterial (tiltShiftShader, tiltShiftMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + void OnRenderImage (RenderTexture source, RenderTexture destination) { + if (CheckResources() == false) { + Graphics.Blit (source, destination); + return; + } + + tiltShiftMaterial.SetFloat("_BlurSize", maxBlurSize < 0.0f ? 0.0f : maxBlurSize); + tiltShiftMaterial.SetFloat("_BlurArea", blurArea); + source.filterMode = FilterMode.Bilinear; + + RenderTexture rt = destination; + if (downsample > 0f) { + rt = RenderTexture.GetTemporary (source.width>>downsample, source.height>>downsample, 0, source.format); + rt.filterMode = FilterMode.Bilinear; + } + + int basePassNr = (int) quality; basePassNr *= 2; + Graphics.Blit (source, rt, tiltShiftMaterial, mode == TiltShiftMode.TiltShiftMode ? basePassNr : basePassNr + 1); + + if (downsample > 0) { + tiltShiftMaterial.SetTexture ("_Blurred", rt); + Graphics.Blit (source, destination, tiltShiftMaterial, 6); + } + + if (rt != destination) + RenderTexture.ReleaseTemporary (rt); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta new file mode 100644 index 0000000..6fb44f4 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: a22b3a7095a744a428c134b5e26ad68e +MonoImporter: + serializedVersion: 2 + defaultReferences: + - tiltShiftShader: {fileID: 4800000, guid: bf34d2a25450349699e8ae6456fa7ca9, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs new file mode 100644 index 0000000..665ee98 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs @@ -0,0 +1,274 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent(typeof (Camera))] + [AddComponentMenu("Image Effects/Color Adjustments/Tonemapping")] + public class Tonemapping : PostEffectsBase + { + public enum TonemapperType + { + SimpleReinhard, + UserCurve, + Hable, + Photographic, + OptimizedHejiDawson, + AdaptiveReinhard, + AdaptiveReinhardAutoWhite, + }; + + public enum AdaptiveTexSize + { + Square16 = 16, + Square32 = 32, + Square64 = 64, + Square128 = 128, + Square256 = 256, + Square512 = 512, + Square1024 = 1024, + }; + + public TonemapperType type = TonemapperType.Photographic; + public AdaptiveTexSize adaptiveTextureSize = AdaptiveTexSize.Square256; + + // CURVE parameter + public AnimationCurve remapCurve; + private Texture2D curveTex = null; + + // UNCHARTED parameter + public float exposureAdjustment = 1.5f; + + // REINHARD parameter + public float middleGrey = 0.4f; + public float white = 2.0f; + public float adaptionSpeed = 1.5f; + + // usual & internal stuff + public Shader tonemapper = null; + public bool validRenderTextureFormat = true; + private Material tonemapMaterial = null; + private RenderTexture rt = null; + private RenderTextureFormat rtFormat = RenderTextureFormat.ARGBHalf; + + + public override bool CheckResources() + { + CheckSupport(false, true); + + tonemapMaterial = CheckShaderAndCreateMaterial(tonemapper, tonemapMaterial); + if (!curveTex && type == TonemapperType.UserCurve) + { + curveTex = new Texture2D(256, 1, TextureFormat.ARGB32, false, true); + curveTex.filterMode = FilterMode.Bilinear; + curveTex.wrapMode = TextureWrapMode.Clamp; + curveTex.hideFlags = HideFlags.DontSave; + } + + if (!isSupported) + ReportAutoDisable(); + return isSupported; + } + + + public float UpdateCurve() + { + float range = 1.0f; + if (remapCurve.keys.Length < 1) + remapCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(2, 1)); + if (remapCurve != null) + { + if (remapCurve.length > 0) + range = remapCurve[remapCurve.length - 1].time; + for (float i = 0.0f; i <= 1.0f; i += 1.0f/255.0f) + { + float c = remapCurve.Evaluate(i*1.0f*range); + curveTex.SetPixel((int) Mathf.Floor(i*255.0f), 0, new Color(c, c, c)); + } + curveTex.Apply(); + } + return 1.0f/range; + } + + + private void OnDisable() + { + if (rt) + { + DestroyImmediate(rt); + rt = null; + } + if (tonemapMaterial) + { + DestroyImmediate(tonemapMaterial); + tonemapMaterial = null; + } + if (curveTex) + { + DestroyImmediate(curveTex); + curveTex = null; + } + } + + + private bool CreateInternalRenderTexture() + { + if (rt) + { + return false; + } + rtFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf; + rt = new RenderTexture(1, 1, 0, rtFormat); + rt.hideFlags = HideFlags.DontSave; + return true; + } + + + // attribute indicates that the image filter chain will continue in LDR + [ImageEffectTransformsToLDR] + private void OnRenderImage(RenderTexture source, RenderTexture destination) + { + if (CheckResources() == false) + { + Graphics.Blit(source, destination); + return; + } + +#if UNITY_EDITOR + validRenderTextureFormat = true; + if (source.format != RenderTextureFormat.ARGBHalf) + { + validRenderTextureFormat = false; + } +#endif + + // clamp some values to not go out of a valid range + + exposureAdjustment = exposureAdjustment < 0.001f ? 0.001f : exposureAdjustment; + + // SimpleReinhard tonemappers (local, non adaptive) + + if (type == TonemapperType.UserCurve) + { + float rangeScale = UpdateCurve(); + tonemapMaterial.SetFloat("_RangeScale", rangeScale); + tonemapMaterial.SetTexture("_Curve", curveTex); + Graphics.Blit(source, destination, tonemapMaterial, 4); + return; + } + + if (type == TonemapperType.SimpleReinhard) + { + tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment); + Graphics.Blit(source, destination, tonemapMaterial, 6); + return; + } + + if (type == TonemapperType.Hable) + { + tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment); + Graphics.Blit(source, destination, tonemapMaterial, 5); + return; + } + + if (type == TonemapperType.Photographic) + { + tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment); + Graphics.Blit(source, destination, tonemapMaterial, 8); + return; + } + + if (type == TonemapperType.OptimizedHejiDawson) + { + tonemapMaterial.SetFloat("_ExposureAdjustment", 0.5f*exposureAdjustment); + Graphics.Blit(source, destination, tonemapMaterial, 7); + return; + } + + // still here? + // => adaptive tone mapping: + // builds an average log luminance, tonemaps according to + // middle grey and white values (user controlled) + + // AdaptiveReinhardAutoWhite will calculate white value automagically + + bool freshlyBrewedInternalRt = CreateInternalRenderTexture(); // this retrieves rtFormat, so should happen before rt allocations + + RenderTexture rtSquared = RenderTexture.GetTemporary((int) adaptiveTextureSize, (int) adaptiveTextureSize, 0, rtFormat); + Graphics.Blit(source, rtSquared); + + int downsample = (int) Mathf.Log(rtSquared.width*1.0f, 2); + + int div = 2; + var rts = new RenderTexture[downsample]; + for (int i = 0; i < downsample; i++) + { + rts[i] = RenderTexture.GetTemporary(rtSquared.width/div, rtSquared.width/div, 0, rtFormat); + div *= 2; + } + + // downsample pyramid + + var lumRt = rts[downsample - 1]; + Graphics.Blit(rtSquared, rts[0], tonemapMaterial, 1); + if (type == TonemapperType.AdaptiveReinhardAutoWhite) + { + for (int i = 0; i < downsample - 1; i++) + { + Graphics.Blit(rts[i], rts[i + 1], tonemapMaterial, 9); + lumRt = rts[i + 1]; + } + } + else if (type == TonemapperType.AdaptiveReinhard) + { + for (int i = 0; i < downsample - 1; i++) + { + Graphics.Blit(rts[i], rts[i + 1]); + lumRt = rts[i + 1]; + } + } + + // we have the needed values, let's apply adaptive tonemapping + + adaptionSpeed = adaptionSpeed < 0.001f ? 0.001f : adaptionSpeed; + tonemapMaterial.SetFloat("_AdaptionSpeed", adaptionSpeed); + + rt.MarkRestoreExpected(); // keeping luminance values between frames, RT restore expected + +#if UNITY_EDITOR + if (Application.isPlaying && !freshlyBrewedInternalRt) + Graphics.Blit(lumRt, rt, tonemapMaterial, 2); + else + Graphics.Blit(lumRt, rt, tonemapMaterial, 3); +#else + Graphics.Blit (lumRt, rt, tonemapMaterial, freshlyBrewedInternalRt ? 3 : 2); +#endif + + middleGrey = middleGrey < 0.001f ? 0.001f : middleGrey; + tonemapMaterial.SetVector("_HdrParams", new Vector4(middleGrey, middleGrey, middleGrey, white*white)); + tonemapMaterial.SetTexture("_SmallTex", rt); + if (type == TonemapperType.AdaptiveReinhard) + { + Graphics.Blit(source, destination, tonemapMaterial, 0); + } + else if (type == TonemapperType.AdaptiveReinhardAutoWhite) + { + Graphics.Blit(source, destination, tonemapMaterial, 10); + } + else + { + Debug.LogError("No valid adaptive tonemapper type found!"); + Graphics.Blit(source, destination); // at least we get the TransformToLDR effect + } + + // cleanup for adaptive + + for (int i = 0; i < downsample; i++) + { + RenderTexture.ReleaseTemporary(rts[i]); + } + RenderTexture.ReleaseTemporary(rtSquared); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta new file mode 100644 index 0000000..4443b42 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e50e925fb93c78246bf995d9dc3a2330 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - tonemapper: {fileID: 4800000, guid: 003377fc2620a44939dadde6fe3f8190, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs new file mode 100644 index 0000000..516bded --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs @@ -0,0 +1,112 @@ +using System; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace UnityStandardAssets.ImageEffects +{ + class Triangles + { + private static Mesh[] meshes; + private static int currentTris = 0; + + static bool HasMeshes() + { + if (meshes == null) + return false; + for (int i = 0; i < meshes.Length; i++) + if (null == meshes[i]) + return false; + + return true; + } + + static void Cleanup() + { + if (meshes == null) + return; + + for (int i = 0; i < meshes.Length; i++) + { + if (null != meshes[i]) + { + Object.DestroyImmediate(meshes[i]); + meshes[i] = null; + } + } + meshes = null; + } + + static Mesh[] GetMeshes(int totalWidth, int totalHeight) + { + if (HasMeshes() && (currentTris == (totalWidth * totalHeight))) + { + return meshes; + } + + int maxTris = 65000 / 3; + int totalTris = totalWidth * totalHeight; + currentTris = totalTris; + + int meshCount = Mathf.CeilToInt((1.0f * totalTris) / (1.0f * maxTris)); + + meshes = new Mesh[meshCount]; + + int i = 0; + int index = 0; + for (i = 0; i < totalTris; i += maxTris) + { + int tris = Mathf.FloorToInt(Mathf.Clamp((totalTris - i), 0, maxTris)); + + meshes[index] = GetMesh(tris, i, totalWidth, totalHeight); + index++; + } + + return meshes; + } + + static Mesh GetMesh(int triCount, int triOffset, int totalWidth, int totalHeight) + { + var mesh = new Mesh(); + mesh.hideFlags = HideFlags.DontSave; + + var verts = new Vector3[triCount * 3]; + var uvs = new Vector2[triCount * 3]; + var uvs2 = new Vector2[triCount * 3]; + var tris = new int[triCount * 3]; + + for (int i = 0; i < triCount; i++) + { + int i3 = i * 3; + int vertexWithOffset = triOffset + i; + + float x = Mathf.Floor(vertexWithOffset % totalWidth) / totalWidth; + float y = Mathf.Floor(vertexWithOffset / totalWidth) / totalHeight; + + Vector3 position = new Vector3(x * 2 - 1, y * 2 - 1, 1.0f); + + verts[i3 + 0] = position; + verts[i3 + 1] = position; + verts[i3 + 2] = position; + + uvs[i3 + 0] = new Vector2(0.0f, 0.0f); + uvs[i3 + 1] = new Vector2(1.0f, 0.0f); + uvs[i3 + 2] = new Vector2(0.0f, 1.0f); + + uvs2[i3 + 0] = new Vector2(x, y); + uvs2[i3 + 1] = new Vector2(x, y); + uvs2[i3 + 2] = new Vector2(x, y); + + tris[i3 + 0] = i3 + 0; + tris[i3 + 1] = i3 + 1; + tris[i3 + 2] = i3 + 2; + } + + mesh.vertices = verts; + mesh.triangles = tris; + mesh.uv = uvs; + mesh.uv2 = uvs2; + + return mesh; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta new file mode 100644 index 0000000..2ea56f0 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 18b91636de2ba3445913e4cf38528dc8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs new file mode 100644 index 0000000..d73589a --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs @@ -0,0 +1,21 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu("Image Effects/Displacement/Twirl")] + public class Twirl : ImageEffectBase + { + public Vector2 radius = new Vector2(0.3F,0.3F); + public float angle = 50; + public Vector2 center = new Vector2 (0.5F, 0.5F); + + + // Called by camera to apply image effect + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + ImageEffects.RenderDistortion (material, source, destination, angle, center, radius); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta new file mode 100644 index 0000000..4b0b6c8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bdda781cad112c75d0008dfa8d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: 641b781cad112c75d0008dfa8d76c639, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs new file mode 100644 index 0000000..b2c1678 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs @@ -0,0 +1,114 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + [AddComponentMenu ("Image Effects/Camera/Vignette and Chromatic Aberration")] + public class VignetteAndChromaticAberration : PostEffectsBase + { + public enum AberrationMode + { + Simple = 0, + Advanced = 1, + } + + + public AberrationMode mode = AberrationMode.Simple; + public float intensity = 0.375f; // intensity == 0 disables pre pass (optimization) + public float chromaticAberration = 0.2f; + public float axialAberration = 0.5f; + public float blur = 0.0f; // blur == 0 disables blur pass (optimization) + public float blurSpread = 0.75f; + public float luminanceDependency = 0.25f; + public float blurDistance = 2.5f; + public Shader vignetteShader; + public Shader separableBlurShader; + public Shader chromAberrationShader; + + + private Material m_VignetteMaterial; + private Material m_SeparableBlurMaterial; + private Material m_ChromAberrationMaterial; + + + public override bool CheckResources () + { + CheckSupport (false); + + m_VignetteMaterial = CheckShaderAndCreateMaterial (vignetteShader, m_VignetteMaterial); + m_SeparableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, m_SeparableBlurMaterial); + m_ChromAberrationMaterial = CheckShaderAndCreateMaterial (chromAberrationShader, m_ChromAberrationMaterial); + + if (!isSupported) + ReportAutoDisable (); + return isSupported; + } + + + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + if ( CheckResources () == false) + { + Graphics.Blit (source, destination); + return; + } + + int rtW = source.width; + int rtH = source.height; + + bool doPrepass = (Mathf.Abs(blur)>0.0f || Mathf.Abs(intensity)>0.0f); + + float widthOverHeight = (1.0f * rtW) / (1.0f * rtH); + const float oneOverBaseSize = 1.0f / 512.0f; + + RenderTexture color = null; + RenderTexture color2A = null; + + if (doPrepass) + { + color = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); + + // Blur corners + if (Mathf.Abs (blur)>0.0f) + { + color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); + + Graphics.Blit (source, color2A, m_ChromAberrationMaterial, 0); + + for(int i = 0; i < 2; i++) + { // maybe make iteration count tweakable + m_SeparableBlurMaterial.SetVector ("offsets",new Vector4 (0.0f, blurSpread * oneOverBaseSize, 0.0f, 0.0f)); + RenderTexture color2B = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); + Graphics.Blit (color2A, color2B, m_SeparableBlurMaterial); + RenderTexture.ReleaseTemporary (color2A); + + m_SeparableBlurMaterial.SetVector ("offsets",new Vector4 (blurSpread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); + color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); + Graphics.Blit (color2B, color2A, m_SeparableBlurMaterial); + RenderTexture.ReleaseTemporary (color2B); + } + } + + m_VignetteMaterial.SetFloat ("_Intensity", intensity); // intensity for vignette + m_VignetteMaterial.SetFloat ("_Blur", blur); // blur intensity + m_VignetteMaterial.SetTexture ("_VignetteTex", color2A); // blurred texture + + Graphics.Blit (source, color, m_VignetteMaterial, 0); // prepass blit: darken & blur corners + } + + m_ChromAberrationMaterial.SetFloat ("_ChromaticAberration", chromaticAberration); + m_ChromAberrationMaterial.SetFloat ("_AxialAberration", axialAberration); + m_ChromAberrationMaterial.SetVector ("_BlurDistance", new Vector2 (-blurDistance, blurDistance)); + m_ChromAberrationMaterial.SetFloat ("_Luminance", 1.0f/Mathf.Max(Mathf.Epsilon, luminanceDependency)); + + if (doPrepass) color.wrapMode = TextureWrapMode.Clamp; + else source.wrapMode = TextureWrapMode.Clamp; + Graphics.Blit (doPrepass ? color : source, destination, m_ChromAberrationMaterial, mode == AberrationMode.Advanced ? 2 : 1); + + RenderTexture.ReleaseTemporary (color); + RenderTexture.ReleaseTemporary (color2A); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta new file mode 100644 index 0000000..6b6a813 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: dd6d4281e5d7cd44d8c6e38bc2c1b8d8 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - vignetteShader: {fileID: 4800000, guid: 627943dc7a9a74286b70a4f694a0acd5, type: 3} + - separableBlurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, + type: 3} + - chromAberrationShader: {fileID: 4800000, guid: 2b4f29398d9484ccfa9fd220449f5eee, + type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs new file mode 100644 index 0000000..8a2d866 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs @@ -0,0 +1,20 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.ImageEffects +{ + [ExecuteInEditMode] + [AddComponentMenu("Image Effects/Displacement/Vortex")] + public class Vortex : ImageEffectBase + { + public Vector2 radius = new Vector2(0.4F,0.4F); + public float angle = 50; + public Vector2 center = new Vector2(0.5F, 0.5F); + + // Called by camera to apply image effect + void OnRenderImage (RenderTexture source, RenderTexture destination) + { + ImageEffects.RenderDistortion (material, source, destination, angle, center, radius); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta new file mode 100644 index 0000000..f6b8089 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a94b781cad112c75d0008dfa8d76c639 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: 708b781cad112c75d0008dfa8d76c639, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders.meta new file mode 100644 index 0000000..b68c7f9 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: b2145489f7c704db8acb14a52bddeee9 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader new file mode 100644 index 0000000..e76d027 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader @@ -0,0 +1,133 @@ +Shader "Hidden/BlendModesOverlay" { + Properties { + _MainTex ("Screen Blended", 2D) = "" {} + _Overlay ("Color", 2D) = "grey" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv[2] : TEXCOORD0; + }; + + sampler2D _Overlay; + sampler2D _MainTex; + + half _Intensity; + half4 _MainTex_TexelSize; + half4 _UV_Transform = half4(1, 0, 0, 1); + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.uv[0] = float2( + dot(v.texcoord.xy, _UV_Transform.xy), + dot(v.texcoord.xy, _UV_Transform.zw) + ); + + #if UNITY_UV_STARTS_AT_TOP + if(_MainTex_TexelSize.y<0.0) + o.uv[0].y = 1.0-o.uv[0].y; + #endif + + o.uv[1] = v.texcoord.xy; + return o; + } + + half4 fragAddSub (v2f i) : SV_Target { + half4 toAdd = tex2D(_Overlay, i.uv[0]) * _Intensity; + return tex2D(_MainTex, i.uv[1]) + toAdd; + } + + half4 fragMultiply (v2f i) : SV_Target { + half4 toBlend = tex2D(_Overlay, i.uv[0]) * _Intensity; + return tex2D(_MainTex, i.uv[1]) * toBlend; + } + + half4 fragScreen (v2f i) : SV_Target { + half4 toBlend = (tex2D(_Overlay, i.uv[0]) * _Intensity); + return 1-(1-toBlend)*(1-(tex2D(_MainTex, i.uv[1]))); + } + + half4 fragOverlay (v2f i) : SV_Target { + half4 m = (tex2D(_Overlay, i.uv[0]));// * 255.0; + half4 color = (tex2D(_MainTex, i.uv[1]));//* 255.0; + + // overlay blend mode + //color.rgb = (color.rgb/255.0) * (color.rgb + ((2*m.rgb)/( 255.0 )) * (255.0-color.rgb)); + //color.rgb /= 255.0; + + /* +if (Target > ½) R = 1 - (1-2x(Target-½)) x (1-Blend) +if (Target <= ½) R = (2xTarget) x Blend + */ + + float3 check = step(0.5, color.rgb); + float3 result = 0; + + result = check * (half3(1,1,1) - ( (half3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); + result += (1-check) * (2*color.rgb) * m.rgb; + + return half4(lerp(color.rgb, result.rgb, (_Intensity)), color.a); + } + + half4 fragAlphaBlend (v2f i) : SV_Target { + half4 toAdd = tex2D(_Overlay, i.uv[0]) ; + return lerp(tex2D(_MainTex, i.uv[1]), toAdd, toAdd.a * _Intensity); + } + + + ENDCG + +Subshader { + ZTest Always Cull Off ZWrite Off + ColorMask RGB + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragAddSub + ENDCG + } + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragScreen + ENDCG + } + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragMultiply + ENDCG + } + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragOverlay + ENDCG + } + + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragAlphaBlend + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta new file mode 100644 index 0000000..ebf8628 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 8c81db0e527d24acc9bcec04e87781bd +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader new file mode 100644 index 0000000..2328b7c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader @@ -0,0 +1,42 @@ +Shader "Hidden/BlurEffectConeTap" { + Properties { _MainTex ("", any) = "" {} } + CGINCLUDE + #include "UnityCG.cginc" + struct v2f { + float4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half2 taps[4] : TEXCOORD1; + }; + sampler2D _MainTex; + half4 _MainTex_TexelSize; + half4 _BlurOffsets; + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon + o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy; + o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy; + o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); + o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); + return o; + } + half4 frag(v2f i) : SV_Target { + half4 color = tex2D(_MainTex, i.taps[0]); + color += tex2D(_MainTex, i.taps[1]); + color += tex2D(_MainTex, i.taps[2]); + color += tex2D(_MainTex, i.taps[3]); + return color * 0.25; + } + ENDCG + SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + ENDCG + } + } + Fallback off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta new file mode 100644 index 0000000..5d9fd5e --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 57e6deea7c2924e22a5138e2b70bb4dc +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader new file mode 100644 index 0000000..355f62b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader @@ -0,0 +1,516 @@ + /* + CAMERA MOTION BLUR IMAGE EFFECTS + + Reconstruction Filter: + Based on "Plausible Motion Blur" + http://graphics.cs.williams.edu/papers/MotionBlurI3D12/ + + CameraMotion: + Based on Alex Vlacho's technique in + http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInTheOrangeBox.pdf + + SimpleBlur: + Straightforward sampling along velocities + + ScatterFromGather: + Combines Reconstruction with depth of field type defocus + */ + + Shader "Hidden/CameraMotionBlur" { + Properties { + _MainTex ("-", 2D) = "" {} + _NoiseTex ("-", 2D) = "grey" {} + _VelTex ("-", 2D) = "black" {} + _NeighbourMaxTex ("-", 2D) = "black" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + // 's' in paper (# of samples for reconstruction) + #define NUM_SAMPLES (11) + // # samples for valve style blur + #define MOTION_SAMPLES (16) + // 'k' in paper + float _MaxRadiusOrKInPaper; + + static const int SmallDiscKernelSamples = 12; + static const float2 SmallDiscKernel[SmallDiscKernelSamples] = + { + float2(-0.326212,-0.40581), + float2(-0.840144,-0.07358), + float2(-0.695914,0.457137), + float2(-0.203345,0.620716), + float2(0.96234,-0.194983), + float2(0.473434,-0.480026), + float2(0.519456,0.767022), + float2(0.185461,-0.893124), + float2(0.507431,0.064425), + float2(0.89642,0.412458), + float2(-0.32194,-0.932615), + float2(-0.791559,-0.59771) + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + sampler2D_float _CameraDepthTexture; + sampler2D _VelTex; + sampler2D _NeighbourMaxTex; + sampler2D _NoiseTex; + sampler2D _TileTexDebug; + + float4 _MainTex_TexelSize; + float4 _CameraDepthTexture_TexelSize; + float4 _VelTex_TexelSize; + + float4x4 _InvViewProj; // inverse view-projection matrix + float4x4 _PrevViewProj; // previous view-projection matrix + float4x4 _ToPrevViewProjCombined; // combined + + float _Jitter; + + float _VelocityScale; + float _DisplayVelocityScale; + + float _MaxVelocity; + float _MinVelocity; + + float4 _BlurDirectionPacked; + + float _SoftZDistance; + + v2f vert(appdata_img v) + { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; + } + + float4 CameraVelocity(v2f i) : SV_Target + { + float2 depth_uv = i.uv; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + depth_uv.y = 1 - depth_uv.y; + #endif + + // read depth + float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, depth_uv); + + // calculate position from pixel from depth + float3 clipPos = float3(i.uv.x*2.0-1.0, (i.uv.y)*2.0-1.0, d); + + // only 1 matrix mul: + float4 prevClipPos = mul(_ToPrevViewProjCombined, float4(clipPos, 1.0)); + prevClipPos.xyz /= prevClipPos.w; + + /* + float4 ws = mul(_InvViewProj, float4(clipPos, 1.0)); + ws /= ws.w; + prevClipPos = mul(_PrevViewProj,ws); + prevClipPos.xyz /= prevClipPos.w; + */ + + /* + float2 vel = _VelocityScale *(clipPos.xy - prevClipPos.xy) / 2.f; + // clamp to maximum velocity (in pixels) + float maxVel = length(_MainTex_TexelSize.xy*_MaxVelocity); + if (length(vel) > maxVel) { + vel = normalize(vel) * maxVel; + } + return float4(vel, 0.0, 0.0); + */ + + float2 vel = _MainTex_TexelSize.zw * _VelocityScale * (clipPos.xy - prevClipPos.xy) / 2.f; + float vellen = length(vel); + float maxVel = _MaxVelocity; + float2 velOut = vel * max(0.5, min(vellen, maxVel)) / (vellen + 1e-2f); + velOut *= _MainTex_TexelSize.xy; + return float4(velOut, 0.0, 0.0); + + } + + // vector with largest magnitude + float2 vmax(float2 a, float2 b) + { + float ma = dot(a, a); + float mb = dot(b, b); + return (ma > mb) ? a : b; + } + + // find dominant velocity for each tile + float4 TileMax(v2f i) : SV_Target + { + float2 uvCorner = i.uv - _MainTex_TexelSize.xy * (_MaxRadiusOrKInPaper * 0.5); + float2 maxvel = float2(0,0); + float4 baseUv = float4(uvCorner,0,0); + float4 uvScale = float4(_MainTex_TexelSize.xy, 0, 0); + + for(int l=0; l<(int)_MaxRadiusOrKInPaper; l++) + { + for(int k=0; k<(int)_MaxRadiusOrKInPaper; k++) + { + maxvel = vmax(maxvel, tex2Dlod(_MainTex, baseUv + float4(l,k,0,0) * uvScale).xy); + } + } + return float4(maxvel, 0, 1); + } + + // find maximum velocity in any adjacent tile + float4 NeighbourMax(v2f i) : SV_Target + { + float2 x_ = i.uv; + + // to fetch all neighbours, we need 3x3 point filtered samples + + float2 nx = tex2D(_MainTex, x_+float2(1.0, 1.0)*_MainTex_TexelSize.xy).xy; + nx = vmax(nx, tex2D(_MainTex, x_+float2(1.0, 0.0)*_MainTex_TexelSize.xy).xy); + nx = vmax(nx, tex2D(_MainTex, x_+float2(1.0,-1.0)*_MainTex_TexelSize.xy).xy); + nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0, 1.0)*_MainTex_TexelSize.xy).xy); + nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0, 0.0)*_MainTex_TexelSize.xy).xy); + nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0,-1.0)*_MainTex_TexelSize.xy).xy); + nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0, 1.0)*_MainTex_TexelSize.xy).xy); + nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0, 0.0)*_MainTex_TexelSize.xy).xy); + nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0,-1.0)*_MainTex_TexelSize.xy).xy); + + return float4(nx, 0, 0); + } + + float4 Debug(v2f i) : SV_Target + { + return saturate( float4(tex2D(_MainTex, i.uv).x,abs(tex2D(_MainTex, i.uv).y),-tex2D(_MainTex, i.uv).xy) * _DisplayVelocityScale); + } + + // classification filters + float cone(float2 px, float2 py, float2 v) + { + return clamp(1.0 - (length(px - py) / length(v)), 0.0, 1.0); + } + + float cylinder(float2 x, float2 y, float2 v) + { + float lv = length(v); + return 1.0 - smoothstep(0.95*lv, 1.05*lv, length(x - y)); + } + + // is zb closer than za? + float softDepthCompare(float za, float zb) + { + return clamp(1.0 - (za - zb) / _SoftZDistance, 0.0, 1.0); + } + + float4 SimpleBlur (v2f i) : SV_Target + { + float2 x = i.uv; + float2 xf = x; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + xf.y = 1 - xf.y; + #endif + + float2 vx = tex2D(_VelTex, xf).xy; // vel at x + + float4 sum = float4(0, 0, 0, 0); + for(int l=0; l _MaxVelocity) { + blurDir *= (_MaxVelocity / velMag); + velMag = _MaxVelocity; + } + + float4 centerTap = tex2D(_MainTex, x); + float4 sum = centerTap; + + blurDir *= smoothstep(_MinVelocity * 0.25f, _MinVelocity * 2.5, velMag); + + blurDir *= _MainTex_TexelSize.xy; + blurDir /= MOTION_SAMPLES; + + for(int i=0; i mb) ? a : b; + } + + // find dominant velocity in each tile + float4 TileMax(v2f i) : SV_Target + { + float2 tilemax = float2(0.0, 0.0); + float2 srcPos = i.uv - _MainTex_TexelSize.xy * _MaxRadiusOrKInPaper * 0.5; + + for(int y=0; y<(int)_MaxRadiusOrKInPaper; y++) { + for(int x=0; x<(int)_MaxRadiusOrKInPaper; x++) { + float2 v = tex2D(_MainTex, srcPos + float2(x,y) * _MainTex_TexelSize.xy).xy; + tilemax = vmax(tilemax, v); + } + } + return float4(tilemax, 0, 1); + } + + // find maximum velocity in any adjacent tile + float4 NeighbourMax(v2f i) : SV_Target + { + float2 maxvel = float2(0.0, 0.0); + for(int y=-1; y<=1; y++) { + for(int x=-1; x<=1; x++) { + float2 v = tex2D(_MainTex, i.uv + float2(x,y) * _MainTex_TexelSize.xy).xy; + maxvel = vmax(maxvel, v); + } + } + return float4(maxvel, 0, 1); + } + + float cone(float2 px, float2 py, float2 v) + { + return clamp(1.0 - (length(px - py) / length(v)), 0.0, 1.0); + } + + float cylinder(float2 x, float2 y, float2 v) + { + float lv = length(v); + return 1.0 - smoothstep(0.95*lv, 1.05*lv, length(x - y)); + } + + float softDepthCompare(float za, float zb) + { + return clamp(1.0 - (za - zb) / _SoftZDistance, 0.0, 1.0); + } + + float4 ReconstructFilterBlur(v2f i) : SV_Target + { + float2 x = i.uv; + float2 xf = x; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + xf.y = 1-xf.y; + #endif + + float2 x2 = xf; + + float2 vn = tex2D(_NeighbourMaxTex, x2).xy; // largest velocity in neighbourhood + float4 cx = tex2D(_MainTex, x); // color at x + + float zx = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, x); + zx = -Linear01Depth(zx); // depth at x + float2 vx = tex2D(_VelTex, xf).xy; // vel at x + + // random offset [-0.5, 0.5] + float j = (tex2D(_NoiseTex, i.uv * 11.0f ).r*2-1) * _Jitter; + + // sample current pixel + float weight = 1.0; + float4 sum = cx * weight; + + int centerSample = (int)(NUM_SAMPLES-1) / 2; + + // in DX11 county we take more samples and interleave with sampling along vx direction to break up "patternized" look + + for(int l=0; l0.99999) + return half4(1,1,1,1); + else + return EncodeFloatRGBA(d); + } + + ENDCG + +Subshader { + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta new file mode 100644 index 0000000..8b325fa --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 14768d3865b1342e3a861fbe19ba2db2 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader new file mode 100644 index 0000000..2c8af5d --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader @@ -0,0 +1,61 @@ + + +Shader "Hidden/CreaseApply" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _HrDepthTex ("Base (RGB)", 2D) = "white" {} + _LrDepthTex ("Base (RGB)", 2D) = "white" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" + +sampler2D _MainTex; +sampler2D _HrDepthTex; +sampler2D _LrDepthTex; + +uniform float4 _MainTex_TexelSize; + +uniform float intensity; + +struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; +}; + +v2f vert( appdata_img v ) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + return o; +} + +half4 frag (v2f i) : SV_Target +{ + float4 hrDepth = tex2D(_HrDepthTex, i.uv); + float4 lrDepth = tex2D(_LrDepthTex, i.uv); + + hrDepth.a = DecodeFloatRGBA(hrDepth); + lrDepth.a = DecodeFloatRGBA(lrDepth); + + float4 color = tex2D(_MainTex, i.uv); + + return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity); +} + +ENDCG + + + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta new file mode 100644 index 0000000..648c60a --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: b59984d82af624bd3b0c777f038276f2 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader new file mode 100644 index 0000000..cef4bce --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader @@ -0,0 +1,325 @@ + +Shader "Hidden/EdgeDetect" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv[5] : TEXCOORD0; + }; + + struct v2fd { + float4 pos : SV_POSITION; + float2 uv[2] : TEXCOORD0; + }; + + sampler2D _MainTex; + uniform float4 _MainTex_TexelSize; + + sampler2D _CameraDepthNormalsTexture; + sampler2D_float _CameraDepthTexture; + + uniform half4 _Sensitivity; + uniform half4 _BgColor; + uniform half _BgFade; + uniform half _SampleDistance; + uniform float _Exponent; + + uniform float _Threshold; + + struct v2flum { + float4 pos : SV_POSITION; + float2 uv[3] : TEXCOORD0; + }; + + v2flum vertLum (appdata_img v) + { + v2flum o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + float2 uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord ); + o.uv[0] = uv; + o.uv[1] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; + o.uv[2] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; + return o; + } + + + fixed4 fragLum (v2flum i) : SV_Target + { + fixed4 original = tex2D(_MainTex, i.uv[0]); + + // a very simple cross gradient filter + + half3 p1 = original.rgb; + half3 p2 = tex2D(_MainTex, i.uv[1]).rgb; + half3 p3 = tex2D(_MainTex, i.uv[2]).rgb; + + half3 diff = p1 * 2 - p2 - p3; + half len = dot(diff, diff); + len = step(len, _Threshold); + //if(len >= _Threshold) + // original.rgb = 0; + + return len * lerp(original, _BgColor, _BgFade); + } + + inline half CheckSame (half2 centerNormal, float centerDepth, half4 theSample) + { + // difference in normals + // do not bother decoding normals - there's no need here + half2 diff = abs(centerNormal - theSample.xy) * _Sensitivity.y; + int isSameNormal = (diff.x + diff.y) * _Sensitivity.y < 0.1; + // difference in depth + float sampleDepth = DecodeFloatRG (theSample.zw); + float zdiff = abs(centerDepth-sampleDepth); + // scale the required threshold by the distance + int isSameDepth = zdiff * _Sensitivity.x < 0.09 * centerDepth; + + // return: + // 1 - if normals and depth are similar enough + // 0 - otherwise + + return isSameNormal * isSameDepth ? 1.0 : 0.0; + } + + v2f vertRobert( appdata_img v ) + { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + float2 uv = v.texcoord.xy; + o.uv[0] = uv; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + uv.y = 1-uv.y; + #endif + + // calc coord for the X pattern + // maybe nicer TODO for the future: 'rotated triangles' + + o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance; + o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance; + o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance; + o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance; + + return o; + } + + v2f vertThin( appdata_img v ) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + float2 uv = v.texcoord.xy; + o.uv[0] = uv; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + uv.y = 1-uv.y; + #endif + + o.uv[1] = uv; + o.uv[4] = uv; + + // offsets for two additional samples + o.uv[2] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; + o.uv[3] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; + + return o; + } + + v2fd vertD( appdata_img v ) + { + v2fd o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + float2 uv = v.texcoord.xy; + o.uv[0] = uv; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + uv.y = 1-uv.y; + #endif + + o.uv[1] = uv; + + return o; + } + + float4 fragDCheap(v2fd i) : SV_Target + { + // inspired by borderlands implementation of popular "sobel filter" + + float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1])); + float4 depthsDiag; + float4 depthsAxis; + + float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy; + + depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR + depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL + depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR + depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL + + depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T + depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L + depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R + depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B + + depthsDiag -= centerDepth; + depthsAxis /= centerDepth; + + const float4 HorizDiagCoeff = float4(1,1,-1,-1); + const float4 VertDiagCoeff = float4(-1,1,-1,1); + const float4 HorizAxisCoeff = float4(1,0,0,-1); + const float4 VertAxisCoeff = float4(0,1,-1,0); + + float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff; + float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff; + + float SobelX = dot(SobelH, float4(1,1,1,1)); + float SobelY = dot(SobelV, float4(1,1,1,1)); + float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY); + + Sobel = 1.0-pow(saturate(Sobel), _Exponent); + return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade); + } + + // pretty much also just a sobel filter, except for that edges "outside" the silhouette get discarded + // which makes it compatible with other depth based post fx + + float4 fragD(v2fd i) : SV_Target + { + // inspired by borderlands implementation of popular "sobel filter" + + float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1])); + float4 depthsDiag; + float4 depthsAxis; + + float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy; + + depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR + depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL + depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR + depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL + + depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T + depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L + depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R + depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B + + // make it work nicely with depth based image effects such as depth of field: + depthsDiag = (depthsDiag > centerDepth.xxxx) ? depthsDiag : centerDepth.xxxx; + depthsAxis = (depthsAxis > centerDepth.xxxx) ? depthsAxis : centerDepth.xxxx; + + depthsDiag -= centerDepth; + depthsAxis /= centerDepth; + + const float4 HorizDiagCoeff = float4(1,1,-1,-1); + const float4 VertDiagCoeff = float4(-1,1,-1,1); + const float4 HorizAxisCoeff = float4(1,0,0,-1); + const float4 VertAxisCoeff = float4(0,1,-1,0); + + float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff; + float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff; + + float SobelX = dot(SobelH, float4(1,1,1,1)); + float SobelY = dot(SobelV, float4(1,1,1,1)); + float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY); + + Sobel = 1.0-pow(saturate(Sobel), _Exponent); + return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade); + } + + half4 fragRobert(v2f i) : SV_Target { + half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1].xy); + half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2].xy); + half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3].xy); + half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4].xy); + + half edge = 1.0; + + edge *= CheckSame(sample1.xy, DecodeFloatRG(sample1.zw), sample2); + edge *= CheckSame(sample3.xy, DecodeFloatRG(sample3.zw), sample4); + + return edge * lerp(tex2D(_MainTex, i.uv[0]), _BgColor, _BgFade); + } + + half4 fragThin (v2f i) : SV_Target + { + half4 original = tex2D(_MainTex, i.uv[0]); + + half4 center = tex2D (_CameraDepthNormalsTexture, i.uv[1]); + half4 sample1 = tex2D (_CameraDepthNormalsTexture, i.uv[2]); + half4 sample2 = tex2D (_CameraDepthNormalsTexture, i.uv[3]); + + // encoded normal + half2 centerNormal = center.xy; + // decoded depth + float centerDepth = DecodeFloatRG (center.zw); + + half edge = 1.0; + + edge *= CheckSame(centerNormal, centerDepth, sample1); + edge *= CheckSame(centerNormal, centerDepth, sample2); + + return edge * lerp(original, _BgColor, _BgFade); + } + + ENDCG + +Subshader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vertThin + #pragma fragment fragThin + ENDCG + } + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vertRobert + #pragma fragment fragRobert + ENDCG + } + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma target 3.0 + #pragma vertex vertD + #pragma fragment fragDCheap + ENDCG + } + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma target 3.0 + #pragma vertex vertD + #pragma fragment fragD + ENDCG + } + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma target 3.0 + #pragma vertex vertLum + #pragma fragment fragLum + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta new file mode 100644 index 0000000..328c9db --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 0d1644bdf064147baa97f235fc5b4903 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader new file mode 100644 index 0000000..5338e2e --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader @@ -0,0 +1,58 @@ +Shader "Hidden/FisheyeShader" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + } + + // Shader code pasted into all further CGPROGRAM blocks + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + + float2 intensity; + + v2f vert( appdata_img v ) + { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; + } + + half4 frag(v2f i) : SV_Target + { + half2 coords = i.uv; + coords = (coords - 0.5) * 2.0; + + half2 realCoordOffs; + realCoordOffs.x = (1-coords.y * coords.y) * intensity.y * (coords.x); + realCoordOffs.y = (1-coords.x * coords.x) * intensity.x * (coords.y); + + half4 color = tex2D (_MainTex, i.uv - realCoordOffs); + + return color; + } + + ENDCG + +Subshader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + ENDCG + } + +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta new file mode 100644 index 0000000..8eb2318 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 874ceab4425f64bccb1d14032f4452b1 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader new file mode 100644 index 0000000..3ec87ba --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader @@ -0,0 +1,186 @@ +Shader "Hidden/GlobalFog" { +Properties { + _MainTex ("Base (RGB)", 2D) = "black" {} +} + +CGINCLUDE + + #include "UnityCG.cginc" + + uniform sampler2D _MainTex; + uniform sampler2D_float _CameraDepthTexture; + + // x = fog height + // y = FdotC (CameraY-FogHeight) + // z = k (FdotC > 0.0) + // w = a/2 + uniform float4 _HeightParams; + + // x = start distance + uniform float4 _DistanceParams; + + int4 _SceneFogMode; // x = fog mode, y = use radial flag + float4 _SceneFogParams; + #ifndef UNITY_APPLY_FOG + half4 unity_FogColor; + half4 unity_FogDensity; + #endif + + uniform float4 _MainTex_TexelSize; + + // for fast world space reconstruction + uniform float4x4 _FrustumCornersWS; + uniform float4 _CameraWS; + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uv_depth : TEXCOORD1; + float4 interpolatedRay : TEXCOORD2; + }; + + v2f vert (appdata_img v) + { + v2f o; + half index = v.vertex.z; + v.vertex.z = 0.1; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + o.uv_depth = v.texcoord.xy; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + o.uv.y = 1-o.uv.y; + #endif + + o.interpolatedRay = _FrustumCornersWS[(int)index]; + o.interpolatedRay.w = index; + + return o; + } + + // Applies one of standard fog formulas, given fog coordinate (i.e. distance) + half ComputeFogFactor (float coord) + { + float fogFac = 0.0; + if (_SceneFogMode.x == 1) // linear + { + // factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start)) + fogFac = coord * _SceneFogParams.z + _SceneFogParams.w; + } + if (_SceneFogMode.x == 2) // exp + { + // factor = exp(-density*z) + fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac); + } + if (_SceneFogMode.x == 3) // exp2 + { + // factor = exp(-(density*z)^2) + fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac); + } + return saturate(fogFac); + } + + // Distance-based fog + float ComputeDistance (float3 camDir, float zdepth) + { + float dist; + if (_SceneFogMode.y == 1) + dist = length(camDir); + else + dist = zdepth * _ProjectionParams.z; + // Built-in fog starts at near plane, so match that by + // subtracting the near value. Not a perfect approximation + // if near plane is very large, but good enough. + dist -= _ProjectionParams.y; + return dist; + } + + // Linear half-space fog, from https://www.terathon.com/lengyel/Lengyel-UnifiedFog.pdf + float ComputeHalfSpace (float3 wsDir) + { + float3 wpos = _CameraWS + wsDir; + float FH = _HeightParams.x; + float3 C = _CameraWS; + float3 V = wsDir; + float3 P = wpos; + float3 aV = _HeightParams.w * V; + float FdotC = _HeightParams.y; + float k = _HeightParams.z; + float FdotP = P.y-FH; + float FdotV = wsDir.y; + float c1 = k * (FdotP + FdotC); + float c2 = (1-2*k) * FdotP; + float g = min(c2, 0.0); + g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f)); + return g; + } + + half4 ComputeFog (v2f i, bool distance, bool height) : SV_Target + { + half4 sceneColor = tex2D(_MainTex, i.uv); + + // Reconstruct world space position & direction + // towards this screen pixel. + float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth); + float dpth = Linear01Depth(rawDepth); + float4 wsDir = dpth * i.interpolatedRay; + float4 wsPos = _CameraWS + wsDir; + + // Compute fog distance + float g = _DistanceParams.x; + if (distance) + g += ComputeDistance (wsDir, dpth); + if (height) + g += ComputeHalfSpace (wsDir); + + // Compute fog amount + half fogFac = ComputeFogFactor (max(0.0,g)); + // Do not fog skybox + if (rawDepth >= 0.999999) + fogFac = 1.0; + //return fogFac; // for debugging + + // Lerp between fog color & original scene color + // by fog amount + return lerp (unity_FogColor, sceneColor, fogFac); + } + +ENDCG + +SubShader +{ + ZTest Always Cull Off ZWrite Off Fog { Mode Off } + + // 0: distance + height + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, true); } + ENDCG + } + // 1: distance + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, false); } + ENDCG + } + // 2: height + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + half4 frag (v2f i) : SV_Target { return ComputeFog (i, false, true); } + ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta new file mode 100644 index 0000000..bcb93d2 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 70d8568987ac0499f952b54c7c13e265 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader new file mode 100644 index 0000000..2d27c9d --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader @@ -0,0 +1,36 @@ +Shader "Hidden/Grayscale Effect" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert_img +#pragma fragment frag +#include "UnityCG.cginc" + +uniform sampler2D _MainTex; +uniform sampler2D _RampTex; +uniform half _RampOffset; + +fixed4 frag (v2f_img i) : SV_Target +{ + fixed4 original = tex2D(_MainTex, i.uv); + fixed grayscale = Luminance(original.rgb); + half2 remap = half2 (grayscale + _RampOffset, .5); + fixed4 output = tex2D(_RampTex, remap); + output.a = original.a; + return output; +} +ENDCG + + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta new file mode 100644 index 0000000..5fbca77 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: daf9781cad112c75d0008dfa8d76c639 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader new file mode 100644 index 0000000..e00e988 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader @@ -0,0 +1,120 @@ +Shader "Hidden/MotionBlur" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _AccumOrig("AccumOrig", Float) = 0.65 +} + + SubShader { + ZTest Always Cull Off ZWrite Off + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + BindChannels { + Bind "vertex", vertex + Bind "texcoord", texcoord + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD; + }; + + struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD; + }; + + float4 _MainTex_ST; + float _AccumOrig; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + sampler2D _MainTex; + + half4 frag (v2f i) : SV_Target + { + return half4(tex2D(_MainTex, i.texcoord).rgb, _AccumOrig ); + } + ENDCG + } + + Pass { + Blend One Zero + ColorMask A + + BindChannels { + Bind "vertex", vertex + Bind "texcoord", texcoord + } + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD; + }; + + struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD; + }; + + float4 _MainTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + sampler2D _MainTex; + + half4 frag (v2f i) : SV_Target + { + return tex2D(_MainTex, i.texcoord); + } + ENDCG + } + + } + +SubShader { + ZTest Always Cull Off ZWrite Off + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + SetTexture [_MainTex] { + ConstantColor (0,0,0,[_AccumOrig]) + Combine texture, constant + } + } + Pass { + Blend One Zero + ColorMask A + SetTexture [_MainTex] { + Combine texture + } + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta new file mode 100644 index 0000000..281af89 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: e9ba2083ad114a07d000fbfb8d76c639 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader new file mode 100644 index 0000000..d448630 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader @@ -0,0 +1,58 @@ + +Shader "Hidden/MotionBlurClear" +{ + +Properties { } + +SubShader { +Pass { + //ZTest LEqual + ZTest Always // lame depth test + ZWrite Off // lame depth test + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct vs_input { + float4 vertex : POSITION; + }; + + struct ps_input { + float4 pos : SV_POSITION; + float4 screen : TEXCOORD0; + }; + + sampler2D_float _CameraDepthTexture; + + ps_input vert (vs_input v) + { + ps_input o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.screen = ComputeScreenPos(o.pos); + COMPUTE_EYEDEPTH(o.screen.z); + return o; + } + + float4 frag (ps_input i) : SV_Target + { + // superlame: manual depth test needed as we can't bind depth, FIXME for 4.x + // alternatively implement SM > 3 version where we write out custom depth + + float d = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screen)); + d = LinearEyeDepth(d); + + clip(d - i.screen.z + 1e-2f); + return float4(0, 0, 0, 0); + } + + ENDCG + + } +} + +Fallback Off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta new file mode 100644 index 0000000..3e9e48f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 7699c5fbfa27745a1abe111ab7bf9785 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader new file mode 100644 index 0000000..cb93fe9 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader @@ -0,0 +1,156 @@ +Shader "Hidden/NoiseAndGrain" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _NoiseTex ("Noise (RGB)", 2D) = "white" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _NoiseTex; + float4 _NoiseTex_TexelSize; + + uniform float4 _MainTex_TexelSize; + + uniform float3 _NoisePerChannel; + uniform float3 _NoiseTilingPerChannel; + uniform float3 _NoiseAmount; + uniform float3 _ThreshholdRGB; + uniform float3 _MidGrey; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv_screen : TEXCOORD0; + float4 uvRg : TEXCOORD1; + float2 uvB : TEXCOORD2; + }; + + struct appdata_img2 + { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + inline float3 Overlay(float3 m, float3 color) { + color = saturate(color); + float3 check = step(float3(0.5,0.5,0.5), color.rgb); + float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); + result += (1-check) * (2*color.rgb) * m.rgb; + return result; + } + + v2f vert (appdata_img2 v) + { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + #if UNITY_UV_STARTS_AT_TOP + o.uv_screen = v.vertex.xyxy; + if (_MainTex_TexelSize.y < 0) + o.uv_screen.y = 1-o.uv_screen.y; + #else + o.uv_screen = v.vertex.xy; + #endif + + // different tiling for 3 channels + o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; + o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; + + return o; + } + + float4 frag ( v2f i ) : SV_Target + { + float4 color = (tex2D (_MainTex, i.uv_screen.xy)); + + // black & white intensities + float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey + blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); + + float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); + + // fetching & scaling noise (COMPILER BUG WORKAROUND) + float3 m = float3(0,0,0); + m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; + m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; + m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; + + m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) )); + + return float4(Overlay(m, color.rgb), color.a); + } + + float4 fragTmp ( v2f i ) : SV_Target + { + float4 color = (tex2D (_MainTex, i.uv_screen.xy)); + + // black & white intensities + float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey + blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); + + float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); + + // fetching & scaling noise (COMPILER BUG WORKAROUND) + float3 m = float3(0,0,0); + m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; + m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; + m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; + + m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity))); + + return float4(m.rgb, color.a); + } + + float4 fragOverlayBlend ( v2f i ) : SV_Target + { + float4 color = tex2D(_MainTex, i.uv_screen.xy); + float4 m = tex2D(_NoiseTex, i.uv_screen.xy); + + return float4(Overlay(m, color.rgb), color.a); + } + + ENDCG + + SubShader { + ZTest Always Cull Off ZWrite Off Blend Off + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + ENDCG + + } + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragOverlayBlend + + ENDCG + + } + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragTmp + + ENDCG + + } + } + FallBack Off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta new file mode 100644 index 0000000..4f9286a --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: b0249d8c935344451aa4de6db76f0688 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader new file mode 100644 index 0000000..d0053eb --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader @@ -0,0 +1,237 @@ +Shader "Hidden/NoiseAndGrainDX11" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _NoiseTex ("Noise (RGB)", 2D) = "white" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _NoiseTex; + float4 _NoiseTex_TexelSize; + + uniform float4 _MainTex_TexelSize; + + uniform float3 _NoisePerChannel; + uniform float3 _NoiseTilingPerChannel; + uniform float3 _NoiseAmount; + uniform float3 _ThreshholdRGB; + uniform float3 _MidGrey; + uniform float _DX11NoiseTime; + + // DX11 noise helper functions, credit: rgba/iq + + int ihash(int n) + { + n = (n<<13)^n; + return (n*(n*n*15731+789221)+1376312589) & 2147483647; + } + + float frand(int n) + { + return ihash(n) / 2147483647.0; + } + + float cellNoise1f(int3 p) + { + return frand(p.z*65536 + p.y*256 + p.x);//*2.0-1.0; + } + + float3 cellNoise3f(int3 p) + { + int i = p.z*65536 + p.y*256 + p.x; + return float3(frand(i), frand(i + 57), frand(i + 113));//*2.0-1.0; + } + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv_screen : TEXCOORD0; + float4 uvRg : TEXCOORD1; + float2 uvB : TEXCOORD2; + float2 uvOffsets : TEXCOORD4; + }; + + struct appdata_img2 + { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + inline float3 Overlay(float3 m, float3 color) { + float3 check = step(0.5, color.rgb); + float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); + result += (1-check) * (2*color.rgb) * m.rgb; + return result; + } + + v2f vert (appdata_img2 v) + { + v2f o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + #if UNITY_UV_STARTS_AT_TOP + o.uv_screen = v.vertex.xyxy; + if (_MainTex_TexelSize.y < 0) + o.uv_screen.y = 1-o.uv_screen.y; + #else + o.uv_screen = v.vertex.xy; + #endif + + // different tiling for 3 channels + o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; + o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; + + o.uvOffsets = v.texcoord.xy; + + return o; + } + + float4 fragDX11 ( v2f i ) : SV_Target + { + float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); + + // black & white intensities + float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey + blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); + + float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); + + float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); + m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); + + return float4(Overlay(m, color.rgb), color.a); + } + + float4 fragDX11Monochrome ( v2f i ) : SV_Target + { + float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); + + // black & white intensities + float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey + blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); + + float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); + + float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); + m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); + + return float4(Overlay(m, color.rgb), color.a); + } + + float4 fragDX11Tmp ( v2f i ) : SV_Target + { + float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); + + // black & white intensities + float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey + blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); + + float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); + + float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); + m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); + + return float4(m.rgb, color.a); + } + + float4 fragDX11MonochromeTmp ( v2f i ) : SV_Target + { + float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); + + // black & white intensities + float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey + blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); + + float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); + + float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); + m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); + + return float4(m.rgb, color.a); + } + + float4 fragOverlayBlend ( v2f i ) : SV_Target + { + float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); + float4 m = saturate(tex2D (_NoiseTex, i.uv_screen.xy)); + + return float4(Overlay(m, color.rgb), color.a); + } + + ENDCG + + SubShader { + ZTest Always Cull Off ZWrite Off Blend Off + + Pass { + + CGPROGRAM + + #pragma exclude_renderers gles xbox360 ps3 d3d9 + #pragma target 5.0 + #pragma vertex vert + #pragma fragment fragDX11 + + ENDCG + + } + + Pass { + + CGPROGRAM + + #pragma exclude_renderers gles xbox360 ps3 d3d9 + #pragma target 5.0 + #pragma vertex vert + #pragma fragment fragDX11Monochrome + + ENDCG + + } + + Pass { + + CGPROGRAM + + #pragma exclude_renderers gles xbox360 ps3 d3d9 + #pragma target 5.0 + #pragma vertex vert + #pragma fragment fragDX11Tmp + + ENDCG + + } + + Pass { + + CGPROGRAM + + #pragma exclude_renderers gles xbox360 ps3 d3d9 + #pragma target 5.0 + #pragma vertex vert + #pragma fragment fragDX11MonochromeTmp + + ENDCG + + } + + Pass { + + CGPROGRAM + + #pragma exclude_renderers gles xbox360 ps3 d3d9 + #pragma target 5.0 + #pragma vertex vert + #pragma fragment fragOverlayBlend + + ENDCG + + } + } + FallBack Off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta new file mode 100644 index 0000000..829e8e3 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 8b30686bb4322ab42ad5eb50a0210b58 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader new file mode 100644 index 0000000..2c4a148 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader @@ -0,0 +1,62 @@ +Shader "Hidden/Noise Shader RGB" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _GrainTex ("Base (RGB)", 2D) = "gray" {} + _ScratchTex ("Base (RGB)", 2D) = "gray" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" + +struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uvg : TEXCOORD1; // grain + float2 uvs : TEXCOORD2; // scratch +}; + +uniform sampler2D _MainTex; +uniform sampler2D _GrainTex; +uniform sampler2D _ScratchTex; + +uniform float4 _GrainOffsetScale; +uniform float4 _ScratchOffsetScale; +uniform fixed4 _Intensity; // x=grain, y=scratch + +v2f vert (appdata_img v) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); + o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; + o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; + return o; +} + +fixed4 frag (v2f i) : SV_Target +{ + fixed4 col = tex2D(_MainTex, i.uv); + + // sample noise texture and do a signed add + fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; + col.rgb += grain * _Intensity.x; + + // sample scratch texture and do a signed add + fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; + col.rgb += scratch * _Intensity.y; + + return col; +} +ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta new file mode 100644 index 0000000..e11fb85 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 5d7f4c401ae8946bcb0d6ff68a9e7466 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader new file mode 100644 index 0000000..29d0845 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader @@ -0,0 +1,73 @@ +Shader "Hidden/Noise Shader YUV" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _GrainTex ("Base (RGB)", 2D) = "gray" {} + _ScratchTex ("Base (RGB)", 2D) = "gray" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" + +struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uvg : TEXCOORD1; // grain + float2 uvs : TEXCOORD2; // scratch +}; + +uniform sampler2D _MainTex; +uniform sampler2D _GrainTex; +uniform sampler2D _ScratchTex; + +uniform float4 _GrainOffsetScale; +uniform float4 _ScratchOffsetScale; +uniform fixed4 _Intensity; // x=grain, y=scratch + +v2f vert (appdata_img v) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); + o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; + o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; + return o; +} + +fixed4 frag (v2f i) : SV_Target +{ + fixed4 col = tex2D(_MainTex, i.uv); + + // convert to YUV + fixed3 yuv; + yuv.x = dot( col.rgb, half3(0.299,0.587,0.114) ); + yuv.y = (col.b-yuv.x)*0.492; + yuv.z = (col.r-yuv.x)*0.877; + + // sample noise texture and do a signed add + fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; + yuv.rgb += grain * _Intensity.x; + + // convert back to rgb + col.r = yuv.z * 1.140 + yuv.x; + col.g = yuv.z * (-0.581) + yuv.y * (-0.395) + yuv.x; + col.b = yuv.y * 2.032 + yuv.x; + + // sample scratch texture and add + fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; + col.rgb += scratch * _Intensity.y; + + return col; +} +ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta new file mode 100644 index 0000000..b817ce9 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 0e447868506ba49f0a73235b8a8b647a +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader new file mode 100644 index 0000000..2e41821 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader @@ -0,0 +1,97 @@ + +Shader "Hidden/PrepareSunShaftsBlur" { + Properties { + _MainTex ("Base", 2D) = "" {} + _Skybox ("Skybox", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + sampler2D _Skybox; + sampler2D_float _CameraDepthTexture; + + uniform half _NoSkyBoxMask; + uniform half4 _SunPosition; + + v2f vert (appdata_img v) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; + } + + half TransformColor (half4 skyboxValue) { + return max (skyboxValue.a, _NoSkyBoxMask * dot (skyboxValue.rgb, float3 (0.59,0.3,0.11))); + } + + half4 frag (v2f i) : SV_Target { + float depthSample = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy); + half4 tex = tex2D (_MainTex, i.uv.xy); + + depthSample = Linear01Depth (depthSample); + + // consider maximum radius + half2 vec = _SunPosition.xy - i.uv.xy; + half dist = saturate (_SunPosition.w - length (vec.xy)); + + half4 outColor = 0; + + // consider shafts blockers + if (depthSample > 0.99) + outColor = TransformColor (tex) * dist; + + return outColor; + } + + half4 fragNoDepthNeeded (v2f i) : SV_Target { + float4 sky = (tex2D (_Skybox, i.uv.xy)); + float4 tex = (tex2D (_MainTex, i.uv.xy)); + + // consider maximum radius + half2 vec = _SunPosition.xy - i.uv.xy; + half dist = saturate (_SunPosition.w - length (vec)); + + half4 outColor = 0; + + if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2) + outColor = TransformColor (sky) * dist; + + return outColor; + } + + ENDCG + +Subshader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + ENDCG + } + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragNoDepthNeeded + + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader.meta new file mode 100644 index 0000000..e32df02 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 9ad381ed8492840ab9f165df743e4826 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader new file mode 100644 index 0000000..f04e20b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader @@ -0,0 +1,71 @@ +Shader "Hidden/RadialBlur" +{ + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + } + + // Shader code pasted into all further CGPROGRAM blocks + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 blurVector : TEXCOORD1; + }; + + sampler2D _MainTex; + + float4 _BlurRadius4; + float4 _SunPosition; + + float4 _MainTex_TexelSize; + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + + o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; + + return o; + } + + #define SAMPLES_FLOAT 6.0f + #define SAMPLES_INT 6 + + half4 frag(v2f i) : SV_Target + { + half4 color = half4(0,0,0,0); + + for(int j = 0; j < SAMPLES_INT; j++) + { + half4 tmpColor = tex2D(_MainTex, i.uv.xy); + color += tmpColor; + + i.uv.xy += i.blurVector; + } + + return color / SAMPLES_FLOAT; + } + + ENDCG + +Subshader +{ + Blend One Zero + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + ENDCG + } // Pass +} // Subshader + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader.meta new file mode 100644 index 0000000..a8725c4 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: f58445347fe2e4b8396487ed2bfa02ad +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader new file mode 100644 index 0000000..a973142 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader @@ -0,0 +1,279 @@ +Shader "Hidden/SSAO" { +Properties { + _MainTex ("", 2D) = "" {} + _RandomTexture ("", 2D) = "" {} + _SSAO ("", 2D) = "" {} +} +Subshader { + ZTest Always Cull Off ZWrite Off + +CGINCLUDE +// Common code used by several SSAO passes below +#include "UnityCG.cginc" +struct v2f_ao { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uvr : TEXCOORD1; +}; + +uniform float2 _NoiseScale; +float4 _CameraDepthNormalsTexture_ST; + +v2f_ao vert_ao (appdata_img v) +{ + v2f_ao o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.texcoord, _CameraDepthNormalsTexture); + o.uvr = v.texcoord.xy * _NoiseScale; + return o; +} + +sampler2D _CameraDepthNormalsTexture; +sampler2D _RandomTexture; +float4 _Params; // x=radius, y=minz, z=attenuation power, w=SSAO power + +// HLSL and GLSL do not support arbitrarily sized arrays as function parameters (eg. float bla[]), whereas Cg does. +#if !defined(UNITY_COMPILER_CG) + +# define INPUT_SAMPLE_COUNT 8 +# include "frag_ao.cginc" +# undef INPUT_SAMPLE_COUNT + +# define INPUT_SAMPLE_COUNT 14 +# include "frag_ao.cginc" +# undef INPUT_SAMPLE_COUNT + +# define INPUT_SAMPLE_COUNT 26 +# include "frag_ao.cginc" +# undef INPUT_SAMPLE_COUNT + +# define INPUT_SAMPLE_COUNT 34 +# include "frag_ao.cginc" +# undef INPUT_SAMPLE_COUNT + +#else +# define INPUT_SAMPLE_COUNT +# include "frag_ao.cginc" +#endif + +ENDCG + + // ---- SSAO pass, 8 samples + Pass { + +CGPROGRAM +#pragma vertex vert_ao +#pragma fragment frag +#pragma target 3.0 + + +half4 frag (v2f_ao i) : SV_Target +{ + #define SAMPLE_COUNT 8 + const float3 RAND_SAMPLES[SAMPLE_COUNT] = { + float3(0.01305719,0.5872321,-0.119337), + float3(0.3230782,0.02207272,-0.4188725), + float3(-0.310725,-0.191367,0.05613686), + float3(-0.4796457,0.09398766,-0.5802653), + float3(0.1399992,-0.3357702,0.5596789), + float3(-0.2484578,0.2555322,0.3489439), + float3(0.1871898,-0.702764,-0.2317479), + float3(0.8849149,0.2842076,0.368524), + }; + return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); +} +ENDCG + + } + +// ---- SSAO pass, 14 samples + Pass { + +CGPROGRAM +#pragma vertex vert_ao +#pragma fragment frag +#pragma target 3.0 + + +half4 frag (v2f_ao i) : SV_Target +{ + #define SAMPLE_COUNT 14 + const float3 RAND_SAMPLES[SAMPLE_COUNT] = { + float3(0.4010039,0.8899381,-0.01751772), + float3(0.1617837,0.1338552,-0.3530486), + float3(-0.2305296,-0.1900085,0.5025396), + float3(-0.6256684,0.1241661,0.1163932), + float3(0.3820786,-0.3241398,0.4112825), + float3(-0.08829653,0.1649759,0.1395879), + float3(0.1891677,-0.1283755,-0.09873557), + float3(0.1986142,0.1767239,0.4380491), + float3(-0.3294966,0.02684341,-0.4021836), + float3(-0.01956503,-0.3108062,-0.410663), + float3(-0.3215499,0.6832048,-0.3433446), + float3(0.7026125,0.1648249,0.02250625), + float3(0.03704464,-0.939131,0.1358765), + float3(-0.6984446,-0.6003422,-0.04016943), + }; + return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); +} +ENDCG + + } + +// ---- SSAO pass, 26 samples + Pass { + +CGPROGRAM +#pragma vertex vert_ao +#pragma fragment frag +#pragma target 3.0 + + +half4 frag (v2f_ao i) : SV_Target +{ + #define SAMPLE_COUNT 26 + const float3 RAND_SAMPLES[SAMPLE_COUNT] = { + float3(0.2196607,0.9032637,0.2254677), + float3(0.05916681,0.2201506,-0.1430302), + float3(-0.4152246,0.1320857,0.7036734), + float3(-0.3790807,0.1454145,0.100605), + float3(0.3149606,-0.1294581,0.7044517), + float3(-0.1108412,0.2162839,0.1336278), + float3(0.658012,-0.4395972,-0.2919373), + float3(0.5377914,0.3112189,0.426864), + float3(-0.2752537,0.07625949,-0.1273409), + float3(-0.1915639,-0.4973421,-0.3129629), + float3(-0.2634767,0.5277923,-0.1107446), + float3(0.8242752,0.02434147,0.06049098), + float3(0.06262707,-0.2128643,-0.03671562), + float3(-0.1795662,-0.3543862,0.07924347), + float3(0.06039629,0.24629,0.4501176), + float3(-0.7786345,-0.3814852,-0.2391262), + float3(0.2792919,0.2487278,-0.05185341), + float3(0.1841383,0.1696993,-0.8936281), + float3(-0.3479781,0.4725766,-0.719685), + float3(-0.1365018,-0.2513416,0.470937), + float3(0.1280388,-0.563242,0.3419276), + float3(-0.4800232,-0.1899473,0.2398808), + float3(0.6389147,0.1191014,-0.5271206), + float3(0.1932822,-0.3692099,-0.6060588), + float3(-0.3465451,-0.1654651,-0.6746758), + float3(0.2448421,-0.1610962,0.1289366), + }; + return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); +} +ENDCG + + } + +// ---- Blur pass + Pass { +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma target 3.0 +#include "UnityCG.cginc" + +struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; +}; + +float4 _MainTex_ST; + +v2f vert (appdata_img v) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX (v.texcoord, _CameraDepthNormalsTexture); + return o; +} + +sampler2D _SSAO; +float3 _TexelOffsetScale; + +inline half CheckSame (half4 n, half4 nn) +{ + // difference in normals + half2 diff = abs(n.xy - nn.xy); + half sn = (diff.x + diff.y) < 0.1; + // difference in depth + float z = DecodeFloatRG (n.zw); + float zz = DecodeFloatRG (nn.zw); + float zdiff = abs(z-zz) * _ProjectionParams.z; + half sz = zdiff < 0.2; + return sn * sz; +} + + +half4 frag( v2f i ) : SV_Target +{ + #define NUM_BLUR_SAMPLES 4 + + float2 o = _TexelOffsetScale.xy; + + half sum = tex2D(_SSAO, i.uv).r * (NUM_BLUR_SAMPLES + 1); + half denom = NUM_BLUR_SAMPLES + 1; + + half4 geom = tex2D (_CameraDepthNormalsTexture, i.uv); + + for (int s = 0; s < NUM_BLUR_SAMPLES; ++s) + { + float2 nuv = i.uv + o * (s+1); + half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy); + half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom); + sum += tex2D (_SSAO, nuv.xy).r * coef; + denom += coef; + } + for (int s = 0; s < NUM_BLUR_SAMPLES; ++s) + { + float2 nuv = i.uv - o * (s+1); + half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy); + half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom); + sum += tex2D (_SSAO, nuv.xy).r * coef; + denom += coef; + } + return sum / denom; +} +ENDCG + } + + // ---- Composite pass + Pass { +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" + +struct v2f { + float4 pos : SV_POSITION; + float2 uv[2] : TEXCOORD0; +}; + +v2f vert (appdata_img v) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); + o.uv[1] = MultiplyUV (UNITY_MATRIX_TEXTURE1, v.texcoord); + return o; +} + +sampler2D _MainTex; +sampler2D _SSAO; + +half4 frag( v2f i ) : SV_Target +{ + half4 c = tex2D (_MainTex, i.uv[0]); + half ao = tex2D (_SSAO, i.uv[1]).r; + ao = pow (ao, _Params.w); + c.rgb *= ao; + return c; +} +ENDCG + } + +} + +Fallback off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta new file mode 100644 index 0000000..0e2cdcc --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 43ca18288c424f645aaa1e9e07f04c50 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader new file mode 100644 index 0000000..3564e03 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader @@ -0,0 +1,402 @@ + +// This Ambient Occlusion image effect is based on "Scalable Ambient Obscurance": + +/** + +\author Morgan McGuire and Michael Mara, NVIDIA and Williams College, http://research.nvidia.com, http://graphics.cs.williams.edu + +Open Source under the "BSD" license: http://www.opensource.org/licenses/bsd-license.php + +Copyright (c) 2011-2012, NVIDIA +All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: + +Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. +Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +*/ + +Shader "Hidden/ScreenSpaceAmbientObscurance" +{ + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + #ifdef SHADER_API_D3D11 + #define NUM_SAMPLES (15) + #else + #define NUM_SAMPLES (11) + #endif + + #define FAR_PLANE_Z (300.0) + #define NUM_SPIRAL_TURNS (7) + #define bias (0.01) + + float _Radius; + float _Radius2; // _Radius * _Radius; + float _Intensity; + float4 _ProjInfo; + float4x4 _ProjectionInv; // ref only + + sampler2D_float _CameraDepthTexture; + sampler2D _Rand; + sampler2D _AOTex; + sampler2D _MainTex; + + float4 _MainTex_TexelSize; + + static const float gaussian[5] = { 0.153170, 0.144893, 0.122649, 0.092902, 0.062970 }; // stddev = 2.0 + + float2 _Axis; + + /** Increase to make edges crisper. Decrease to reduce temporal flicker. */ + #define EDGE_SHARPNESS (1.0) + + float _BlurFilterDistance; + #define SCALE _BlurFilterDistance + + /** Filter _Radius in pixels. This will be multiplied by SCALE. */ + #define R (4) + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uv2 : TEXCOORD1; + }; + + v2f vert( appdata_img v ) + { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + o.uv2 = v.texcoord.xy; + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + o.uv2.y = 1-o.uv2.y; + #endif + return o; + } + + float3 ReconstructCSPosition(float2 S, float z) + { + float linEyeZ = LinearEyeDepth(z); + return float3(( ( S.xy * _MainTex_TexelSize.zw) * _ProjInfo.xy + _ProjInfo.zw) * linEyeZ, linEyeZ); + + /* + // for reference + float4 clipPos = float4(S*2.0-1.0, (z*2-1), 1); + float4 viewPos; + viewPos.x = dot((float4)_ProjectionInv[0], clipPos); + viewPos.y = dot((float4)_ProjectionInv[1], clipPos); + viewPos.w = dot((float4)_ProjectionInv[3], clipPos); + viewPos.z = z; + viewPos = viewPos/viewPos.w; + return viewPos.xyz; + */ + } + + float3 ReconstructCSFaceNormal(float3 C) { + return normalize(cross(ddy(C), ddx(C))); + } + + + /** Returns a unit vector and a screen-space _Radius for the tap on a unit disk (the caller should scale by the actual disk _Radius) */ + + float2 TapLocation(int sampleNumber, float spinAngle, out float ssR){ + // Radius relative to ssR + float alpha = float(sampleNumber + 0.5) * (1.0 / NUM_SAMPLES); + float angle = alpha * (NUM_SPIRAL_TURNS * 6.28) + spinAngle; + + ssR = alpha; + return float2(cos(angle), sin(angle)); + } + + /** Used for packing Z into the GB channels */ + float CSZToKey(float z) { + return saturate(z * (1.0 / FAR_PLANE_Z)); + } + + /** Used for packing Z into the GB channels */ + void packKey(float key, out float2 p) { + // Round to the nearest 1/256.0 + float temp = floor(key * 256.0); + + // Integer part + p.x = temp * (1.0 / 256.0); + + // Fractional part + p.y = key * 256.0 - temp; + } + + /** Returns a number on (0, 1) */ + float UnpackKey(float2 p) + { + return p.x * (256.0 / 257.0) + p.y * (1.0 / 257.0); + } + + + /** Read the camera-space position of the point at screen-space pixel ssP */ + float3 GetPosition(float2 ssP) { + float3 P; + + P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssP.xy); + + // Offset to pixel center + P = ReconstructCSPosition(float2(ssP) /*+ float2(0.5, 0.5)*/, P.z); + return P; + } + + /** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */ + float3 GetOffsetPosition(float2 ssC, float2 unitOffset, float ssR) + { + float2 ssP = saturate(float2(ssR*unitOffset) + ssC); + + float3 P; + P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssP.xy); + + // Offset to pixel center + P = ReconstructCSPosition(float2(ssP)/* + float2(0.5, 0.5)*/, P.z); + + return P; + } + + /** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds + to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling _Radius \a ssDiskRadius */ + + float SampleAO(in float2 ssC, in float3 C, in float3 n_C, in float ssDiskRadius, in int tapIndex, in float randomPatternRotationAngle) + { + // Offset on the unit disk, spun for this pixel + float ssR; + float2 unitOffset = TapLocation(tapIndex, randomPatternRotationAngle, ssR); + ssR *= ssDiskRadius; + + // The occluding point in camera space + float3 Q = GetOffsetPosition(ssC, unitOffset, ssR); + + float3 v = Q - C; + + float vv = dot(v, v); + float vn = dot(v, n_C); + + const float epsilon = 0.01; + float f = max(_Radius2 - vv, 0.0); + return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); + } + + float4 fragAO(v2f i) : SV_Target + { + float4 fragment = fixed4(1,1,1,1); + + // Pixel being shaded + float2 ssC = i.uv2.xy;// * _MainTex_TexelSize.zw; + + // View space point being shaded + float3 C = GetPosition(ssC); + + //return abs(float4(C.xyz,0)); + //if(abs(C.z)<0.31) + // return 1; + //return abs(C.z); + + packKey(CSZToKey(C.z), fragment.gb); + //packKey(CSZToKey(C.z), bilateralKey); + + float randomPatternRotationAngle = 1.0; + #ifdef SHADER_API_D3D11 + int2 ssCInt = ssC.xy * _MainTex_TexelSize.zw; + randomPatternRotationAngle = (3 * ssCInt.x ^ ssCInt.y + ssCInt.x * ssCInt.y) * 10; + #else + // TODO: make dx9 rand better + randomPatternRotationAngle = tex2D(_Rand, i.uv*12.0).x * 1000.0; + #endif + + // Reconstruct normals from positions. These will lead to 1-pixel black lines + // at depth discontinuities, however the blur will wipe those out so they are not visible + // in the final image. + float3 n_C = ReconstructCSFaceNormal(C); + + //return float4((n_C),0); + + // Choose the screen-space sample _Radius + // proportional to the projected area of the sphere + float ssDiskRadius = -_Radius / C.z; // -projScale * _Radius / C.z; // <::::: + + float sum = 0.0; + for (int l = 0; l < NUM_SAMPLES; ++l) { + sum += SampleAO(ssC, C, n_C, (ssDiskRadius), l, randomPatternRotationAngle); + } + + float temp = _Radius2 * _Radius; + sum /= temp * temp; + + float A = max(0.0, 1.0 - sum * _Intensity * (5.0 / NUM_SAMPLES)); + fragment.ra = float2(A,A); + + return fragment; + } + + float4 fragUpsample (v2f i) : SV_Target + { + float4 fragment = fixed4(1,1,1,1); + + // View space point being shaded + float3 C = GetPosition(i.uv.xy); + + packKey(CSZToKey(C.z), fragment.gb); + fragment.ra = tex2D(_MainTex, i.uv.xy).ra; + + return fragment; + } + + float4 fragApply (v2f i) : SV_Target + { + float4 ao = tex2D(_AOTex, i.uv2.xy); + return tex2D(_MainTex, i.uv.xy) * ao.rrrr; + } + + float4 fragApplySoft (v2f i) : SV_Target + { + float4 color = tex2D(_MainTex, i.uv.xy); + + float ao = tex2D(_AOTex, i.uv2.xy).r; + ao += tex2D(_AOTex, i.uv2.xy + _MainTex_TexelSize.xy * 0.75).r; + ao += tex2D(_AOTex, i.uv2.xy - _MainTex_TexelSize.xy * 0.75).r; + ao += tex2D(_AOTex, i.uv2.xy + _MainTex_TexelSize.xy * float2(-0.75,0.75)).r; + ao += tex2D(_AOTex, i.uv2.xy - _MainTex_TexelSize.xy * float2(-0.75,0.75)).r; + + return color * float4(ao,ao,ao,5)/5; + } + + float4 fragBlurBL (v2f i) : SV_Target + { + float4 fragment = float4(1,1,1,1); + + float2 ssC = i.uv.xy; + + float4 temp = tex2Dlod(_MainTex, float4(i.uv.xy,0,0)); + + float2 passthrough2 = temp.gb; + float key = UnpackKey(passthrough2); + + float sum = temp.r; + + /* + if (key >= 0.999) { + // Sky pixel (if you aren't using depth keying, disable this test) + fragment.gb = passthrough2; + return fragment; + } + */ + + // Base weight for depth falloff. Increase this for more blurriness, decrease it for better edge discrimination + + float BASE = gaussian[0] * 0.5; // ole: i decreased + float totalWeight = BASE; + sum *= totalWeight; + + for (int r = -R; r <= R; ++r) { + // We already handled the zero case above. This loop should be unrolled and the branch discarded + if (r != 0) { + temp = tex2Dlod(_MainTex, float4(ssC + _Axis * _MainTex_TexelSize.xy * (r * SCALE),0,0) ); + float tapKey = UnpackKey(temp.gb); + float value = temp.r; + + // spatial domain: offset gaussian tap + float weight = 0.3 + gaussian[abs(r)]; + + // range domain (the "bilateral" weight). As depth difference increases, decrease weight. + weight *= max(0.0, 1.0 - (2000.0 * EDGE_SHARPNESS) * abs(tapKey - key)); + + sum += value * weight; + totalWeight += weight; + } + } + + const float epsilon = 0.0001; + fragment = sum / (totalWeight + epsilon); + + fragment.gb = passthrough2; + + return fragment; + } + + ENDCG + +SubShader { + + // 0: get ao + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragAO + #pragma target 3.0 + + ENDCG + } + + // 1: bilateral blur + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragBlurBL + #pragma target 3.0 + + ENDCG + } + + // 2: apply ao + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragApply + #pragma target 3.0 + + ENDCG + } + + // 3: apply with a slight box filter + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragApplySoft + #pragma target 3.0 + + ENDCG + } + + // 4: in case you want to blur in high rez for nicer z borders + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragUpsample + #pragma target 3.0 + + ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta new file mode 100644 index 0000000..dbe9a72 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 95616c020c5604dda96cf76afbbc0272 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader new file mode 100644 index 0000000..c042cd8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader @@ -0,0 +1,38 @@ +Shader "Hidden/Sepiatone Effect" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert_img +#pragma fragment frag +#include "UnityCG.cginc" + +uniform sampler2D _MainTex; + +fixed4 frag (v2f_img i) : SV_Target +{ + fixed4 original = tex2D(_MainTex, i.uv); + + // get intensity value (Y part of YIQ color space) + fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb); + + // Convert to Sepia Tone by adding constant + fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0); + fixed4 output = sepiaConvert + Y; + output.a = original.a; + + return output; +} +ENDCG + + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta new file mode 100644 index 0000000..34528f5 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: b6aa781cad112c75d0008dfa8d76c639 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader new file mode 100644 index 0000000..69c10a2 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader @@ -0,0 +1,54 @@ + + +Shader "Hidden/ShowAlphaChannel" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _EdgeTex ("_EdgeTex", 2D) = "white" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag + +#include "UnityCG.cginc" + +uniform sampler2D _MainTex; +uniform sampler2D _EdgeTex; + +uniform float4 _MainTex_TexelSize; + +float filterRadius; + +struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; +}; + +v2f vert( appdata_img v ) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + + return o; +} + +half4 frag (v2f i) : SV_Target +{ + + half4 color = tex2D(_MainTex, i.uv.xy); + half edges = color.a; + + return edges; +} +ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader.meta new file mode 100644 index 0000000..37d3f86 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: da310021e2a4142429d95c537846dc38 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader new file mode 100644 index 0000000..41b134c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader @@ -0,0 +1,41 @@ + + +Shader "Hidden/SimpleClear" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" + +uniform sampler2D _MainTex; +uniform float4 _MainTex_TexelSize; + +struct v2f { + float4 pos : SV_POSITION; +}; + +v2f vert( appdata_img v ) +{ + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + return o; +} + +half4 frag (v2f i) : SV_Target +{ + return half4(0,0,0,0); +} +ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta new file mode 100644 index 0000000..eba30cb --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: f688f89ed5eb847c5b19c934a0f1e772 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader new file mode 100644 index 0000000..80375c1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader @@ -0,0 +1,222 @@ +Shader "Hidden/SunShaftsComposite" { + Properties { + _MainTex ("Base", 2D) = "" {} + _ColorBuffer ("Color", 2D) = "" {} + _Skybox ("Skybox", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + #if UNITY_UV_STARTS_AT_TOP + float2 uv1 : TEXCOORD1; + #endif + }; + + struct v2f_radial { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 blurVector : TEXCOORD1; + }; + + sampler2D _MainTex; + sampler2D _ColorBuffer; + sampler2D _Skybox; + sampler2D_float _CameraDepthTexture; + + uniform half4 _SunThreshold; + + uniform half4 _SunColor; + uniform half4 _BlurRadius4; + uniform half4 _SunPosition; + uniform half4 _MainTex_TexelSize; + + #define SAMPLES_FLOAT 6.0f + #define SAMPLES_INT 6 + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + + #if UNITY_UV_STARTS_AT_TOP + o.uv1 = v.texcoord.xy; + if (_MainTex_TexelSize.y < 0) + o.uv1.y = 1-o.uv1.y; + #endif + + return o; + } + + half4 fragScreen(v2f i) : SV_Target { + half4 colorA = tex2D (_MainTex, i.uv.xy); + #if UNITY_UV_STARTS_AT_TOP + half4 colorB = tex2D (_ColorBuffer, i.uv1.xy); + #else + half4 colorB = tex2D (_ColorBuffer, i.uv.xy); + #endif + half4 depthMask = saturate (colorB * _SunColor); + return 1.0f - (1.0f-colorA) * (1.0f-depthMask); + } + + half4 fragAdd(v2f i) : SV_Target { + half4 colorA = tex2D (_MainTex, i.uv.xy); + #if UNITY_UV_STARTS_AT_TOP + half4 colorB = tex2D (_ColorBuffer, i.uv1.xy); + #else + half4 colorB = tex2D (_ColorBuffer, i.uv.xy); + #endif + half4 depthMask = saturate (colorB * _SunColor); + return colorA + depthMask; + } + + v2f_radial vert_radial( appdata_img v ) { + v2f_radial o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.uv.xy = v.texcoord.xy; + o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; + + return o; + } + + half4 frag_radial(v2f_radial i) : SV_Target + { + half4 color = half4(0,0,0,0); + for(int j = 0; j < SAMPLES_INT; j++) + { + half4 tmpColor = tex2D(_MainTex, i.uv.xy); + color += tmpColor; + i.uv.xy += i.blurVector; + } + return color / SAMPLES_FLOAT; + } + + half TransformColor (half4 skyboxValue) { + return dot(max(skyboxValue.rgb - _SunThreshold.rgb, half3(0,0,0)), half3(1,1,1)); // threshold and convert to greyscale + } + + half4 frag_depth (v2f i) : SV_Target { + #if UNITY_UV_STARTS_AT_TOP + float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); + #else + float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy); + #endif + + half4 tex = tex2D (_MainTex, i.uv.xy); + + depthSample = Linear01Depth (depthSample); + + // consider maximum radius + #if UNITY_UV_STARTS_AT_TOP + half2 vec = _SunPosition.xy - i.uv1.xy; + #else + half2 vec = _SunPosition.xy - i.uv.xy; + #endif + half dist = saturate (_SunPosition.w - length (vec.xy)); + + half4 outColor = 0; + + // consider shafts blockers + if (depthSample > 0.99) + outColor = TransformColor (tex) * dist; + + return outColor; + } + + half4 frag_nodepth (v2f i) : SV_Target { + #if UNITY_UV_STARTS_AT_TOP + float4 sky = (tex2D (_Skybox, i.uv1.xy)); + #else + float4 sky = (tex2D (_Skybox, i.uv.xy)); + #endif + + float4 tex = (tex2D (_MainTex, i.uv.xy)); + + // consider maximum radius + #if UNITY_UV_STARTS_AT_TOP + half2 vec = _SunPosition.xy - i.uv1.xy; + #else + half2 vec = _SunPosition.xy - i.uv.xy; + #endif + half dist = saturate (_SunPosition.w - length (vec)); + + half4 outColor = 0; + + // find unoccluded sky pixels + // consider pixel values that differ significantly between framebuffer and sky-only buffer as occluded + if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2) + outColor = TransformColor (sky) * dist; + + return outColor; + } + + + + ENDCG + +Subshader { + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragScreen + + ENDCG + } + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert_radial + #pragma fragment frag_radial + + ENDCG + } + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag_depth + + ENDCG + } + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag_nodepth + + ENDCG + } + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragAdd + + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta new file mode 100644 index 0000000..82a0680 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: d3b1c8c1036784176946f5cfbfb7fe4c +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader new file mode 100644 index 0000000..c0f3b1a --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader @@ -0,0 +1,354 @@ +Shader "Hidden/Tonemapper" { + Properties { + _MainTex ("", 2D) = "black" {} + _SmallTex ("", 2D) = "grey" {} + _Curve ("", 2D) = "black" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + sampler2D _SmallTex; + sampler2D _Curve; + + float4 _HdrParams; + float2 intensity; + float4 _MainTex_TexelSize; + float _AdaptionSpeed; + float _ExposureAdjustment; + float _RangeScale; + + v2f vert( appdata_img v ) + { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; + } + + float4 fragLog(v2f i) : SV_Target + { + const float DELTA = 0.0001f; + + float fLogLumSum = 0.0f; + + fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).rgb) + DELTA); + fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).rgb) + DELTA); + fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).rgb) + DELTA); + fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).rgb) + DELTA); + + float avg = fLogLumSum / 4.0; + return float4(avg, avg, avg, avg); + } + + float4 fragExp(v2f i) : SV_Target + { + float2 lum = float2(0.0f, 0.0f); + + lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).xy; + lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).xy; + lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).xy; + lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).xy; + + lum = exp(lum / 4.0f); + + return float4(lum.x, lum.y, lum.x, saturate(0.0125 * _AdaptionSpeed)); + } + + float3 ToCIE(float3 FullScreenImage) + { + // RGB -> XYZ conversion + // http://www.w3.org/Graphics/Color/sRGB + // The official sRGB to XYZ conversion matrix is (following ITU-R BT.709) + // 0.4125 0.3576 0.1805 + // 0.2126 0.7152 0.0722 + // 0.0193 0.1192 0.9505 + + float3x3 RGB2XYZ = {0.5141364, 0.3238786, 0.16036376, 0.265068, 0.67023428, 0.06409157, 0.0241188, 0.1228178, 0.84442666}; + + float3 XYZ = mul(RGB2XYZ, FullScreenImage.rgb); + + // XYZ -> Yxy conversion + + float3 Yxy; + + Yxy.r = XYZ.g; + + // x = X / (X + Y + Z) + // y = X / (X + Y + Z) + + float temp = dot(float3(1.0,1.0,1.0), XYZ.rgb); + + Yxy.gb = XYZ.rg / temp; + + return Yxy; + } + + float3 FromCIE(float3 Yxy) + { + float3 XYZ; + // Yxy -> XYZ conversion + XYZ.r = Yxy.r * Yxy.g / Yxy. b; + + // X = Y * x / y + XYZ.g = Yxy.r; + + // copy luminance Y + XYZ.b = Yxy.r * (1 - Yxy.g - Yxy.b) / Yxy.b; + + // Z = Y * (1-x-y) / y + + // XYZ -> RGB conversion + // The official XYZ to sRGB conversion matrix is (following ITU-R BT.709) + // 3.2410 -1.5374 -0.4986 + // -0.9692 1.8760 0.0416 + // 0.0556 -0.2040 1.0570 + + float3x3 XYZ2RGB = { 2.5651,-1.1665,-0.3986, -1.0217, 1.9777, 0.0439, 0.0753, -0.2543, 1.1892}; + + return mul(XYZ2RGB, XYZ); + } + + // NOTE/OPTIMIZATION: we're not going the extra CIE detour anymore, but + // scale with the OUT/IN luminance ratio,this is sooooo much faster + + float4 fragAdaptive(v2f i) : SV_Target + { + float avgLum = tex2D(_SmallTex, i.uv).x; + float4 color = tex2D (_MainTex, i.uv); + + float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb); + + float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum.x); + + lumScaled = (lumScaled * (1.0f + lumScaled / (_HdrParams.w)))/(1.0f + lumScaled); + + //cie.r = lumScaled; + + color.rgb = color.rgb * (lumScaled / cieLum); + + //color.rgb = FromCIE(cie); + return color; + } + + float4 fragAdaptiveAutoWhite(v2f i) : SV_Target + { + float2 avgLum = tex2D(_SmallTex, i.uv).xy; + float4 color = tex2D(_MainTex, i.uv); + + float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb); + + float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum.x); + + lumScaled = (lumScaled * (1.0f + lumScaled / (avgLum.y*avgLum.y)))/(1.0f + lumScaled); + + //cie.r = lumScaled; + + color.rgb = color.rgb * (lumScaled / cieLum); + + //color.rgb = FromCIE(cie); + return color; + } + + float4 fragCurve(v2f i) : SV_Target + { + float4 color = tex2D(_MainTex, i.uv); + float3 cie = ToCIE(color.rgb); + + // Remap to new lum range + float newLum = tex2D(_Curve, float2(cie.r * _RangeScale, 0.5)).r; + cie.r = newLum; + color.rgb = FromCIE(cie); + + return color; + } + + float4 fragHable(v2f i) : SV_Target + { + const float A = 0.15; + const float B = 0.50; + const float C = 0.10; + const float D = 0.20; + const float E = 0.02; + const float F = 0.30; + const float W = 11.2; + + float3 texColor = tex2D(_MainTex, i.uv).rgb; + texColor *= _ExposureAdjustment; + + float ExposureBias = 2.0; + float3 x = ExposureBias*texColor; + float3 curr = ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; + + x = W; + float3 whiteScale = 1.0f/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F); + float3 color = curr*whiteScale; + + // float3 retColor = pow(color,1/2.2); // we have SRGB write enabled at this stage + + return float4(color, 1.0); + } + + // we are doing it on luminance here (better color preservation, but some other problems like very fast saturation) + float4 fragSimpleReinhard(v2f i) : SV_Target + { + float4 texColor = tex2D(_MainTex, i.uv); + float lum = Luminance(texColor.rgb); + float lumTm = lum * _ExposureAdjustment; + float scale = lumTm / (1+lumTm); + return float4(texColor.rgb * scale / lum, texColor.a); + } + + float4 fragOptimizedHejiDawson(v2f i) : SV_Target + { + float4 texColor = tex2D(_MainTex, i.uv ); + texColor *= _ExposureAdjustment; + float4 X = max(float4(0.0,0.0,0.0,0.0), texColor-0.004); + float4 retColor = (X*(6.2*X+.5))/(X*(6.2*X+1.7)+0.06); + return retColor*retColor; + } + + float4 fragPhotographic(v2f i) : SV_Target + { + float4 texColor = tex2D(_MainTex, i.uv); + return 1-exp2(-_ExposureAdjustment * texColor); + } + + float4 fragDownsample(v2f i) : SV_Target + { + float4 tapA = tex2D(_MainTex, i.uv + _MainTex_TexelSize * 0.5); + float4 tapB = tex2D(_MainTex, i.uv - _MainTex_TexelSize * 0.5); + float4 tapC = tex2D(_MainTex, i.uv + _MainTex_TexelSize * float2(0.5,-0.5)); + float4 tapD = tex2D(_MainTex, i.uv - _MainTex_TexelSize * float2(0.5,-0.5)); + + float4 average = (tapA+tapB+tapC+tapD)/4; + average.y = max(max(tapA.y,tapB.y), max(tapC.y,tapD.y)); + + return average; + } + + ENDCG + +Subshader { + // adaptive reinhhard apply + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragAdaptive + ENDCG + } + + // 1 + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragLog + ENDCG + } + // 2 + Pass { + ZTest Always Cull Off ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragExp + ENDCG + } + // 3 + Pass { + ZTest Always Cull Off ZWrite Off + + Blend Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragExp + ENDCG + } + + // 4 user controllable tonemap curve + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragCurve + ENDCG + } + + // 5 tonemapping in uncharted + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragHable + ENDCG + } + + // 6 simple tonemapping based reinhard + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragSimpleReinhard + ENDCG + } + + // 7 OptimizedHejiDawson + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragOptimizedHejiDawson + ENDCG + } + + // 8 Photographic + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragPhotographic + ENDCG + } + + // 9 Downsample with auto white detection + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragDownsample + ENDCG + } + + // 10 adaptive reinhhard apply with auto white + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragAdaptiveAutoWhite + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta new file mode 100644 index 0000000..370e284 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 003377fc2620a44939dadde6fe3f8190 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader new file mode 100644 index 0000000..6e5886d --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader @@ -0,0 +1,52 @@ +Shader "Hidden/Twirt Effect Shader" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" + +uniform sampler2D _MainTex; +uniform float4 _MainTex_TexelSize; +uniform float4 _CenterRadius; +uniform float4x4 _RotationMatrix; + +struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; +}; + +v2f vert( appdata_img v ) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord - _CenterRadius.xy; + return o; +} + +float4 frag (v2f i) : SV_Target +{ + float2 offset = i.uv; + float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); + float2 tmp = offset / _CenterRadius.zw; + float t = min (1, length(tmp)); + + offset = lerp (distortedOffset, offset, t); + offset += _CenterRadius.xy; + + return tex2D(_MainTex, offset); +} +ENDCG + + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta new file mode 100644 index 0000000..a11709f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 641b781cad112c75d0008dfa8d76c639 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader new file mode 100644 index 0000000..8802372 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader @@ -0,0 +1,69 @@ +Shader "Hidden/Vignetting" { + Properties { + _MainTex ("Base", 2D) = "white" {} + _VignetteTex ("Vignette", 2D) = "white" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uv2 : TEXCOORD1; + }; + + sampler2D _MainTex; + sampler2D _VignetteTex; + + half _Intensity; + half _Blur; + + float4 _MainTex_TexelSize; + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + o.uv2 = v.texcoord.xy; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + o.uv2.y = 1.0 - o.uv2.y; + #endif + + return o; + } + + half4 frag(v2f i) : SV_Target { + half2 coords = i.uv; + half2 uv = i.uv; + + coords = (coords - 0.5) * 2.0; + half coordDot = dot (coords,coords); + half4 color = tex2D (_MainTex, uv); + + float mask = 1.0 - coordDot * _Intensity * 0.1; + + half4 colorBlur = tex2D (_VignetteTex, i.uv2); + color = lerp (color, colorBlur, saturate (_Blur * coordDot)); + + return color * mask; + } + + ENDCG + +Subshader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + ENDCG + } +} + +Fallback off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta new file mode 100644 index 0000000..2ecd872 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 627943dc7a9a74286b70a4f694a0acd5 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader new file mode 100644 index 0000000..751ab4e --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader @@ -0,0 +1,65 @@ +Shader "Hidden/Twist Effect" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} +} + +SubShader +{ + Pass + { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag + +#include "UnityCG.cginc" + +uniform sampler2D _MainTex; + +uniform float4 _MainTex_ST; + +uniform float4 _MainTex_TexelSize; +uniform float _Angle; +uniform float4 _CenterRadius; + +struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uvOrig : TEXCOORD1; +}; + +v2f vert (appdata_img v) +{ + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + float2 uv = v.texcoord.xy - _CenterRadius.xy; + o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); + o.uvOrig = uv; + return o; +} + +float4 frag (v2f i) : SV_Target +{ + float2 offset = i.uvOrig; + float angle = 1.0 - length(offset / _CenterRadius.zw); + angle = max (0, angle); + angle = angle * angle * _Angle; + float cosLength, sinLength; + sincos (angle, sinLength, cosLength); + + float2 uv; + uv.x = cosLength * offset[0] - sinLength * offset[1]; + uv.y = sinLength * offset[0] + cosLength * offset[1]; + uv += _CenterRadius.xy; + + return tex2D(_MainTex, uv); +} +ENDCG + + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta new file mode 100644 index 0000000..78ded6f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 708b781cad112c75d0008dfa8d76c639 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta new file mode 100644 index 0000000..34cabb7 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6d55b5e91b95c41739cdf4f804dd383d diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader new file mode 100644 index 0000000..88672e3 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader @@ -0,0 +1,344 @@ + +// +// modified and adapted DLAA code based on Dmitry Andreev's +// Directionally Localized Anti-Aliasing (DLAA) +// +// as seen in "The Force Unleashed 2" +// + +Shader "Hidden/DLAA" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} +} + +CGINCLUDE + + #include "UnityCG.cginc" + + uniform sampler2D _MainTex; + uniform float4 _MainTex_TexelSize; + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + #define LD( o, dx, dy ) o = tex2D( _MainTex, texCoord + float2( dx, dy ) * _MainTex_TexelSize.xy ); + + float GetIntensity( float3 col ) + { + return dot( col, float3( 0.33f, 0.33f, 0.33f ) ); + } + + float4 highPassPre( float2 texCoord ) + { + LD(float4 sCenter, 0.0,0.0) + LD(float4 sUpLeft, -1.0,-1.0) + LD(float4 sUpRight, 1.0,-1.0) + LD(float4 sDownLeft, -1.0,1.0) + LD(float4 sDownRight, 1.0,1.0) + + float4 diff = 4.0f * abs( (sUpLeft + sUpRight + sDownLeft + sDownRight) - 4.0f * sCenter ); + float edgeMask = GetIntensity(diff.xyz); + + return float4(sCenter.rgb, edgeMask); + } + + // Softer (5-pixel wide high-pass) + /* + void HighPassEdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float4 w_h, float4 w_v, float2 texCoord) { + edge_h = abs( w_h - 4.0f * center ) / 4.0f; + edge_v = abs( w_v - 4.0f * center ) / 4.0f; + } + + // Sharper (3-pixel wide high-pass) + void EdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float2 texCoord) { + float4 left, right, top, bottom; + + LD( left, -1, 0 ) + LD( right, 1, 0 ) + LD( top, 0, -1 ) + LD( bottom, 0, 1 ) + + edge_h = abs( left + right - 2.0f * center ) / 2.0f; + edge_v = abs( top + bottom - 2.0f * center ) / 2.0f; + } + */ + + float4 edgeDetectAndBlur( float2 texCoord ) + { + float lambda = 3.0f; + float epsilon = 0.1f; + + // + // Short Edges + // + + float4 center, left_01, right_01, top_01, bottom_01; + + // sample 5x5 cross + LD( center, 0, 0 ) + LD( left_01, -1.5, 0 ) + LD( right_01, 1.5, 0 ) + LD( top_01, 0,-1.5 ) + LD( bottom_01, 0, 1.5 ) + + + float4 w_h = 2.0f * ( left_01 + right_01 ); + float4 w_v = 2.0f * ( top_01 + bottom_01 ); + + + // Softer (5-pixel wide high-pass) + float4 edge_h = abs( w_h - 4.0f * center ) / 4.0f; + float4 edge_v = abs( w_v - 4.0f * center ) / 4.0f; + + + float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f; + float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f; + + float edge_h_lum = GetIntensity( edge_h.xyz ); + float edge_v_lum = GetIntensity( edge_v.xyz ); + float blurred_h_lum = GetIntensity( blurred_h.xyz ); + float blurred_v_lum = GetIntensity( blurred_v.xyz ); + + float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum ); + float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum ); + + float4 clr = center; + clr = lerp( clr, blurred_h, edge_mask_v ); + clr = lerp( clr, blurred_v, edge_mask_h ); // blurrier version + + // + // Long Edges + // + + float4 h0, h1, h2, h3, h4, h5, h6, h7; + float4 v0, v1, v2, v3, v4, v5, v6, v7; + + // sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs) + LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 ) + LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 ) + + float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f; + float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f; + + long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f ); + long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f ); + + float4 left, right, top, bottom; + + LD( left, -1, 0 ) + LD( right, 1, 0 ) + LD( top, 0, -1 ) + LD( bottom, 0, 1 ) + + if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360) + //if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs) + { + float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f; + float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f; + + float lb_h_lum = GetIntensity( long_blurred_h.xyz ); + float lb_v_lum = GetIntensity( long_blurred_v.xyz ); + + float center_lum = GetIntensity( center.xyz ); + float left_lum = GetIntensity( left.xyz ); + float right_lum = GetIntensity( right.xyz ); + float top_lum = GetIntensity( top.xyz ); + float bottom_lum = GetIntensity( bottom.xyz ); + + float4 clr_v = center; + float4 clr_h = center; + + // we had to hack this because DIV by 0 gives some artefacts on different platforms + float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) ); + float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) ); + float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) ); + float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) ); + + float4 vhxy = float4( vx, vy, hx, hy ); + //vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy; + + clr_v = lerp( left , clr_v, vhxy.x ); + clr_v = lerp( right , clr_v, vhxy.y ); + clr_h = lerp( top , clr_h, vhxy.z ); + clr_h = lerp( bottom, clr_h, vhxy.w ); + + clr = lerp( clr, clr_v, long_edge_mask_v ); + clr = lerp( clr, clr_h, long_edge_mask_h ); + } + + return clr; + } + + float4 edgeDetectAndBlurSharper(float2 texCoord) + { + float lambda = 3.0f; + float epsilon = 0.1f; + + // + // Short Edges + // + + float4 center, left_01, right_01, top_01, bottom_01; + + // sample 5x5 cross + LD( center, 0, 0 ) + LD( left_01, -1.5, 0 ) + LD( right_01, 1.5, 0 ) + LD( top_01, 0,-1.5 ) + LD( bottom_01, 0, 1.5 ) + + + float4 w_h = 2.0f * ( left_01 + right_01 ); + float4 w_v = 2.0f * ( top_01 + bottom_01 ); + + // Sharper (3-pixel wide high-pass) + float4 left, right, top, bottom; + + LD( left, -1, 0 ) + LD( right, 1, 0 ) + LD( top, 0, -1 ) + LD( bottom, 0, 1 ) + + float4 edge_h = abs( left + right - 2.0f * center ) / 2.0f; + float4 edge_v = abs( top + bottom - 2.0f * center ) / 2.0f; + + float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f; + float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f; + + float edge_h_lum = GetIntensity( edge_h.xyz ); + float edge_v_lum = GetIntensity( edge_v.xyz ); + float blurred_h_lum = GetIntensity( blurred_h.xyz ); + float blurred_v_lum = GetIntensity( blurred_v.xyz ); + + float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum ); + float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum ); + + float4 clr = center; + clr = lerp( clr, blurred_h, edge_mask_v ); + clr = lerp( clr, blurred_v, edge_mask_h * 0.5f ); // TFU2 uses 1.0f instead of 0.5f + + // + // Long Edges + // + + float4 h0, h1, h2, h3, h4, h5, h6, h7; + float4 v0, v1, v2, v3, v4, v5, v6, v7; + + // sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs) + LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 ) + LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 ) + + float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f; + float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f; + + long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f ); + long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f ); + + //if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360) + if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs) + { + float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f; + float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f; + + float lb_h_lum = GetIntensity( long_blurred_h.xyz ); + float lb_v_lum = GetIntensity( long_blurred_v.xyz ); + + float center_lum = GetIntensity( center.xyz ); + float left_lum = GetIntensity( left.xyz ); + float right_lum = GetIntensity( right.xyz ); + float top_lum = GetIntensity( top.xyz ); + float bottom_lum = GetIntensity( bottom.xyz ); + + float4 clr_v = center; + float4 clr_h = center; + + // we had to hack this because DIV by 0 gives some artefacts on different platforms + float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) ); + float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) ); + float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) ); + float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) ); + + float4 vhxy = float4( vx, vy, hx, hy ); + //vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy; + + clr_v = lerp( left , clr_v, vhxy.x ); + clr_v = lerp( right , clr_v, vhxy.y ); + clr_h = lerp( top , clr_h, vhxy.z ); + clr_h = lerp( bottom, clr_h, vhxy.w ); + + clr = lerp( clr, clr_v, long_edge_mask_v ); + clr = lerp( clr, clr_h, long_edge_mask_h ); + } + + return clr; + } + + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + float2 uv = v.texcoord.xy; + o.uv.xy = uv; + + return o; + } + + half4 fragFirst (v2f i) : SV_Target { + return highPassPre (i.uv); + } + + half4 fragSecond (v2f i) : SV_Target { + return edgeDetectAndBlur( i.uv ); + } + + half4 fragThird (v2f i) : SV_Target { + return edgeDetectAndBlurSharper( i.uv ); + } + +ENDCG + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragFirst + #pragma exclude_renderers d3d11_9x + + ENDCG + } + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragSecond + #pragma target 3.0 + #pragma exclude_renderers d3d11_9x + + ENDCG + } + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragThird + #pragma target 3.0 + + ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta new file mode 100644 index 0000000..8db070d --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 017ca72b9e8a749058d13ebd527e98fa +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader new file mode 100644 index 0000000..3048f23 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader @@ -0,0 +1,187 @@ +Shader "Hidden/FXAA II" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM + +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" +#pragma target 3.0 + +#define FXAA_HLSL_3 1 + +/*============================================================================ + + FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA + +============================================================================*/ + +/*============================================================================ + API PORTING +============================================================================*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_GLSL_120 + // Requires, + // #version 120 + // #extension GL_EXT_gpu_shader4 : enable + #define int2 ivec2 + #define float2 vec2 + #define float3 vec3 + #define float4 vec4 + #define FxaaInt2 ivec2 + #define FxaaFloat2 vec2 + #define FxaaSat(a) clamp((a), 0.0, 1.0) + #define FxaaTex sampler2D + #define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_GLSL_130 + // Requires "#version 130" or better + #define int2 ivec2 + #define float2 vec2 + #define float3 vec3 + #define float4 vec4 + #define FxaaInt2 ivec2 + #define FxaaFloat2 vec2 + #define FxaaSat(a) clamp((a), 0.0, 1.0) + #define FxaaTex sampler2D + #define FxaaTexLod0(t, p) textureLod(t, p, 0.0) + #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_HLSL_3 + #define int2 float2 + #define FxaaInt2 float2 + #define FxaaFloat2 float2 + #define FxaaSat(a) saturate((a)) + #define FxaaTex sampler2D + #define FxaaTexLod0(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) + #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_HLSL_4 + #define FxaaInt2 int2 + #define FxaaFloat2 float2 + #define FxaaSat(a) saturate((a)) + struct FxaaTex { SamplerState smpl; Texture2D tex; }; + #define FxaaTexLod0(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) + #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif + + +/*============================================================================ + + VERTEX SHADER + +============================================================================*/ +float4 FxaaVertexShader( +float2 pos, // Both x and y range {-1.0 to 1.0 across screen}. +float2 rcpFrame) { // {1.0/frameWidth, 1.0/frameHeight} +/*--------------------------------------------------------------------------*/ + #define FXAA_SUBPIX_SHIFT (1.0/4.0) +/*--------------------------------------------------------------------------*/ + float4 posPos; + posPos.xy = (pos.xy * 0.5) + 0.5; + posPos.zw = posPos.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); + return posPos; } + +/*============================================================================ + + PIXEL SHADER + +============================================================================*/ +float3 FxaaPixelShader( +float4 posPos, // Output of FxaaVertexShader interpolated across screen. +FxaaTex tex, // Input texture. +float2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}. +/*--------------------------------------------------------------------------*/ + #define FXAA_REDUCE_MIN (1.0/128.0) + #define FXAA_REDUCE_MUL (1.0/8.0) + #define FXAA_SPAN_MAX 8.0 +/*--------------------------------------------------------------------------*/ + float3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; + float3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz; + float3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz; + float3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz; + float3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz; +/*--------------------------------------------------------------------------*/ + float3 luma = float3(0.299, 0.587, 0.114); + float lumaNW = dot(rgbNW, luma); + float lumaNE = dot(rgbNE, luma); + float lumaSW = dot(rgbSW, luma); + float lumaSE = dot(rgbSE, luma); + float lumaM = dot(rgbM, luma); +/*--------------------------------------------------------------------------*/ + float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); + float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); +/*--------------------------------------------------------------------------*/ + float2 dir; + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); +/*--------------------------------------------------------------------------*/ + float dirReduce = max( + (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), + FXAA_REDUCE_MIN); + float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); + dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), + max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), + dir * rcpDirMin)) * rcpFrame.xy; +/*--------------------------------------------------------------------------*/ + float3 rgbA = (1.0/2.0) * ( + FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz + + FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz); + float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( + FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz + + FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz); + float lumaB = dot(rgbB, luma); + if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; + return rgbB; } + + +struct v2f { + float4 pos : SV_POSITION; + float4 uv : TEXCOORD0; +}; + +float4 _MainTex_TexelSize; + +v2f vert (appdata_img v) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy); + return o; +} + +sampler2D _MainTex; + +float4 frag (v2f i) : SV_Target +{ + return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); +} + +ENDCG + } +} + +Fallback off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta new file mode 100644 index 0000000..365db5f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: cd5b323dcc592457790ff18b528f5e67 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader new file mode 100644 index 0000000..06f2895 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader @@ -0,0 +1,172 @@ + + +/*============================================================================ + +source taken from + + + NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +and adapted and ported to Unity by Unity Technologies + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +============================================================================*/ + + +Shader "Hidden/FXAA III (Console)" { + Properties { + _MainTex ("-", 2D) = "white" {} + _EdgeThresholdMin ("Edge threshold min",float) = 0.125 + _EdgeThreshold("Edge Threshold", float) = 0.25 + _EdgeSharpness("Edge sharpness",float) = 4.0 + } + SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + #include "UnityCG.cginc" + + uniform sampler2D _MainTex; + uniform half _EdgeThresholdMin; + uniform half _EdgeThreshold; + uniform half _EdgeSharpness; + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 interpolatorA : TEXCOORD1; + float4 interpolatorB : TEXCOORD2; + float4 interpolatorC : TEXCOORD3; + }; + + float4 _MainTex_TexelSize; + + v2f vert (appdata_img v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = v.texcoord.xy; + + float4 extents; + float2 offset = ( _MainTex_TexelSize.xy ) * 0.5f; + extents.xy = v.texcoord.xy - offset; + extents.zw = v.texcoord.xy + offset; + + float4 rcpSize; + rcpSize.xy = -_MainTex_TexelSize.xy * 0.5f; + rcpSize.zw = _MainTex_TexelSize.xy * 0.5f; +#if defined (SHADER_API_PSP2) + //cg compiler linker bug workaround + float almostzero = v.texcoord.x*0.000001f; + rcpSize.x += almostzero; +#endif + o.interpolatorA = extents; + o.interpolatorB = rcpSize; + o.interpolatorC = rcpSize; + + o.interpolatorC.xy *= 4.0; + o.interpolatorC.zw *= 4.0; + + return o; + } + +// hacky support for NaCl +#if defined(SHADER_API_GLES) && defined(SHADER_API_DESKTOP) + #define FxaaTexTop(t, p) tex2D(t, p) +#else + #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) +#endif + + inline half TexLuminance( float2 uv ) + { + return Luminance(FxaaTexTop(_MainTex, uv).rgb); + } + + half3 FxaaPixelShader(float2 pos, float4 extents, float4 rcpSize, float4 rcpSize2) + { + half lumaNw = TexLuminance(extents.xy); + half lumaSw = TexLuminance(extents.xw); + half lumaNe = TexLuminance(extents.zy); + half lumaSe = TexLuminance(extents.zw); + + half3 centre = FxaaTexTop(_MainTex, pos).rgb; + half lumaCentre = Luminance(centre); + + half lumaMaxNwSw = max( lumaNw , lumaSw ); + lumaNe += 1.0/384.0; + half lumaMinNwSw = min( lumaNw , lumaSw ); + + half lumaMaxNeSe = max( lumaNe , lumaSe ); + half lumaMinNeSe = min( lumaNe , lumaSe ); + + half lumaMax = max( lumaMaxNeSe, lumaMaxNwSw ); + half lumaMin = min( lumaMinNeSe, lumaMinNwSw ); + + half lumaMaxScaled = lumaMax * _EdgeThreshold; + + half lumaMinCentre = min( lumaMin , lumaCentre ); + half lumaMaxScaledClamped = max( _EdgeThresholdMin , lumaMaxScaled ); + half lumaMaxCentre = max( lumaMax , lumaCentre ); + half dirSWMinusNE = lumaSw - lumaNe; + half lumaMaxCMinusMinC = lumaMaxCentre - lumaMinCentre; + half dirSEMinusNW = lumaSe - lumaNw; + + if(lumaMaxCMinusMinC < lumaMaxScaledClamped) + return centre; + + half2 dir; + dir.x = dirSWMinusNE + dirSEMinusNW; + dir.y = dirSWMinusNE - dirSEMinusNW; + + dir = normalize(dir); + half3 col1 = FxaaTexTop(_MainTex, pos.xy - dir * rcpSize.zw).rgb; + half3 col2 = FxaaTexTop(_MainTex, pos.xy + dir * rcpSize.zw).rgb; + + half dirAbsMinTimesC = min( abs( dir.x ) , abs( dir.y ) ) * _EdgeSharpness; + dir = clamp(dir.xy/dirAbsMinTimesC, -2.0, 2.0); + + half3 col3 = FxaaTexTop(_MainTex, pos.xy - dir * rcpSize2.zw).rgb; + half3 col4 = FxaaTexTop(_MainTex, pos.xy + dir * rcpSize2.zw).rgb; + + half3 rgbyA = col1 + col2; + half3 rgbyB = ((col3 + col4) * 0.25) + (rgbyA * 0.25); + + if((Luminance(rgbyA) < lumaMin) || (Luminance(rgbyB) > lumaMax)) + return rgbyA * 0.5; + else + return rgbyB; + } + + half4 frag (v2f i) : SV_Target + { + half3 color = FxaaPixelShader(i.uv, i.interpolatorA, i.interpolatorB, i.interpolatorC); + return half4(color, 1.0); + } + + ENDCG + } + } + FallBack Off +} + diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta new file mode 100644 index 0000000..6306815 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: c547503fff0e8482ea5793727057041c +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader new file mode 100644 index 0000000..45691a1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader @@ -0,0 +1,827 @@ +Shader "Hidden/FXAA Preset 2" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" +#pragma target 3.0 + +// doesn't make sense to have this on consoles, it'll fallback to FXAA2 +#pragma exclude_renderers xbox360 ps3 gles + + +#define FXAA_HLSL_3 1 +#define FXAA_PRESET 2 + + +// Copyright (c) 2010 NVIDIA Corporation. All rights reserved. +// +// TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +// *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +// OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY +// AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS +// BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES +// WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, +// BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) +// ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS +// BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + +/*============================================================================ + + FXAA + +============================================================================*/ + +/*============================================================================ + API PORTING +============================================================================*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_GLSL_120 + // Requires, + // #version 120 + // #extension GL_EXT_gpu_shader4 : enable + #define int2 ivec2 + #define float2 vec2 + #define float3 vec3 + #define float4 vec4 + #define FxaaBool3 bvec3 + #define FxaaInt2 ivec2 + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) + #define FxaaPow3(x, y) pow(x, y) + #define FxaaSel3(f, t, b) mix((f), (t), (b)) + #define FxaaTex sampler2D +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_GLSL_130 + // Requires "#version 130" or better + #define int2 ivec2 + #define float2 vec2 + #define float3 vec3 + #define float4 vec4 + #define FxaaBool3 bvec3 + #define FxaaInt2 ivec2 + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) + #define FxaaPow3(x, y) pow(x, y) + #define FxaaSel3(f, t, b) mix((f), (t), (b)) + #define FxaaTex sampler2D +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_HLSL_3 + #define int2 float2 + #define FxaaInt2 float2 + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaBool2Float(a) (a) + #define FxaaPow3(x, y) pow(x, y) + #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) + #define FxaaTex sampler2D +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_HLSL_4 + #define FxaaInt2 int2 + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaBool2Float(a) (a) + #define FxaaPow3(x, y) pow(x, y) + #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) + struct FxaaTex { SamplerState smpl; Texture2D tex; }; +#endif +/*--------------------------------------------------------------------------*/ +#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a)) +/*--------------------------------------------------------------------------*/ +float4 FxaaTexLod0(FxaaTex tex, float2 pos) { + #if FXAA_GLSL_120 + return texture2DLod(tex, pos.xy, 0.0); + #endif + #if FXAA_GLSL_130 + return textureLod(tex, pos.xy, 0.0); + #endif + #if FXAA_HLSL_3 + return tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #endif + #if FXAA_HLSL_4 + return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0); + #endif +} +/*--------------------------------------------------------------------------*/ +float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) { + #if FXAA_GLSL_120 + return texture2DGrad(tex, pos.xy, grad, grad); + #endif + #if FXAA_GLSL_130 + return textureGrad(tex, pos.xy, grad, grad); + #endif + #if FXAA_HLSL_3 + return tex2Dgrad(tex, pos.xy, grad, grad); + #endif + #if FXAA_HLSL_4 + return tex.tex.SampleGrad(tex.smpl, pos.xy, grad, grad); + #endif +} +/*--------------------------------------------------------------------------*/ +float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) { + #if FXAA_GLSL_120 + return texture2DLodOffset(tex, pos.xy, 0.0, off.xy); + #endif + #if FXAA_GLSL_130 + return textureLodOffset(tex, pos.xy, 0.0, off.xy); + #endif + #if FXAA_HLSL_3 + return tex2Dlod(tex, float4(pos.xy + (off * rcpFrame), 0, 0)); + #endif + #if FXAA_HLSL_4 + return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0, off.xy); + #endif +} + +/*============================================================================ + SRGB KNOBS +------------------------------------------------------------------------------ +FXAA_SRGB_ROP - Set to 1 when applying FXAA to an sRGB back buffer (DX10/11). + This will do the sRGB to linear transform, + as ROP will expect linear color from this shader, + and this shader works in non-linear color. +============================================================================*/ +#define FXAA_SRGB_ROP 0 + +/*============================================================================ + DEBUG KNOBS +------------------------------------------------------------------------------ +All debug knobs draw FXAA-untouched pixels in FXAA computed luma (monochrome). + +FXAA_DEBUG_PASSTHROUGH - Red for pixels which are filtered by FXAA with a + yellow tint on sub-pixel aliasing filtered by FXAA. +FXAA_DEBUG_HORZVERT - Blue for horizontal edges, gold for vertical edges. +FXAA_DEBUG_PAIR - Blue/green for the 2 pixel pair choice. +FXAA_DEBUG_NEGPOS - Red/blue for which side of center of span. +FXAA_DEBUG_OFFSET - Red/blue for -/+ x, gold/skyblue for -/+ y. +============================================================================*/ +#ifndef FXAA_DEBUG_PASSTHROUGH + #define FXAA_DEBUG_PASSTHROUGH 0 +#endif +#ifndef FXAA_DEBUG_HORZVERT + #define FXAA_DEBUG_HORZVERT 0 +#endif +#ifndef FXAA_DEBUG_PAIR + #define FXAA_DEBUG_PAIR 0 +#endif +#ifndef FXAA_DEBUG_NEGPOS + #define FXAA_DEBUG_NEGPOS 0 +#endif +#ifndef FXAA_DEBUG_OFFSET + #define FXAA_DEBUG_OFFSET 0 +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_DEBUG_PASSTHROUGH || FXAA_DEBUG_HORZVERT || FXAA_DEBUG_PAIR + #define FXAA_DEBUG 1 +#endif +#if FXAA_DEBUG_NEGPOS || FXAA_DEBUG_OFFSET + #define FXAA_DEBUG 1 +#endif +#ifndef FXAA_DEBUG + #define FXAA_DEBUG 0 +#endif + +/*============================================================================ + COMPILE-IN KNOBS +------------------------------------------------------------------------------ +FXAA_PRESET - Choose compile-in knob preset 0-5. +------------------------------------------------------------------------------ +FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required + to apply algorithm. + 1.0/3.0 - too little + 1.0/4.0 - good start + 1.0/8.0 - applies to more edges + 1.0/16.0 - overkill +------------------------------------------------------------------------------ +FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks. + Perf optimization. + 1.0/32.0 - visible limit (smaller isn't visible) + 1.0/16.0 - good compromise + 1.0/12.0 - upper limit (seeing artifacts) +------------------------------------------------------------------------------ +FXAA_SEARCH_STEPS - Maximum number of search steps for end of span. +------------------------------------------------------------------------------ +FXAA_SEARCH_ACCELERATION - How much to accelerate search, + 1 - no acceleration + 2 - skip by 2 pixels + 3 - skip by 3 pixels + 4 - skip by 4 pixels +------------------------------------------------------------------------------ +FXAA_SEARCH_THRESHOLD - Controls when to stop searching. + 1.0/4.0 - seems to be the best quality wise +------------------------------------------------------------------------------ +FXAA_SUBPIX_FASTER - Turn on lower quality but faster subpix path. + Not recomended, but used in preset 0. +------------------------------------------------------------------------------ +FXAA_SUBPIX - Toggle subpix filtering. + 0 - turn off + 1 - turn on + 2 - turn on full (ignores FXAA_SUBPIX_TRIM and CAP) +------------------------------------------------------------------------------ +FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal. + 1.0/2.0 - low removal + 1.0/3.0 - medium removal + 1.0/4.0 - default removal + 1.0/8.0 - high removal + 0.0 - complete removal +------------------------------------------------------------------------------ +FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. + This is important for the transition of sub-pixel detail, + like fences and wires. + 3.0/4.0 - default (medium amount of filtering) + 7.0/8.0 - high amount of filtering + 1.0 - no capping of sub-pixel aliasing removal +============================================================================*/ +#ifndef FXAA_PRESET + #define FXAA_PRESET 3 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 0) + #define FXAA_EDGE_THRESHOLD (1.0/4.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0) + #define FXAA_SEARCH_STEPS 2 + #define FXAA_SEARCH_ACCELERATION 4 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 1 + #define FXAA_SUBPIX_CAP (2.0/3.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 1) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0) + #define FXAA_SEARCH_STEPS 4 + #define FXAA_SEARCH_ACCELERATION 3 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 2) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 8 + #define FXAA_SEARCH_ACCELERATION 2 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 3) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 16 + #define FXAA_SEARCH_ACCELERATION 1 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 4) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 24 + #define FXAA_SEARCH_ACCELERATION 1 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 5) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 32 + #define FXAA_SEARCH_ACCELERATION 1 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM)) + +/*============================================================================ + HELPERS +============================================================================*/ +// Return the luma, the estimation of luminance from rgb inputs. +// This approximates luma using one FMA instruction, +// skipping normalization and tossing out blue. +// FxaaLuma() will range 0.0 to 2.963210702. +float FxaaLuma(float3 rgb) { + return rgb.y * (0.587/0.299) + rgb.x; } +/*--------------------------------------------------------------------------*/ +float3 FxaaLerp3(float3 a, float3 b, float amountOfA) { + return (FxaaToFloat3(-amountOfA) * b) + + ((a * FxaaToFloat3(amountOfA)) + b); } +/*--------------------------------------------------------------------------*/ +// Support any extra filtering before returning color. +float3 FxaaFilterReturn(float3 rgb) { + #if FXAA_SRGB_ROP + // Do sRGB encoded value to linear conversion. + return FxaaSel3( + rgb * FxaaToFloat3(1.0/12.92), + FxaaPow3( + rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055), + FxaaToFloat3(2.4)), + rgb > FxaaToFloat3(0.04045)); + #else + return rgb; + #endif +} + +/*============================================================================ + VERTEX SHADER +============================================================================*/ +float2 FxaaVertexShader( +// Both x and y range {-1.0 to 1.0 across screen}. +float2 inPos) { + float2 pos; + pos.xy = (inPos.xy * FxaaFloat2(0.5, 0.5)) + FxaaFloat2(0.5, 0.5); + return pos; } + +/*============================================================================ + + PIXEL SHADER + +============================================================================*/ +float3 FxaaPixelShader( +// Output of FxaaVertexShader interpolated across screen. +// xy -> actual texture position {0.0 to 1.0} +float2 pos, +// Input texture. +FxaaTex tex, +// RCPFRAME SHOULD PIXEL SHADER CONSTANTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! +// {1.0/frameWidth, 1.0/frameHeight} +float2 rcpFrame) { + +/*---------------------------------------------------------------------------- + EARLY EXIT IF LOCAL CONTRAST BELOW EDGE DETECT LIMIT +------------------------------------------------------------------------------ +Majority of pixels of a typical image do not require filtering, +often pixels are grouped into blocks which could benefit from early exit +right at the beginning of the algorithm. +Given the following neighborhood, + + N + W M E + S + +If the difference in local maximum and minimum luma (contrast "range") +is lower than a threshold proportional to the maximum local luma ("rangeMax"), +then the shader early exits (no visible aliasing). +This threshold is clamped at a minimum value ("FXAA_EDGE_THRESHOLD_MIN") +to avoid processing in really dark areas. +----------------------------------------------------------------------------*/ + float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz; + float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz; + float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz; + float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz; + float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz; + float lumaN = FxaaLuma(rgbN); + float lumaW = FxaaLuma(rgbW); + float lumaM = FxaaLuma(rgbM); + float lumaE = FxaaLuma(rgbE); + float lumaS = FxaaLuma(rgbS); + float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE))); + float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE))); + float range = rangeMax - rangeMin; + #if FXAA_DEBUG + float lumaO = lumaM / (1.0 + (0.587/0.299)); + #endif + if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) { + #if FXAA_DEBUG + return FxaaFilterReturn(FxaaToFloat3(lumaO)); + #endif + return FxaaFilterReturn(rgbM); } + #if FXAA_SUBPIX > 0 + #if FXAA_SUBPIX_FASTER + float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) * + FxaaToFloat3(1.0/5.0); + #else + float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS; + #endif + #endif + +/*---------------------------------------------------------------------------- + COMPUTE LOWPASS +------------------------------------------------------------------------------ +FXAA computes a local neighborhood lowpass value as follows, + + (N + W + E + S)/4 + +Then uses the ratio of the contrast range of the lowpass +and the range found in the early exit check, +as a sub-pixel aliasing detection filter. +When FXAA detects sub-pixel aliasing (such as single pixel dots), +it later blends in "blendL" amount +of a lowpass value (computed in the next section) to the final result. +----------------------------------------------------------------------------*/ + #if FXAA_SUBPIX != 0 + float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25; + float rangeL = abs(lumaL - lumaM); + #endif + #if FXAA_SUBPIX == 1 + float blendL = max(0.0, + (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE; + blendL = min(FXAA_SUBPIX_CAP, blendL); + #endif + #if FXAA_SUBPIX == 2 + float blendL = rangeL / range; + #endif + #if FXAA_DEBUG_PASSTHROUGH + #if FXAA_SUBPIX == 0 + float blendL = 0.0; + #endif + return FxaaFilterReturn( + FxaaFloat3(1.0, blendL/FXAA_SUBPIX_CAP, 0.0)); + #endif + +/*---------------------------------------------------------------------------- + CHOOSE VERTICAL OR HORIZONTAL SEARCH +------------------------------------------------------------------------------ +FXAA uses the following local neighborhood, + + NW N NE + W M E + SW S SE + +To compute an edge amount for both vertical and horizontal directions. +Note edge detect filters like Sobel fail on single pixel lines through M. +FXAA takes the weighted average magnitude of the high-pass values +for rows and columns as an indication of local edge amount. + +A lowpass value for anti-sub-pixel-aliasing is computed as + (N+W+E+S+M+NW+NE+SW+SE)/9. +This full box pattern has higher quality than other options. + +Note following this block, both vertical and horizontal cases +flow in parallel (reusing the horizontal variables). +----------------------------------------------------------------------------*/ + float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz; + float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz; + float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz; + float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz; + #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0) + rgbL += (rgbNW + rgbNE + rgbSW + rgbSE); + rgbL *= FxaaToFloat3(1.0/9.0); + #endif + float lumaNW = FxaaLuma(rgbNW); + float lumaNE = FxaaLuma(rgbNE); + float lumaSW = FxaaLuma(rgbSW); + float lumaSE = FxaaLuma(rgbSE); + float edgeVert = + abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) + + abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) + + abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE)); + float edgeHorz = + abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) + + abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) + + abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE)); + bool horzSpan = edgeHorz >= edgeVert; + #if FXAA_DEBUG_HORZVERT + if(horzSpan) return FxaaFilterReturn(FxaaFloat3(1.0, 0.75, 0.0)); + else return FxaaFilterReturn(FxaaFloat3(0.0, 0.50, 1.0)); + #endif + float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x; + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + float gradientN = abs(lumaN - lumaM); + float gradientS = abs(lumaS - lumaM); + lumaN = (lumaN + lumaM) * 0.5; + lumaS = (lumaS + lumaM) * 0.5; + +/*---------------------------------------------------------------------------- + CHOOSE SIDE OF PIXEL WHERE GRADIENT IS HIGHEST +------------------------------------------------------------------------------ +This chooses a pixel pair. +For "horzSpan == true" this will be a vertical pair, + + [N] N + [M] or [M] + S [S] + +Note following this block, both {N,M} and {S,M} cases +flow in parallel (reusing the {N,M} variables). + +This pair of image rows or columns is searched below +in the positive and negative direction +until edge status changes +(or the maximum number of search steps is reached). +----------------------------------------------------------------------------*/ + bool pairN = gradientN >= gradientS; + #if FXAA_DEBUG_PAIR + if(pairN) return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); + else return FxaaFilterReturn(FxaaFloat3(0.0, 1.0, 0.0)); + #endif + if(!pairN) lumaN = lumaS; + if(!pairN) gradientN = gradientS; + if(!pairN) lengthSign *= -1.0; + float2 posN; + posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5); + posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0); + +/*---------------------------------------------------------------------------- + CHOOSE SEARCH LIMITING VALUES +------------------------------------------------------------------------------ +Search limit (+/- gradientN) is a function of local gradient. +----------------------------------------------------------------------------*/ + gradientN *= FXAA_SEARCH_THRESHOLD; + +/*---------------------------------------------------------------------------- + SEARCH IN BOTH DIRECTIONS UNTIL FIND LUMA PAIR AVERAGE IS OUT OF RANGE +------------------------------------------------------------------------------ +This loop searches either in vertical or horizontal directions, +and in both the negative and positive direction in parallel. +This loop fusion is faster than searching separately. + +The search is accelerated using FXAA_SEARCH_ACCELERATION length box filter +via anisotropic filtering with specified texture gradients. +----------------------------------------------------------------------------*/ + float2 posP = posN; + float2 offNP = horzSpan ? + FxaaFloat2(rcpFrame.x, 0.0) : + FxaaFloat2(0.0f, rcpFrame.y); + float lumaEndN = lumaN; + float lumaEndP = lumaN; + bool doneN = false; + bool doneP = false; + #if FXAA_SEARCH_ACCELERATION == 1 + posN += offNP * FxaaFloat2(-1.0, -1.0); + posP += offNP * FxaaFloat2( 1.0, 1.0); + #endif + #if FXAA_SEARCH_ACCELERATION == 2 + posN += offNP * FxaaFloat2(-1.5, -1.5); + posP += offNP * FxaaFloat2( 1.5, 1.5); + offNP *= FxaaFloat2(2.0, 2.0); + #endif + #if FXAA_SEARCH_ACCELERATION == 3 + posN += offNP * FxaaFloat2(-2.0, -2.0); + posP += offNP * FxaaFloat2( 2.0, 2.0); + offNP *= FxaaFloat2(3.0, 3.0); + #endif + #if FXAA_SEARCH_ACCELERATION == 4 + posN += offNP * FxaaFloat2(-2.5, -2.5); + posP += offNP * FxaaFloat2( 2.5, 2.5); + offNP *= FxaaFloat2(4.0, 4.0); + #endif + for(int i = 0; i < FXAA_SEARCH_STEPS; i++) { + #if FXAA_SEARCH_ACCELERATION == 1 + if(!doneN) lumaEndN = + FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz); + if(!doneP) lumaEndP = + FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz); + #else + if(!doneN) lumaEndN = + FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz); + if(!doneP) lumaEndP = + FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz); + #endif + doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN); + doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN); + if(doneN && doneP) break; + if(!doneN) posN -= offNP; + if(!doneP) posP += offNP; } + +/*---------------------------------------------------------------------------- + HANDLE IF CENTER IS ON POSITIVE OR NEGATIVE SIDE +------------------------------------------------------------------------------ +FXAA uses the pixel's position in the span +in combination with the values (lumaEnd*) at the ends of the span, +to determine filtering. + +This step computes which side of the span the pixel is on. +On negative side if dstN < dstP, + + posN pos posP + |-----------|------|------------------| + | | | | + |<--dstN--->|<---------dstP---------->| + | + span center + +----------------------------------------------------------------------------*/ + float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y; + float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y; + bool directionN = dstN < dstP; + #if FXAA_DEBUG_NEGPOS + if(directionN) return FxaaFilterReturn(FxaaFloat3(1.0, 0.0, 0.0)); + else return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); + #endif + lumaEndN = directionN ? lumaEndN : lumaEndP; + +/*---------------------------------------------------------------------------- + CHECK IF PIXEL IS IN SECTION OF SPAN WHICH GETS NO FILTERING +------------------------------------------------------------------------------ +If both the pair luma at the end of the span (lumaEndN) +and middle pixel luma (lumaM) +are on the same side of the middle pair average luma (lumaN), +then don't filter. + +Cases, + +(1.) "L", + + lumaM + | + V XXXXXXXX <- other line averaged + XXXXXXX[X]XXXXXXXXXXX <- source pixel line + | . | + -------------------------- + [ ]xxxxxx[x]xx[X]XXXXXX <- pair average + -------------------------- + ^ ^ ^ ^ + | | | | + . |<---->|<---------- no filter region + . | | | + . center | | + . | lumaEndN + . | . + . lumaN . + . . + |<--- span -->| + + +(2.) "^" and "-", + + <- other line averaged + XXXXX[X]XXX <- source pixel line + | | | + -------------------------- + [ ]xxxx[x]xx[ ] <- pair average + -------------------------- + | | | + |<--->|<--->|<---------- filter both sides + + +(3.) "v" and inverse of "-", + + XXXXXX XXXXXXXXX <- other line averaged + XXXXXXXXXXX[X]XXXXXXXXXXXX <- source pixel line + | | | + -------------------------- + XXXX[X]xxxx[x]xx[X]XXXXXXX <- pair average + -------------------------- + | | | + |<--->|<--->|<---------- don't filter both! + + +Note the "v" case for FXAA requires no filtering. +This is because the inverse of the "-" case is the "v". +Filtering "v" case turns open spans like this, + + XXXXXXXXX + +Into this (which is not desired), + + x+. .+x + XXXXXXXXX + +----------------------------------------------------------------------------*/ + if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) + lengthSign = 0.0; + +/*---------------------------------------------------------------------------- + COMPUTE SUB-PIXEL OFFSET AND FILTER SPAN +------------------------------------------------------------------------------ +FXAA filters using a bilinear texture fetch offset +from the middle pixel M towards the center of the pair (NM below). +Maximum filtering will be half way between pair. +Reminder, at this point in the code, +the {N,M} pair is also reused for all cases: {S,M}, {W,M}, and {E,M}. + + +-------+ + | | 0.5 offset + | N | | + | | V + +-------+....--- + | | + | M...|....--- + | | ^ + +-------+ | + . . 0.0 offset + . S . + . . + ......... + +Position on span is used to compute sub-pixel filter offset using simple ramp, + + posN posP + |\ |<------- 0.5 pixel offset into pair pixel + | \ | + | \ | + ---.......|...\..........|<------- 0.25 pixel offset into pair pixel + ^ | ^\ | + | | | \ | + V | | \ | + ---.......|===|==========|<------- 0.0 pixel offset (ie M pixel) + ^ . | ^ . + | . pos | . + | . . | . + | . . center . + | . . . + | |<->|<---------.-------- dstN + | . . . + | . |<-------->|<------- dstP + | . . + | |<------------>|<------- spanLength + | + subPixelOffset + +----------------------------------------------------------------------------*/ + float spanLength = (dstP + dstN); + dstN = directionN ? dstN : dstP; + float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign; + #if FXAA_DEBUG_OFFSET + float ox = horzSpan ? 0.0 : subPixelOffset*2.0/rcpFrame.x; + float oy = horzSpan ? subPixelOffset*2.0/rcpFrame.y : 0.0; + if(ox < 0.0) return FxaaFilterReturn( + FxaaLerp3(FxaaToFloat3(lumaO), + FxaaFloat3(1.0, 0.0, 0.0), -ox)); + if(ox > 0.0) return FxaaFilterReturn( + FxaaLerp3(FxaaToFloat3(lumaO), + FxaaFloat3(0.0, 0.0, 1.0), ox)); + if(oy < 0.0) return FxaaFilterReturn( + FxaaLerp3(FxaaToFloat3(lumaO), + FxaaFloat3(1.0, 0.6, 0.2), -oy)); + if(oy > 0.0) return FxaaFilterReturn( + FxaaLerp3(FxaaToFloat3(lumaO), + FxaaFloat3(0.2, 0.6, 1.0), oy)); + return FxaaFilterReturn(FxaaFloat3(lumaO, lumaO, lumaO)); + #endif + float3 rgbF = FxaaTexLod0(tex, FxaaFloat2( + pos.x + (horzSpan ? 0.0 : subPixelOffset), + pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz; + #if FXAA_SUBPIX == 0 + return FxaaFilterReturn(rgbF); + #else + return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL)); + #endif +} + + + +struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; +}; + +v2f vert (appdata_img v) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; +} + +sampler2D _MainTex; +float4 _MainTex_TexelSize; + +float4 frag (v2f i) : SV_Target +{ + return float4(FxaaPixelShader(i.uv.xy, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); +} + +ENDCG + } +} + +Fallback "Hidden/FXAA II" +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta new file mode 100644 index 0000000..a0d603d --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 6f1418cffd12146f2a83be795f6fa5a7 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader new file mode 100644 index 0000000..787acd6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader @@ -0,0 +1,826 @@ +Shader "Hidden/FXAA Preset 3" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} +} + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" +#pragma target 3.0 + +// Not very practical on consoles/mobile, and PS3 Cg takes ages to compile this :( +#pragma exclude_renderers xbox360 ps3 gles + +#define FXAA_HLSL_3 1 +#define FXAA_PRESET 3 + + +// Copyright (c) 2010 NVIDIA Corporation. All rights reserved. +// +// TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +// *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +// OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY +// AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS +// BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES +// WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, +// BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) +// ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS +// BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + +/*============================================================================ + + FXAA + +============================================================================*/ + +/*============================================================================ + API PORTING +============================================================================*/ +#ifndef FXAA_GLSL_120 + #define FXAA_GLSL_120 0 +#endif +#ifndef FXAA_GLSL_130 + #define FXAA_GLSL_130 0 +#endif +#ifndef FXAA_HLSL_3 + #define FXAA_HLSL_3 0 +#endif +#ifndef FXAA_HLSL_4 + #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_GLSL_120 + // Requires, + // #version 120 + // #extension GL_EXT_gpu_shader4 : enable + #define int2 ivec2 + #define float2 vec2 + #define float3 vec3 + #define float4 vec4 + #define FxaaBool3 bvec3 + #define FxaaInt2 ivec2 + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) + #define FxaaPow3(x, y) pow(x, y) + #define FxaaSel3(f, t, b) mix((f), (t), (b)) + #define FxaaTex sampler2D +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_GLSL_130 + // Requires "#version 130" or better + #define int2 ivec2 + #define float2 vec2 + #define float3 vec3 + #define float4 vec4 + #define FxaaBool3 bvec3 + #define FxaaInt2 ivec2 + #define FxaaFloat2 vec2 + #define FxaaFloat3 vec3 + #define FxaaFloat4 vec4 + #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) + #define FxaaPow3(x, y) pow(x, y) + #define FxaaSel3(f, t, b) mix((f), (t), (b)) + #define FxaaTex sampler2D +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_HLSL_3 + #define int2 float2 + #define FxaaInt2 float2 + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaBool2Float(a) (a) + #define FxaaPow3(x, y) pow(x, y) + #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) + #define FxaaTex sampler2D +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_HLSL_4 + #define FxaaInt2 int2 + #define FxaaFloat2 float2 + #define FxaaFloat3 float3 + #define FxaaFloat4 float4 + #define FxaaBool2Float(a) (a) + #define FxaaPow3(x, y) pow(x, y) + #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) + struct FxaaTex { SamplerState smpl; Texture2D tex; }; +#endif +/*--------------------------------------------------------------------------*/ +#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a)) +/*--------------------------------------------------------------------------*/ +float4 FxaaTexLod0(FxaaTex tex, float2 pos) { + #if FXAA_GLSL_120 + return texture2DLod(tex, pos.xy, 0.0); + #endif + #if FXAA_GLSL_130 + return textureLod(tex, pos.xy, 0.0); + #endif + #if FXAA_HLSL_3 + return tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); + #endif + #if FXAA_HLSL_4 + return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0); + #endif +} +/*--------------------------------------------------------------------------*/ +float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) { + #if FXAA_GLSL_120 + return texture2DGrad(tex, pos.xy, grad, grad); + #endif + #if FXAA_GLSL_130 + return textureGrad(tex, pos.xy, grad, grad); + #endif + #if FXAA_HLSL_3 + return tex2Dgrad(tex, pos.xy, grad, grad); + #endif + #if FXAA_HLSL_4 + return tex.tex.SampleGrad(tex.smpl, pos.xy, grad, grad); + #endif +} +/*--------------------------------------------------------------------------*/ +float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) { + #if FXAA_GLSL_120 + return texture2DLodOffset(tex, pos.xy, 0.0, off.xy); + #endif + #if FXAA_GLSL_130 + return textureLodOffset(tex, pos.xy, 0.0, off.xy); + #endif + #if FXAA_HLSL_3 + return tex2Dlod(tex, float4(pos.xy + (off * rcpFrame), 0, 0)); + #endif + #if FXAA_HLSL_4 + return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0, off.xy); + #endif +} + +/*============================================================================ + SRGB KNOBS +------------------------------------------------------------------------------ +FXAA_SRGB_ROP - Set to 1 when applying FXAA to an sRGB back buffer (DX10/11). + This will do the sRGB to linear transform, + as ROP will expect linear color from this shader, + and this shader works in non-linear color. +============================================================================*/ +#define FXAA_SRGB_ROP 0 + +/*============================================================================ + DEBUG KNOBS +------------------------------------------------------------------------------ +All debug knobs draw FXAA-untouched pixels in FXAA computed luma (monochrome). + +FXAA_DEBUG_PASSTHROUGH - Red for pixels which are filtered by FXAA with a + yellow tint on sub-pixel aliasing filtered by FXAA. +FXAA_DEBUG_HORZVERT - Blue for horizontal edges, gold for vertical edges. +FXAA_DEBUG_PAIR - Blue/green for the 2 pixel pair choice. +FXAA_DEBUG_NEGPOS - Red/blue for which side of center of span. +FXAA_DEBUG_OFFSET - Red/blue for -/+ x, gold/skyblue for -/+ y. +============================================================================*/ +#ifndef FXAA_DEBUG_PASSTHROUGH + #define FXAA_DEBUG_PASSTHROUGH 0 +#endif +#ifndef FXAA_DEBUG_HORZVERT + #define FXAA_DEBUG_HORZVERT 0 +#endif +#ifndef FXAA_DEBUG_PAIR + #define FXAA_DEBUG_PAIR 0 +#endif +#ifndef FXAA_DEBUG_NEGPOS + #define FXAA_DEBUG_NEGPOS 0 +#endif +#ifndef FXAA_DEBUG_OFFSET + #define FXAA_DEBUG_OFFSET 0 +#endif +/*--------------------------------------------------------------------------*/ +#if FXAA_DEBUG_PASSTHROUGH || FXAA_DEBUG_HORZVERT || FXAA_DEBUG_PAIR + #define FXAA_DEBUG 1 +#endif +#if FXAA_DEBUG_NEGPOS || FXAA_DEBUG_OFFSET + #define FXAA_DEBUG 1 +#endif +#ifndef FXAA_DEBUG + #define FXAA_DEBUG 0 +#endif + +/*============================================================================ + COMPILE-IN KNOBS +------------------------------------------------------------------------------ +FXAA_PRESET - Choose compile-in knob preset 0-5. +------------------------------------------------------------------------------ +FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required + to apply algorithm. + 1.0/3.0 - too little + 1.0/4.0 - good start + 1.0/8.0 - applies to more edges + 1.0/16.0 - overkill +------------------------------------------------------------------------------ +FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks. + Perf optimization. + 1.0/32.0 - visible limit (smaller isn't visible) + 1.0/16.0 - good compromise + 1.0/12.0 - upper limit (seeing artifacts) +------------------------------------------------------------------------------ +FXAA_SEARCH_STEPS - Maximum number of search steps for end of span. +------------------------------------------------------------------------------ +FXAA_SEARCH_ACCELERATION - How much to accelerate search, + 1 - no acceleration + 2 - skip by 2 pixels + 3 - skip by 3 pixels + 4 - skip by 4 pixels +------------------------------------------------------------------------------ +FXAA_SEARCH_THRESHOLD - Controls when to stop searching. + 1.0/4.0 - seems to be the best quality wise +------------------------------------------------------------------------------ +FXAA_SUBPIX_FASTER - Turn on lower quality but faster subpix path. + Not recomended, but used in preset 0. +------------------------------------------------------------------------------ +FXAA_SUBPIX - Toggle subpix filtering. + 0 - turn off + 1 - turn on + 2 - turn on full (ignores FXAA_SUBPIX_TRIM and CAP) +------------------------------------------------------------------------------ +FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal. + 1.0/2.0 - low removal + 1.0/3.0 - medium removal + 1.0/4.0 - default removal + 1.0/8.0 - high removal + 0.0 - complete removal +------------------------------------------------------------------------------ +FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. + This is important for the transition of sub-pixel detail, + like fences and wires. + 3.0/4.0 - default (medium amount of filtering) + 7.0/8.0 - high amount of filtering + 1.0 - no capping of sub-pixel aliasing removal +============================================================================*/ +#ifndef FXAA_PRESET + #define FXAA_PRESET 3 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 0) + #define FXAA_EDGE_THRESHOLD (1.0/4.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0) + #define FXAA_SEARCH_STEPS 2 + #define FXAA_SEARCH_ACCELERATION 4 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 1 + #define FXAA_SUBPIX_CAP (2.0/3.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 1) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0) + #define FXAA_SEARCH_STEPS 4 + #define FXAA_SEARCH_ACCELERATION 3 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 2) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 8 + #define FXAA_SEARCH_ACCELERATION 2 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 3) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 16 + #define FXAA_SEARCH_ACCELERATION 1 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 4) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 24 + #define FXAA_SEARCH_ACCELERATION 1 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_PRESET == 5) + #define FXAA_EDGE_THRESHOLD (1.0/8.0) + #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) + #define FXAA_SEARCH_STEPS 32 + #define FXAA_SEARCH_ACCELERATION 1 + #define FXAA_SEARCH_THRESHOLD (1.0/4.0) + #define FXAA_SUBPIX 1 + #define FXAA_SUBPIX_FASTER 0 + #define FXAA_SUBPIX_CAP (3.0/4.0) + #define FXAA_SUBPIX_TRIM (1.0/4.0) +#endif +/*--------------------------------------------------------------------------*/ +#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM)) + +/*============================================================================ + HELPERS +============================================================================*/ +// Return the luma, the estimation of luminance from rgb inputs. +// This approximates luma using one FMA instruction, +// skipping normalization and tossing out blue. +// FxaaLuma() will range 0.0 to 2.963210702. +float FxaaLuma(float3 rgb) { + return rgb.y * (0.587/0.299) + rgb.x; } +/*--------------------------------------------------------------------------*/ +float3 FxaaLerp3(float3 a, float3 b, float amountOfA) { + return (FxaaToFloat3(-amountOfA) * b) + + ((a * FxaaToFloat3(amountOfA)) + b); } +/*--------------------------------------------------------------------------*/ +// Support any extra filtering before returning color. +float3 FxaaFilterReturn(float3 rgb) { + #if FXAA_SRGB_ROP + // Do sRGB encoded value to linear conversion. + return FxaaSel3( + rgb * FxaaToFloat3(1.0/12.92), + FxaaPow3( + rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055), + FxaaToFloat3(2.4)), + rgb > FxaaToFloat3(0.04045)); + #else + return rgb; + #endif +} + +/*============================================================================ + VERTEX SHADER +============================================================================*/ +float2 FxaaVertexShader( +// Both x and y range {-1.0 to 1.0 across screen}. +float2 inPos) { + float2 pos; + pos.xy = (inPos.xy * FxaaFloat2(0.5, 0.5)) + FxaaFloat2(0.5, 0.5); + return pos; } + +/*============================================================================ + + PIXEL SHADER + +============================================================================*/ +float3 FxaaPixelShader( +// Output of FxaaVertexShader interpolated across screen. +// xy -> actual texture position {0.0 to 1.0} +float2 pos, +// Input texture. +FxaaTex tex, +// RCPFRAME SHOULD PIXEL SHADER CONSTANTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! +// {1.0/frameWidth, 1.0/frameHeight} +float2 rcpFrame) { + +/*---------------------------------------------------------------------------- + EARLY EXIT IF LOCAL CONTRAST BELOW EDGE DETECT LIMIT +------------------------------------------------------------------------------ +Majority of pixels of a typical image do not require filtering, +often pixels are grouped into blocks which could benefit from early exit +right at the beginning of the algorithm. +Given the following neighborhood, + + N + W M E + S + +If the difference in local maximum and minimum luma (contrast "range") +is lower than a threshold proportional to the maximum local luma ("rangeMax"), +then the shader early exits (no visible aliasing). +This threshold is clamped at a minimum value ("FXAA_EDGE_THRESHOLD_MIN") +to avoid processing in really dark areas. +----------------------------------------------------------------------------*/ + float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz; + float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz; + float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz; + float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz; + float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz; + float lumaN = FxaaLuma(rgbN); + float lumaW = FxaaLuma(rgbW); + float lumaM = FxaaLuma(rgbM); + float lumaE = FxaaLuma(rgbE); + float lumaS = FxaaLuma(rgbS); + float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE))); + float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE))); + float range = rangeMax - rangeMin; + #if FXAA_DEBUG + float lumaO = lumaM / (1.0 + (0.587/0.299)); + #endif + if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) { + #if FXAA_DEBUG + return FxaaFilterReturn(FxaaToFloat3(lumaO)); + #endif + return FxaaFilterReturn(rgbM); } + #if FXAA_SUBPIX > 0 + #if FXAA_SUBPIX_FASTER + float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) * + FxaaToFloat3(1.0/5.0); + #else + float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS; + #endif + #endif + +/*---------------------------------------------------------------------------- + COMPUTE LOWPASS +------------------------------------------------------------------------------ +FXAA computes a local neighborhood lowpass value as follows, + + (N + W + E + S)/4 + +Then uses the ratio of the contrast range of the lowpass +and the range found in the early exit check, +as a sub-pixel aliasing detection filter. +When FXAA detects sub-pixel aliasing (such as single pixel dots), +it later blends in "blendL" amount +of a lowpass value (computed in the next section) to the final result. +----------------------------------------------------------------------------*/ + #if FXAA_SUBPIX != 0 + float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25; + float rangeL = abs(lumaL - lumaM); + #endif + #if FXAA_SUBPIX == 1 + float blendL = max(0.0, + (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE; + blendL = min(FXAA_SUBPIX_CAP, blendL); + #endif + #if FXAA_SUBPIX == 2 + float blendL = rangeL / range; + #endif + #if FXAA_DEBUG_PASSTHROUGH + #if FXAA_SUBPIX == 0 + float blendL = 0.0; + #endif + return FxaaFilterReturn( + FxaaFloat3(1.0, blendL/FXAA_SUBPIX_CAP, 0.0)); + #endif + +/*---------------------------------------------------------------------------- + CHOOSE VERTICAL OR HORIZONTAL SEARCH +------------------------------------------------------------------------------ +FXAA uses the following local neighborhood, + + NW N NE + W M E + SW S SE + +To compute an edge amount for both vertical and horizontal directions. +Note edge detect filters like Sobel fail on single pixel lines through M. +FXAA takes the weighted average magnitude of the high-pass values +for rows and columns as an indication of local edge amount. + +A lowpass value for anti-sub-pixel-aliasing is computed as + (N+W+E+S+M+NW+NE+SW+SE)/9. +This full box pattern has higher quality than other options. + +Note following this block, both vertical and horizontal cases +flow in parallel (reusing the horizontal variables). +----------------------------------------------------------------------------*/ + float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz; + float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz; + float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz; + float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz; + #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0) + rgbL += (rgbNW + rgbNE + rgbSW + rgbSE); + rgbL *= FxaaToFloat3(1.0/9.0); + #endif + float lumaNW = FxaaLuma(rgbNW); + float lumaNE = FxaaLuma(rgbNE); + float lumaSW = FxaaLuma(rgbSW); + float lumaSE = FxaaLuma(rgbSE); + float edgeVert = + abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) + + abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) + + abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE)); + float edgeHorz = + abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) + + abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) + + abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE)); + bool horzSpan = edgeHorz >= edgeVert; + #if FXAA_DEBUG_HORZVERT + if(horzSpan) return FxaaFilterReturn(FxaaFloat3(1.0, 0.75, 0.0)); + else return FxaaFilterReturn(FxaaFloat3(0.0, 0.50, 1.0)); + #endif + float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x; + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + float gradientN = abs(lumaN - lumaM); + float gradientS = abs(lumaS - lumaM); + lumaN = (lumaN + lumaM) * 0.5; + lumaS = (lumaS + lumaM) * 0.5; + +/*---------------------------------------------------------------------------- + CHOOSE SIDE OF PIXEL WHERE GRADIENT IS HIGHEST +------------------------------------------------------------------------------ +This chooses a pixel pair. +For "horzSpan == true" this will be a vertical pair, + + [N] N + [M] or [M] + S [S] + +Note following this block, both {N,M} and {S,M} cases +flow in parallel (reusing the {N,M} variables). + +This pair of image rows or columns is searched below +in the positive and negative direction +until edge status changes +(or the maximum number of search steps is reached). +----------------------------------------------------------------------------*/ + bool pairN = gradientN >= gradientS; + #if FXAA_DEBUG_PAIR + if(pairN) return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); + else return FxaaFilterReturn(FxaaFloat3(0.0, 1.0, 0.0)); + #endif + if(!pairN) lumaN = lumaS; + if(!pairN) gradientN = gradientS; + if(!pairN) lengthSign *= -1.0; + float2 posN; + posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5); + posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0); + +/*---------------------------------------------------------------------------- + CHOOSE SEARCH LIMITING VALUES +------------------------------------------------------------------------------ +Search limit (+/- gradientN) is a function of local gradient. +----------------------------------------------------------------------------*/ + gradientN *= FXAA_SEARCH_THRESHOLD; + +/*---------------------------------------------------------------------------- + SEARCH IN BOTH DIRECTIONS UNTIL FIND LUMA PAIR AVERAGE IS OUT OF RANGE +------------------------------------------------------------------------------ +This loop searches either in vertical or horizontal directions, +and in both the negative and positive direction in parallel. +This loop fusion is faster than searching separately. + +The search is accelerated using FXAA_SEARCH_ACCELERATION length box filter +via anisotropic filtering with specified texture gradients. +----------------------------------------------------------------------------*/ + float2 posP = posN; + float2 offNP = horzSpan ? + FxaaFloat2(rcpFrame.x, 0.0) : + FxaaFloat2(0.0f, rcpFrame.y); + float lumaEndN = lumaN; + float lumaEndP = lumaN; + bool doneN = false; + bool doneP = false; + #if FXAA_SEARCH_ACCELERATION == 1 + posN += offNP * FxaaFloat2(-1.0, -1.0); + posP += offNP * FxaaFloat2( 1.0, 1.0); + #endif + #if FXAA_SEARCH_ACCELERATION == 2 + posN += offNP * FxaaFloat2(-1.5, -1.5); + posP += offNP * FxaaFloat2( 1.5, 1.5); + offNP *= FxaaFloat2(2.0, 2.0); + #endif + #if FXAA_SEARCH_ACCELERATION == 3 + posN += offNP * FxaaFloat2(-2.0, -2.0); + posP += offNP * FxaaFloat2( 2.0, 2.0); + offNP *= FxaaFloat2(3.0, 3.0); + #endif + #if FXAA_SEARCH_ACCELERATION == 4 + posN += offNP * FxaaFloat2(-2.5, -2.5); + posP += offNP * FxaaFloat2( 2.5, 2.5); + offNP *= FxaaFloat2(4.0, 4.0); + #endif + for(int i = 0; i < FXAA_SEARCH_STEPS; i++) { + #if FXAA_SEARCH_ACCELERATION == 1 + if(!doneN) lumaEndN = + FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz); + if(!doneP) lumaEndP = + FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz); + #else + if(!doneN) lumaEndN = + FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz); + if(!doneP) lumaEndP = + FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz); + #endif + doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN); + doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN); + if(doneN && doneP) break; + if(!doneN) posN -= offNP; + if(!doneP) posP += offNP; } + +/*---------------------------------------------------------------------------- + HANDLE IF CENTER IS ON POSITIVE OR NEGATIVE SIDE +------------------------------------------------------------------------------ +FXAA uses the pixel's position in the span +in combination with the values (lumaEnd*) at the ends of the span, +to determine filtering. + +This step computes which side of the span the pixel is on. +On negative side if dstN < dstP, + + posN pos posP + |-----------|------|------------------| + | | | | + |<--dstN--->|<---------dstP---------->| + | + span center + +----------------------------------------------------------------------------*/ + float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y; + float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y; + bool directionN = dstN < dstP; + #if FXAA_DEBUG_NEGPOS + if(directionN) return FxaaFilterReturn(FxaaFloat3(1.0, 0.0, 0.0)); + else return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); + #endif + lumaEndN = directionN ? lumaEndN : lumaEndP; + +/*---------------------------------------------------------------------------- + CHECK IF PIXEL IS IN SECTION OF SPAN WHICH GETS NO FILTERING +------------------------------------------------------------------------------ +If both the pair luma at the end of the span (lumaEndN) +and middle pixel luma (lumaM) +are on the same side of the middle pair average luma (lumaN), +then don't filter. + +Cases, + +(1.) "L", + + lumaM + | + V XXXXXXXX <- other line averaged + XXXXXXX[X]XXXXXXXXXXX <- source pixel line + | . | + -------------------------- + [ ]xxxxxx[x]xx[X]XXXXXX <- pair average + -------------------------- + ^ ^ ^ ^ + | | | | + . |<---->|<---------- no filter region + . | | | + . center | | + . | lumaEndN + . | . + . lumaN . + . . + |<--- span -->| + + +(2.) "^" and "-", + + <- other line averaged + XXXXX[X]XXX <- source pixel line + | | | + -------------------------- + [ ]xxxx[x]xx[ ] <- pair average + -------------------------- + | | | + |<--->|<--->|<---------- filter both sides + + +(3.) "v" and inverse of "-", + + XXXXXX XXXXXXXXX <- other line averaged + XXXXXXXXXXX[X]XXXXXXXXXXXX <- source pixel line + | | | + -------------------------- + XXXX[X]xxxx[x]xx[X]XXXXXXX <- pair average + -------------------------- + | | | + |<--->|<--->|<---------- don't filter both! + + +Note the "v" case for FXAA requires no filtering. +This is because the inverse of the "-" case is the "v". +Filtering "v" case turns open spans like this, + + XXXXXXXXX + +Into this (which is not desired), + + x+. .+x + XXXXXXXXX + +----------------------------------------------------------------------------*/ + if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) + lengthSign = 0.0; + +/*---------------------------------------------------------------------------- + COMPUTE SUB-PIXEL OFFSET AND FILTER SPAN +------------------------------------------------------------------------------ +FXAA filters using a bilinear texture fetch offset +from the middle pixel M towards the center of the pair (NM below). +Maximum filtering will be half way between pair. +Reminder, at this point in the code, +the {N,M} pair is also reused for all cases: {S,M}, {W,M}, and {E,M}. + + +-------+ + | | 0.5 offset + | N | | + | | V + +-------+....--- + | | + | M...|....--- + | | ^ + +-------+ | + . . 0.0 offset + . S . + . . + ......... + +Position on span is used to compute sub-pixel filter offset using simple ramp, + + posN posP + |\ |<------- 0.5 pixel offset into pair pixel + | \ | + | \ | + ---.......|...\..........|<------- 0.25 pixel offset into pair pixel + ^ | ^\ | + | | | \ | + V | | \ | + ---.......|===|==========|<------- 0.0 pixel offset (ie M pixel) + ^ . | ^ . + | . pos | . + | . . | . + | . . center . + | . . . + | |<->|<---------.-------- dstN + | . . . + | . |<-------->|<------- dstP + | . . + | |<------------>|<------- spanLength + | + subPixelOffset + +----------------------------------------------------------------------------*/ + float spanLength = (dstP + dstN); + dstN = directionN ? dstN : dstP; + float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign; + #if FXAA_DEBUG_OFFSET + float ox = horzSpan ? 0.0 : subPixelOffset*2.0/rcpFrame.x; + float oy = horzSpan ? subPixelOffset*2.0/rcpFrame.y : 0.0; + if(ox < 0.0) return FxaaFilterReturn( + FxaaLerp3(FxaaToFloat3(lumaO), + FxaaFloat3(1.0, 0.0, 0.0), -ox)); + if(ox > 0.0) return FxaaFilterReturn( + FxaaLerp3(FxaaToFloat3(lumaO), + FxaaFloat3(0.0, 0.0, 1.0), ox)); + if(oy < 0.0) return FxaaFilterReturn( + FxaaLerp3(FxaaToFloat3(lumaO), + FxaaFloat3(1.0, 0.6, 0.2), -oy)); + if(oy > 0.0) return FxaaFilterReturn( + FxaaLerp3(FxaaToFloat3(lumaO), + FxaaFloat3(0.2, 0.6, 1.0), oy)); + return FxaaFilterReturn(FxaaFloat3(lumaO, lumaO, lumaO)); + #endif + float3 rgbF = FxaaTexLod0(tex, FxaaFloat2( + pos.x + (horzSpan ? 0.0 : subPixelOffset), + pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz; + #if FXAA_SUBPIX == 0 + return FxaaFilterReturn(rgbF); + #else + return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL)); + #endif +} + + + +struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; +}; + +v2f vert (appdata_img v) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; +} + +sampler2D _MainTex; +float4 _MainTex_TexelSize; + +float4 frag (v2f i) : SV_Target +{ + return float4(FxaaPixelShader(i.uv.xy, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); +} + +ENDCG + } +} + +Fallback "Hidden/FXAA II" +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta new file mode 100644 index 0000000..053bdbf --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: c182fa94a5a0a4c02870641efcd38cd5 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader new file mode 100644 index 0000000..6467c0b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader @@ -0,0 +1,148 @@ + +Shader "Hidden/NFAA" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _BlurTex ("Base (RGB)", 2D) = "white" {} + +} + +CGINCLUDE + +#include "UnityCG.cginc" + +uniform sampler2D _MainTex; +uniform float4 _MainTex_TexelSize; +uniform float _OffsetScale; +uniform float _BlurRadius; + +struct v2f { + float4 pos : SV_POSITION; + float2 uv[8] : TEXCOORD0; +}; + + v2f vert( appdata_img v ) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + float2 uv = v.texcoord.xy; + + float2 up = float2(0.0, _MainTex_TexelSize.y) * _OffsetScale; + float2 right = float2(_MainTex_TexelSize.x, 0.0) * _OffsetScale; + + o.uv[0].xy = uv + up; + o.uv[1].xy = uv - up; + o.uv[2].xy = uv + right; + o.uv[3].xy = uv - right; + o.uv[4].xy = uv - right + up; + o.uv[5].xy = uv - right -up; + o.uv[6].xy = uv + right + up; + o.uv[7].xy = uv + right -up; + + return o; + } + + half4 frag (v2f i) : SV_Target + { + // get luminance values + // maybe: experiment with different luminance calculations + float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb ); + float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb ); + float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb ); + float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb ); + float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb ); + float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb ); + float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb ); + float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb ); + + // 2 triangle subtractions + float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL)); + float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL)); + float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL)); + float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL)); + + // figure out "normal" + float2 blurDir = half2((sum0-sum1), (sum3-sum2)); + blurDir *= _MainTex_TexelSize.xy * _BlurRadius; + + // reconstruct normal uv + float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5; + + float4 returnColor = tex2D(_MainTex, uv_); + returnColor += tex2D(_MainTex, uv_+ blurDir.xy); + returnColor += tex2D(_MainTex, uv_ - blurDir.xy); + returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y)); + returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y)); + + return returnColor * 0.2; + } + + half4 fragDebug (v2f i) : SV_Target + { + // get luminance values + // maybe: experiment with different luminance calculations + float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb ); + float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb ); + float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb ); + float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb ); + float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb ); + float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb ); + float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb ); + float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb ); + + // 2 triangle subtractions + float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL)); + float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL)); + float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL)); + float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL)); + + // figure out "normal" + float2 blurDir = half2((sum0-sum1), (sum3-sum2)); + blurDir *= _MainTex_TexelSize.xy * _BlurRadius; + + // reconstruct normal uv + float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5; + + float4 returnColor = tex2D(_MainTex, uv_); + returnColor += tex2D(_MainTex, uv_+ blurDir.xy); + returnColor += tex2D(_MainTex, uv_ - blurDir.xy); + returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y)); + returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y)); + + blurDir = half2((sum0-sum1), (sum3-sum2)) * _BlurRadius; + return half4(normalize( half3(blurDir,1) * 0.5 + 0.5), 1); + return returnColor * 0.2; + } + +ENDCG + +SubShader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + #pragma exclude_renderers d3d11_9x + + ENDCG + } + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragDebug + #pragma target 3.0 + #pragma exclude_renderers d3d11_9x + + ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta new file mode 100644 index 0000000..af7b4b6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: ce0cb2621f6d84e21a87414e471a3cce +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader new file mode 100644 index 0000000..cf3f938 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader @@ -0,0 +1,85 @@ + +Shader "Hidden/SSAA" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} +} + +// very simple & fast AA by Emmanuel Julien + +SubShader { + Pass { + + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + uniform sampler2D _MainTex; + uniform float4 _MainTex_TexelSize; + + struct v2f { + float4 pos : SV_POSITION; + float2 uv[5] : TEXCOORD0; + }; + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + float2 uv = v.texcoord.xy; + + float w = 1.75; + + float2 up = float2(0.0, _MainTex_TexelSize.y) * w; + float2 right = float2(_MainTex_TexelSize.x, 0.0) * w; + + o.uv[0].xy = uv - up; + o.uv[1].xy = uv - right; + o.uv[2].xy = uv + right; + o.uv[3].xy = uv + up; + + o.uv[4].xy = uv; + + return o; + } + + half4 frag (v2f i) : SV_Target + { + half4 outColor; + + float t = Luminance( tex2D( _MainTex, i.uv[0] ).xyz ); + float l = Luminance( tex2D( _MainTex, i.uv[1] ).xyz); + float r = Luminance( tex2D( _MainTex, i.uv[2] ).xyz); + float b = Luminance( tex2D( _MainTex, i.uv[3] ).xyz); + + half2 n = half2( -( t - b ), r - l ); + float nl = length( n ); + + if ( nl < (1.0 / 16.0) ) + outColor = tex2D( _MainTex, i.uv[4] ); + else { + n *= _MainTex_TexelSize.xy / nl; + + half4 o = tex2D( _MainTex, i.uv[4]); + half4 t0 = tex2D( _MainTex, i.uv[4] + n * 0.5) * 0.9; + half4 t1 = tex2D( _MainTex, i.uv[4] - n * 0.5) * 0.9; + half4 t2 = tex2D( _MainTex, i.uv[4] + n) * 0.75; + half4 t3 = tex2D( _MainTex, i.uv[4] - n) * 0.75; + + outColor = (o + t0 + t1 + t2 + t3) / 4.3; + } + + return outColor; + } + + ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta new file mode 100644 index 0000000..e972317 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: b3728d1488b02490cbd196c7941bf1f8 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta new file mode 100644 index 0000000..3bdce38 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d6ef58fc6f637406bbe6814a19c377f8 diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader new file mode 100644 index 0000000..91c891e --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader @@ -0,0 +1,114 @@ +Shader "Hidden/Blend" { + Properties { + _MainTex ("Screen Blended", 2D) = "" {} + _ColorBuffer ("Color", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv[2] : TEXCOORD0; + }; + struct v2f_mt { + float4 pos : SV_POSITION; + float2 uv[4] : TEXCOORD0; + }; + + sampler2D _ColorBuffer; + sampler2D _MainTex; + + half _Intensity; + half4 _ColorBuffer_TexelSize; + half4 _MainTex_TexelSize; + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv[0] = v.texcoord.xy; + o.uv[1] = v.texcoord.xy; + + #if UNITY_UV_STARTS_AT_TOP + if (_ColorBuffer_TexelSize.y < 0) + o.uv[1].y = 1-o.uv[1].y; + #endif + + return o; + } + + v2f_mt vertMultiTap( appdata_img v ) { + v2f_mt o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5; + o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5; + o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5; + o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5; + return o; + } + + half4 fragScreen (v2f i) : SV_Target { + half4 toBlend = saturate (tex2D(_MainTex, i.uv[0]) * _Intensity); + return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1])); + } + + half4 fragAdd (v2f i) : SV_Target { + return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]); + } + + half4 fragVignetteBlend (v2f i) : SV_Target { + return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]); + } + + half4 fragMultiTap (v2f_mt i) : SV_Target { + half4 outColor = tex2D(_MainTex, i.uv[0].xy); + outColor += tex2D(_MainTex, i.uv[1].xy); + outColor += tex2D(_MainTex, i.uv[2].xy); + outColor += tex2D(_MainTex, i.uv[3].xy); + return outColor * 0.25; + } + + ENDCG + +Subshader { + ZTest Always Cull Off ZWrite Off + + // 0: nicer & softer "screen" blend mode + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragScreen + ENDCG + } + + // 1: simple "add" blend mode + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragAdd + ENDCG + } + // 2: used for "stable" downsampling + Pass { + + CGPROGRAM + #pragma vertex vertMultiTap + #pragma fragment fragMultiTap + ENDCG + } + // 3: vignette blending + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragVignetteBlend + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta new file mode 100644 index 0000000..e9a742b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 53b3960ee3d3d4a5caa8d5473d120187 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader new file mode 100644 index 0000000..e88fba0 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader @@ -0,0 +1,220 @@ +Shader "Hidden/BlendForBloom" { + Properties { + _MainTex ("Screen Blended", 2D) = "" {} + _ColorBuffer ("Color", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv[2] : TEXCOORD0; + }; + struct v2f_mt { + float4 pos : SV_POSITION; + float2 uv[5] : TEXCOORD0; + }; + + sampler2D _ColorBuffer; + sampler2D _MainTex; + + half _Intensity; + half4 _ColorBuffer_TexelSize; + half4 _MainTex_TexelSize; + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv[0] = v.texcoord.xy; + o.uv[1] = v.texcoord.xy; + + #if UNITY_UV_STARTS_AT_TOP + if (_ColorBuffer_TexelSize.y < 0) + o.uv[1].y = 1-o.uv[1].y; + #endif + + return o; + } + + v2f_mt vertMultiTap( appdata_img v ) { + v2f_mt o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv[4] = v.texcoord.xy; + o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5; + o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5; + o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5; + o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5; + return o; + } + + half4 fragScreen (v2f i) : SV_Target { + half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity; + half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); + return 1-(1-addedbloom)*(1-screencolor); + } + + half4 fragScreenCheap(v2f i) : SV_Target { + half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity; + half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); + return 1-(1-addedbloom)*(1-screencolor); + } + + half4 fragAdd (v2f i) : SV_Target { + half4 addedbloom = tex2D(_MainTex, i.uv[0].xy); + half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); + return _Intensity * addedbloom + screencolor; + } + + half4 fragAddCheap (v2f i) : SV_Target { + half4 addedbloom = tex2D(_MainTex, i.uv[0].xy); + half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); + return _Intensity * addedbloom + screencolor; + } + + half4 fragVignetteMul (v2f i) : SV_Target { + return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]); + } + + half4 fragVignetteBlend (v2f i) : SV_Target { + return half4(1,1,1, tex2D(_ColorBuffer, i.uv[0]).r); + } + + half4 fragClear (v2f i) : SV_Target { + return 0; + } + + half4 fragAddOneOne (v2f i) : SV_Target { + half4 addedColors = tex2D(_MainTex, i.uv[0].xy); + return addedColors * _Intensity; + } + + half4 frag1Tap (v2f i) : SV_Target { + return tex2D(_MainTex, i.uv[0].xy); + } + + half4 fragMultiTapMax (v2f_mt i) : SV_Target { + half4 outColor = tex2D(_MainTex, i.uv[4].xy); + outColor = max(outColor, tex2D(_MainTex, i.uv[0].xy)); + outColor = max(outColor, tex2D(_MainTex, i.uv[1].xy)); + outColor = max(outColor, tex2D(_MainTex, i.uv[2].xy)); + outColor = max(outColor, tex2D(_MainTex, i.uv[3].xy)); + return outColor; + } + + half4 fragMultiTapBlur (v2f_mt i) : SV_Target { + half4 outColor = 0; + outColor += tex2D(_MainTex, i.uv[0].xy); + outColor += tex2D(_MainTex, i.uv[1].xy); + outColor += tex2D(_MainTex, i.uv[2].xy); + outColor += tex2D(_MainTex, i.uv[3].xy); + return outColor/4; + } + + ENDCG + +Subshader { + ZTest Always Cull Off ZWrite Off + + // 0: nicer & softer "screen" blend mode + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragScreen + ENDCG + } + + // 1: "add" blend mode + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragAdd + ENDCG + } + // 2: several taps, maxxed + Pass { + + CGPROGRAM + #pragma vertex vertMultiTap + #pragma fragment fragMultiTapMax + ENDCG + } + // 3: vignette blending + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragVignetteMul + ENDCG + } + // 4: nicer & softer "screen" blend mode(cheapest) + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragScreenCheap + ENDCG + } + // 5: "add" blend mode (cheapest) + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragAddCheap + ENDCG + } + // 6: used for "stable" downsampling (blur) + Pass { + + CGPROGRAM + #pragma vertex vertMultiTap + #pragma fragment fragMultiTapBlur + ENDCG + } + // 7: vignette blending (blend to dest) + Pass { + + Blend Zero SrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragVignetteBlend + ENDCG + } + // 8: clear + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragClear + ENDCG + } + // 9: fragAddOneOne + Pass { + + Blend One One + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragAddOneOne + ENDCG + } + // 10: max blend + Pass { + + BlendOp Max + Blend One One + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag1Tap + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta new file mode 100644 index 0000000..1737d9f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 7856cbff0a0ca45c787d5431eb805bb0 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader new file mode 100644 index 0000000..650f016 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader @@ -0,0 +1,48 @@ +Shader "Hidden/BlendOneOne" { + Properties { + _MainTex ("-", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + half _Intensity; + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; + } + + half4 frag(v2f i) : SV_Target { + return tex2D(_MainTex, i.uv) * _Intensity; + } + + ENDCG + +Subshader { + + Pass { + BlendOp Add + Blend One One + + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta new file mode 100644 index 0000000..007df7f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: f7898d203e9b94c0dbe2bf9dd5cb32c0 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader new file mode 100644 index 0000000..ec16958 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader @@ -0,0 +1,202 @@ +Shader "Hidden/BlurAndFlares" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + _NonBlurredTex ("Base (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + struct v2f_opts { + half4 pos : SV_POSITION; + half2 uv[7] : TEXCOORD0; + }; + + struct v2f_blur { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 uv01 : TEXCOORD1; + half4 uv23 : TEXCOORD2; + half4 uv45 : TEXCOORD3; + half4 uv67 : TEXCOORD4; + }; + + half4 _Offsets; + half4 _TintColor; + + half _StretchWidth; + half2 _Threshhold; + half _Saturation; + + half4 _MainTex_TexelSize; + + sampler2D _MainTex; + sampler2D _NonBlurredTex; + + v2f vert (appdata_img v) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; + } + + v2f_blur vertWithMultiCoords2 (appdata_img v) { + v2f_blur o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1); + o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 2.0; + o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 3.0; + o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 4.0; + o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 5.0; + return o; + } + + v2f_opts vertStretch (appdata_img v) { + v2f_opts o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + half b = _StretchWidth; + o.uv[0] = v.texcoord.xy; + o.uv[1] = v.texcoord.xy + b * 2.0 * _Offsets.xy; + o.uv[2] = v.texcoord.xy - b * 2.0 * _Offsets.xy; + o.uv[3] = v.texcoord.xy + b * 4.0 * _Offsets.xy; + o.uv[4] = v.texcoord.xy - b * 4.0 * _Offsets.xy; + o.uv[5] = v.texcoord.xy + b * 6.0 * _Offsets.xy; + o.uv[6] = v.texcoord.xy - b * 6.0 * _Offsets.xy; + return o; + } + + v2f_opts vertWithMultiCoords (appdata_img v) { + v2f_opts o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv[0] = v.texcoord.xy; + o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * _Offsets.xy; + o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * _Offsets.xy; + o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * _Offsets.xy; + o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * _Offsets.xy; + o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * _Offsets.xy; + o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * _Offsets.xy; + return o; + } + + half4 fragPostNoBlur (v2f i) : SV_Target { + half4 color = tex2D (_MainTex, i.uv); + return color * 1.0/(1.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy + } + + half4 fragGaussBlur (v2f_blur i) : SV_Target { + half4 color = half4 (0,0,0,0); + color += 0.225 * tex2D (_MainTex, i.uv); + color += 0.150 * tex2D (_MainTex, i.uv01.xy); + color += 0.150 * tex2D (_MainTex, i.uv01.zw); + color += 0.110 * tex2D (_MainTex, i.uv23.xy); + color += 0.110 * tex2D (_MainTex, i.uv23.zw); + color += 0.075 * tex2D (_MainTex, i.uv45.xy); + color += 0.075 * tex2D (_MainTex, i.uv45.zw); + color += 0.0525 * tex2D (_MainTex, i.uv67.xy); + color += 0.0525 * tex2D (_MainTex, i.uv67.zw); + return color; + } + + half4 fragPreAndCut (v2f_opts i) : SV_Target { + half4 color = tex2D (_MainTex, i.uv[0]); + color += tex2D (_MainTex, i.uv[1]); + color += tex2D (_MainTex, i.uv[2]); + color += tex2D (_MainTex, i.uv[3]); + color += tex2D (_MainTex, i.uv[4]); + color += tex2D (_MainTex, i.uv[5]); + color += tex2D (_MainTex, i.uv[6]); + color = max(color / 7.0 - _Threshhold.xxxx, float4(0,0,0,0)); + half lum = Luminance(color.rgb); + color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation) * _TintColor.rgb; + return color; + } + + half4 fragStretch (v2f_opts i) : SV_Target { + half4 color = tex2D (_MainTex, i.uv[0]); + color = max (color, tex2D (_MainTex, i.uv[1])); + color = max (color, tex2D (_MainTex, i.uv[2])); + color = max (color, tex2D (_MainTex, i.uv[3])); + color = max (color, tex2D (_MainTex, i.uv[4])); + color = max (color, tex2D (_MainTex, i.uv[5])); + color = max (color, tex2D (_MainTex, i.uv[6])); + return color; + } + + half4 fragPost (v2f_opts i) : SV_Target { + half4 color = tex2D (_MainTex, i.uv[0]); + color += tex2D (_MainTex, i.uv[1]); + color += tex2D (_MainTex, i.uv[2]); + color += tex2D (_MainTex, i.uv[3]); + color += tex2D (_MainTex, i.uv[4]); + color += tex2D (_MainTex, i.uv[5]); + color += tex2D (_MainTex, i.uv[6]); + return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy + } + + ENDCG + +Subshader { + ZTest Always Cull Off ZWrite Off + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragPostNoBlur + + ENDCG + } + + Pass { + + CGPROGRAM + + #pragma vertex vertStretch + #pragma fragment fragStretch + + ENDCG + } + + // 2 + Pass { + + CGPROGRAM + + #pragma vertex vertWithMultiCoords + #pragma fragment fragPreAndCut + + ENDCG + } + + // 3 + Pass { + + CGPROGRAM + + #pragma vertex vertWithMultiCoords + #pragma fragment fragPost + + ENDCG + } + // 4 + Pass { + + CGPROGRAM + + #pragma vertex vertWithMultiCoords2 + #pragma fragment fragGaussBlur + + ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta new file mode 100644 index 0000000..a0ed0ba --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: be6e39cf196f146d5be72fbefb18ed75 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader new file mode 100644 index 0000000..7af0789 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader @@ -0,0 +1,57 @@ +Shader "Hidden/BrightPassFilterForBloom" +{ + Properties + { + _MainTex ("Base (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + + half4 threshold; + half useSrcAlphaAsMask; + + v2f vert( appdata_img v ) + { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; + } + + half4 frag(v2f i) : SV_Target + { + half4 color = tex2D(_MainTex, i.uv); + //color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense + color = color * lerp(1.0, color.a, useSrcAlphaAsMask); + color = max(half4(0,0,0,0), color-threshold.x); + return color; + } + + ENDCG + + Subshader + { + Pass + { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + ENDCG + } + } + Fallback off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta new file mode 100644 index 0000000..35204d1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 186c4c0d31e314f049595dcbaf4ca129 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader new file mode 100644 index 0000000..b202a23 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader @@ -0,0 +1,74 @@ +Shader "Hidden/BrightPassFilter2" +{ + Properties + { + _MainTex ("Base (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + + half4 _Threshhold; + + v2f vert( appdata_img v ) + { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; + } + + half4 fragScalarThresh(v2f i) : SV_Target + { + half4 color = tex2D(_MainTex, i.uv); + color.rgb = color.rgb; + color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.xxx); + return color; + } + + half4 fragColorThresh(v2f i) : SV_Target + { + half4 color = tex2D(_MainTex, i.uv); + color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.rgb); + return color; + } + + ENDCG + + Subshader + { + Pass + { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragScalarThresh + + ENDCG + } + + Pass + { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragColorThresh + + ENDCG + } + } + Fallback off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta new file mode 100644 index 0000000..b55de0e --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader new file mode 100644 index 0000000..135efe6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader @@ -0,0 +1,60 @@ +Shader "Hidden/LensFlareCreate" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv[4] : TEXCOORD0; + }; + + fixed4 colorA; + fixed4 colorB; + fixed4 colorC; + fixed4 colorD; + + sampler2D _MainTex; + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5; + o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5; + o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5; + o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5; + return o; + } + + fixed4 frag(v2f i) : SV_Target { + fixed4 color = float4 (0,0,0,0); + color += tex2D(_MainTex, i.uv[0] ) * colorA; + color += tex2D(_MainTex, i.uv[1] ) * colorB; + color += tex2D(_MainTex, i.uv[2] ) * colorC; + color += tex2D(_MainTex, i.uv[3] ) * colorD; + return color; + } + + ENDCG + +Subshader { + Blend One One + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta new file mode 100644 index 0000000..cd9c241 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 459fe69d2f6d74ddb92f04dbf45a866b +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader new file mode 100644 index 0000000..6fe10b1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader @@ -0,0 +1,292 @@ + +Shader "Hidden/FastBloom" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _Bloom ("Bloom (RGB)", 2D) = "black" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _Bloom; + + uniform half4 _MainTex_TexelSize; + + uniform half4 _Parameter; + uniform half4 _OffsetsA; + uniform half4 _OffsetsB; + + #define ONE_MINUS_THRESHHOLD_TIMES_INTENSITY _Parameter.w + #define THRESHHOLD _Parameter.z + + struct v2f_simple + { + float4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + + #if UNITY_UV_STARTS_AT_TOP + half2 uv2 : TEXCOORD1; + #endif + }; + + v2f_simple vertBloom ( appdata_img v ) + { + v2f_simple o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord; + + #if UNITY_UV_STARTS_AT_TOP + o.uv2 = v.texcoord; + if (_MainTex_TexelSize.y < 0.0) + o.uv.y = 1.0 - o.uv.y; + #endif + + return o; + } + + struct v2f_tap + { + float4 pos : SV_POSITION; + half2 uv20 : TEXCOORD0; + half2 uv21 : TEXCOORD1; + half2 uv22 : TEXCOORD2; + half2 uv23 : TEXCOORD3; + }; + + v2f_tap vert4Tap ( appdata_img v ) + { + v2f_tap o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv20 = v.texcoord + _MainTex_TexelSize.xy; + o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h); + o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h); + o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h); + + return o; + } + + fixed4 fragBloom ( v2f_simple i ) : SV_Target + { + #if UNITY_UV_STARTS_AT_TOP + + fixed4 color = tex2D(_MainTex, i.uv2); + return color + tex2D(_Bloom, i.uv); + + #else + + fixed4 color = tex2D(_MainTex, i.uv); + return color + tex2D(_Bloom, i.uv); + + #endif + } + + fixed4 fragDownsample ( v2f_tap i ) : SV_Target + { + fixed4 color = tex2D (_MainTex, i.uv20); + color += tex2D (_MainTex, i.uv21); + color += tex2D (_MainTex, i.uv22); + color += tex2D (_MainTex, i.uv23); + return max(color/4 - THRESHHOLD, 0) * ONE_MINUS_THRESHHOLD_TIMES_INTENSITY; + } + + // weight curves + + static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights + + static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0), + half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; + + struct v2f_withBlurCoords8 + { + float4 pos : SV_POSITION; + half4 uv : TEXCOORD0; + half2 offs : TEXCOORD1; + }; + + struct v2f_withBlurCoordsSGX + { + float4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 offs[3] : TEXCOORD1; + }; + + v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) + { + v2f_withBlurCoords8 o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = half4(v.texcoord.xy,1,1); + o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; + + return o; + } + + v2f_withBlurCoords8 vertBlurVertical (appdata_img v) + { + v2f_withBlurCoords8 o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = half4(v.texcoord.xy,1,1); + o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; + + return o; + } + + half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target + { + half2 uv = i.uv.xy; + half2 netFilterWidth = i.offs; + half2 coords = uv - netFilterWidth * 3.0; + + half4 color = 0; + for( int l = 0; l < 7; l++ ) + { + half4 tap = tex2D(_MainTex, coords); + color += tap * curve4[l]; + coords += netFilterWidth; + } + return color; + } + + + v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) + { + v2f_withBlurCoordsSGX o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = v.texcoord.xy; + half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; + half4 coords = -netFilterWidth.xyxy * 3.0; + + o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + coords += netFilterWidth.xyxy; + o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + coords += netFilterWidth.xyxy; + o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + + return o; + } + + v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) + { + v2f_withBlurCoordsSGX o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = half4(v.texcoord.xy,1,1); + half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; + half4 coords = -netFilterWidth.xyxy * 3.0; + + o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + coords += netFilterWidth.xyxy; + o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + coords += netFilterWidth.xyxy; + o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + + return o; + } + + half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target + { + half2 uv = i.uv.xy; + + half4 color = tex2D(_MainTex, i.uv) * curve4[3]; + + for( int l = 0; l < 3; l++ ) + { + half4 tapA = tex2D(_MainTex, i.offs[l].xy); + half4 tapB = tex2D(_MainTex, i.offs[l].zw); + color += (tapA + tapB) * curve4[l]; + } + + return color; + + } + + ENDCG + + SubShader { + ZTest Off Cull Off ZWrite Off Blend Off + + // 0 + Pass { + + CGPROGRAM + #pragma vertex vertBloom + #pragma fragment fragBloom + + ENDCG + + } + + // 1 + Pass { + + CGPROGRAM + + #pragma vertex vert4Tap + #pragma fragment fragDownsample + + ENDCG + + } + + // 2 + Pass { + ZTest Always + Cull Off + + CGPROGRAM + + #pragma vertex vertBlurVertical + #pragma fragment fragBlur8 + + ENDCG + } + + // 3 + Pass { + ZTest Always + Cull Off + + CGPROGRAM + + #pragma vertex vertBlurHorizontal + #pragma fragment fragBlur8 + + ENDCG + } + + // alternate blur + // 4 + Pass { + ZTest Always + Cull Off + + CGPROGRAM + + #pragma vertex vertBlurVerticalSGX + #pragma fragment fragBlurSGX + + ENDCG + } + + // 5 + Pass { + ZTest Always + Cull Off + + CGPROGRAM + + #pragma vertex vertBlurHorizontalSGX + #pragma fragment fragBlurSGX + + ENDCG + } + } + + FallBack Off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta new file mode 100644 index 0000000..db93b36 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 68a00c837b82e4c6d92e7da765dc5f1d +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader new file mode 100644 index 0000000..bb89465 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader @@ -0,0 +1,234 @@ + +Shader "Hidden/FastBlur" { + Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _Bloom ("Bloom (RGB)", 2D) = "black" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _Bloom; + + uniform half4 _MainTex_TexelSize; + uniform half4 _Parameter; + + struct v2f_tap + { + float4 pos : SV_POSITION; + half2 uv20 : TEXCOORD0; + half2 uv21 : TEXCOORD1; + half2 uv22 : TEXCOORD2; + half2 uv23 : TEXCOORD3; + }; + + v2f_tap vert4Tap ( appdata_img v ) + { + v2f_tap o; + + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv20 = v.texcoord + _MainTex_TexelSize.xy; + o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h); + o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h); + o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h); + + return o; + } + + fixed4 fragDownsample ( v2f_tap i ) : SV_Target + { + fixed4 color = tex2D (_MainTex, i.uv20); + color += tex2D (_MainTex, i.uv21); + color += tex2D (_MainTex, i.uv22); + color += tex2D (_MainTex, i.uv23); + return color / 4; + } + + // weight curves + + static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights + + static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0), + half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; + + struct v2f_withBlurCoords8 + { + float4 pos : SV_POSITION; + half4 uv : TEXCOORD0; + half2 offs : TEXCOORD1; + }; + + struct v2f_withBlurCoordsSGX + { + float4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 offs[3] : TEXCOORD1; + }; + + v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) + { + v2f_withBlurCoords8 o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = half4(v.texcoord.xy,1,1); + o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; + + return o; + } + + v2f_withBlurCoords8 vertBlurVertical (appdata_img v) + { + v2f_withBlurCoords8 o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = half4(v.texcoord.xy,1,1); + o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; + + return o; + } + + half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target + { + half2 uv = i.uv.xy; + half2 netFilterWidth = i.offs; + half2 coords = uv - netFilterWidth * 3.0; + + half4 color = 0; + for( int l = 0; l < 7; l++ ) + { + half4 tap = tex2D(_MainTex, coords); + color += tap * curve4[l]; + coords += netFilterWidth; + } + return color; + } + + + v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) + { + v2f_withBlurCoordsSGX o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = v.texcoord.xy; + half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; + half4 coords = -netFilterWidth.xyxy * 3.0; + + o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + coords += netFilterWidth.xyxy; + o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + coords += netFilterWidth.xyxy; + o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + + return o; + } + + v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) + { + v2f_withBlurCoordsSGX o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + o.uv = half4(v.texcoord.xy,1,1); + half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; + half4 coords = -netFilterWidth.xyxy * 3.0; + + o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + coords += netFilterWidth.xyxy; + o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + coords += netFilterWidth.xyxy; + o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); + + return o; + } + + half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target + { + half2 uv = i.uv.xy; + + half4 color = tex2D(_MainTex, i.uv) * curve4[3]; + + for( int l = 0; l < 3; l++ ) + { + half4 tapA = tex2D(_MainTex, i.offs[l].xy); + half4 tapB = tex2D(_MainTex, i.offs[l].zw); + color += (tapA + tapB) * curve4[l]; + } + + return color; + + } + + ENDCG + + SubShader { + ZTest Off Cull Off ZWrite Off Blend Off + + // 0 + Pass { + + CGPROGRAM + + #pragma vertex vert4Tap + #pragma fragment fragDownsample + + ENDCG + + } + + // 1 + Pass { + ZTest Always + Cull Off + + CGPROGRAM + + #pragma vertex vertBlurVertical + #pragma fragment fragBlur8 + + ENDCG + } + + // 2 + Pass { + ZTest Always + Cull Off + + CGPROGRAM + + #pragma vertex vertBlurHorizontal + #pragma fragment fragBlur8 + + ENDCG + } + + // alternate blur + // 3 + Pass { + ZTest Always + Cull Off + + CGPROGRAM + + #pragma vertex vertBlurVerticalSGX + #pragma fragment fragBlurSGX + + ENDCG + } + + // 4 + Pass { + ZTest Always + Cull Off + + CGPROGRAM + + #pragma vertex vertBlurHorizontalSGX + #pragma fragment fragBlurSGX + + ENDCG + } + } + + FallBack Off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta new file mode 100644 index 0000000..6770288 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: f9d5fa183cd6b45eeb1491f74863cd91 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader new file mode 100644 index 0000000..3f4b93f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader @@ -0,0 +1,154 @@ +Shader "Hidden/MultipassHollywoodFlares" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + _NonBlurredTex ("Base (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + struct v2f_opts { + half4 pos : SV_POSITION; + half2 uv[7] : TEXCOORD0; + }; + + half4 offsets; + half4 tintColor; + + half stretchWidth; + half2 _Threshhold; + + half4 _MainTex_TexelSize; + + sampler2D _MainTex; + sampler2D _NonBlurredTex; + + v2f vert (appdata_img v) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord.xy; + return o; + } + + v2f_opts vertStretch (appdata_img v) { + v2f_opts o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + half b = stretchWidth; + o.uv[0] = v.texcoord.xy; + o.uv[1] = v.texcoord.xy + b * 2.0 * offsets.xy; + o.uv[2] = v.texcoord.xy - b * 2.0 * offsets.xy; + o.uv[3] = v.texcoord.xy + b * 4.0 * offsets.xy; + o.uv[4] = v.texcoord.xy - b * 4.0 * offsets.xy; + o.uv[5] = v.texcoord.xy + b * 6.0 * offsets.xy; + o.uv[6] = v.texcoord.xy - b * 6.0 * offsets.xy; + return o; + } + + v2f_opts vertVerticalCoords (appdata_img v) { + v2f_opts o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv[0] = v.texcoord.xy; + o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * half2(0,1); + o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * half2(0,1); + o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * half2(0,1); + o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * half2(0,1); + o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * half2(0,1); + o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * half2(0,1); + return o; + } + + // deprecated + half4 fragPrepare (v2f i) : SV_Target { + half4 color = tex2D (_MainTex, i.uv); + half4 colorNb = tex2D (_NonBlurredTex, i.uv); + return color * tintColor * 0.5 + colorNb * normalize (tintColor) * 0.5; + } + + + half4 fragPreAndCut (v2f_opts i) : SV_Target { + half4 color = tex2D (_MainTex, i.uv[0]); + color += tex2D (_MainTex, i.uv[1]); + color += tex2D (_MainTex, i.uv[2]); + color += tex2D (_MainTex, i.uv[3]); + color += tex2D (_MainTex, i.uv[4]); + color += tex2D (_MainTex, i.uv[5]); + color += tex2D (_MainTex, i.uv[6]); + return max(color / 7.0 - _Threshhold.x, 0.0) * _Threshhold.y * tintColor; + } + + half4 fragStretch (v2f_opts i) : SV_Target { + half4 color = tex2D (_MainTex, i.uv[0]); + color = max (color, tex2D (_MainTex, i.uv[1])); + color = max (color, tex2D (_MainTex, i.uv[2])); + color = max (color, tex2D (_MainTex, i.uv[3])); + color = max (color, tex2D (_MainTex, i.uv[4])); + color = max (color, tex2D (_MainTex, i.uv[5])); + color = max (color, tex2D (_MainTex, i.uv[6])); + return color; + } + + half4 fragPost (v2f_opts i) : SV_Target { + half4 color = tex2D (_MainTex, i.uv[0]); + color += tex2D (_MainTex, i.uv[1]); + color += tex2D (_MainTex, i.uv[2]); + color += tex2D (_MainTex, i.uv[3]); + color += tex2D (_MainTex, i.uv[4]); + color += tex2D (_MainTex, i.uv[5]); + color += tex2D (_MainTex, i.uv[6]); + return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy + } + + ENDCG + +Subshader { + ZTest Always Cull Off ZWrite Off + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragPrepare + + ENDCG + } + + Pass { + + CGPROGRAM + + #pragma vertex vertStretch + #pragma fragment fragStretch + + ENDCG + } + + Pass { + + CGPROGRAM + + #pragma vertex vertVerticalCoords + #pragma fragment fragPreAndCut + + ENDCG + } + + Pass { + + CGPROGRAM + + #pragma vertex vertVerticalCoords + #pragma fragment fragPost + + ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta new file mode 100644 index 0000000..62c6a79 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: e2baf3cae8edc4daf94c9adc2154be00 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader new file mode 100644 index 0000000..cc054f4 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader @@ -0,0 +1,69 @@ +Shader "Hidden/SeparableBlurPlus" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 uv01 : TEXCOORD1; + half4 uv23 : TEXCOORD2; + half4 uv45 : TEXCOORD3; + half4 uv67 : TEXCOORD4; + }; + + half4 offsets; + + sampler2D _MainTex; + + v2f vert (appdata_img v) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.uv.xy = v.texcoord.xy; + + o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1); + o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0; + o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0; + o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5; + o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5; + + return o; + } + + half4 frag (v2f i) : SV_Target { + half4 color = half4 (0,0,0,0); + + color += 0.225 * tex2D (_MainTex, i.uv); + color += 0.150 * tex2D (_MainTex, i.uv01.xy); + color += 0.150 * tex2D (_MainTex, i.uv01.zw); + color += 0.110 * tex2D (_MainTex, i.uv23.xy); + color += 0.110 * tex2D (_MainTex, i.uv23.zw); + color += 0.075 * tex2D (_MainTex, i.uv45.xy); + color += 0.075 * tex2D (_MainTex, i.uv45.zw); + color += 0.0525 * tex2D (_MainTex, i.uv67.xy); + color += 0.0525 * tex2D (_MainTex, i.uv67.zw); + + return color; + } + + ENDCG + +Subshader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta new file mode 100644 index 0000000..f675def --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: a9df009a214e24a5ebbf271595f8d5b6 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader new file mode 100644 index 0000000..4289b2d --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader @@ -0,0 +1,57 @@ +Shader "Hidden/VignetteShader" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + sampler2D _MainTex; + + float4 _MainTex_TexelSize; + float vignetteIntensity; + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.uv = v.texcoord.xy; + return o; + } + + half4 frag(v2f i) : SV_Target { + half2 coords = i.uv; + half2 uv = i.uv; + + coords = (coords - 0.5) * 2.0; + half coordDot = dot (coords,coords); + half4 color = tex2D (_MainTex, uv); + + float mask = 1.0 - coordDot * vignetteIntensity; + return color * mask; + } + + ENDCG + +Subshader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader.meta new file mode 100644 index 0000000..63b6b76 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 562f620336e024ac99992ff05725a89a +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta new file mode 100644 index 0000000..955cea4 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d9cccf980fcb7441d85b8b3b5c2d2c34 diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader new file mode 100644 index 0000000..b691a11 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader @@ -0,0 +1,78 @@ + +Shader "Hidden/Dof/Bokeh34" { +Properties { + _MainTex ("Base (RGB)", 2D) = "white" {} + _Source ("Base (RGB)", 2D) = "black" {} +} + +SubShader { + CGINCLUDE + + #include "UnityCG.cginc" + + sampler2D _MainTex; + sampler2D _Source; + + uniform half4 _ArScale; + uniform half _Intensity; + uniform half4 _Source_TexelSize; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv2 : TEXCOORD0; + half4 source : TEXCOORD1; + }; + + #define COC bokeh.a + + v2f vert (appdata_full v) + { + v2f o; + + o.pos = v.vertex; + + o.uv2.xy = v.texcoord.xy;// * 2.0; <- needed when using Triangles.js and not Quads.js + + #if UNITY_UV_STARTS_AT_TOP + float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy * half2(1,-1) + half2(0,1), 0, 0)); + #else + float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy, 0, 0)); + #endif + + o.source = bokeh; + + o.pos.xy += (v.texcoord.xy * 2.0 - 1.0) * _ArScale.xy * COC;// + _ArScale.zw * coc; + o.source.rgb *= _Intensity; + + return o; + } + + + half4 frag (v2f i) : SV_Target + { + half4 color = tex2D (_MainTex, i.uv2.xy); + color.rgb *= i.source.rgb; + color.a *= Luminance(i.source.rgb*0.25); + return color; + } + + ENDCG + + Pass { + Blend OneMinusDstColor One + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + + ENDCG + } + +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta new file mode 100644 index 0000000..f8047da --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 57cdacf9b217546aaa18edf39a6151c0 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader new file mode 100644 index 0000000..146b502 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader @@ -0,0 +1,486 @@ + Shader "Hidden/Dof/DepthOfField34" { + Properties { + _MainTex ("Base", 2D) = "" {} + _TapLowBackground ("TapLowBackground", 2D) = "" {} + _TapLowForeground ("TapLowForeground", 2D) = "" {} + _TapMedium ("TapMedium", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + half4 pos : SV_POSITION; + half2 uv1 : TEXCOORD0; + }; + + struct v2fDofApply { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + struct v2fRadius { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 uv1[4] : TEXCOORD1; + }; + + struct v2fDown { + half4 pos : SV_POSITION; + half2 uv0 : TEXCOORD0; + half2 uv[2] : TEXCOORD1; + }; + + sampler2D _MainTex; + sampler2D_float _CameraDepthTexture; + sampler2D _TapLowBackground; + sampler2D _TapLowForeground; + sampler2D _TapMedium; + + half4 _CurveParams; + half _ForegroundBlurExtrude; + uniform half3 _Threshhold; + uniform float4 _MainTex_TexelSize; + uniform float2 _InvRenderTargetSize; + + v2f vert( appdata_img v ) { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv1.xy = v.texcoord.xy; + return o; + } + + v2fRadius vertWithRadius( appdata_img v ) { + v2fRadius o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + + const half2 blurOffsets[4] = { + half2(-0.5, +1.5), + half2(+0.5, -1.5), + half2(+1.5, +0.5), + half2(-1.5, -0.5) + }; + + o.uv1[0].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[0]; + o.uv1[1].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[1]; + o.uv1[2].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[2]; + o.uv1[3].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[3]; + + o.uv1[0].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[0]; + o.uv1[1].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[1]; + o.uv1[2].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[2]; + o.uv1[3].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[3]; + + return o; + } + + v2fDofApply vertDofApply( appdata_img v ) { + v2fDofApply o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + return o; + } + + v2fDown vertDownsampleWithCocConserve(appdata_img v) { + v2fDown o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv0.xy = v.texcoord.xy; + o.uv[0].xy = v.texcoord.xy + half2(-1.0,-1.0) * _InvRenderTargetSize; + o.uv[1].xy = v.texcoord.xy + half2(1.0,-1.0) * _InvRenderTargetSize; + return o; + } + + half4 BokehPrereqs (sampler2D tex, half4 uv1[4], half4 center, half considerCoc) { + + // @NOTE 1: + // we are checking for 3 things in order to create a bokeh. + // goal is to get the highest bang for the buck. + // 1.) contrast/frequency should be very high (otherwise bokeh mostly unvisible) + // 2.) luminance should be high + // 3.) no occluder nearby (stored in alpha channel) + + // @NOTE 2: about the alpha channel in littleBlur: + // the alpha channel stores an heuristic on how likely it is + // that there is no bokeh occluder nearby. + // if we didn't' check for that, we'd get very noise bokeh + // popping because of the sudden contrast changes + + half4 sampleA = tex2D(tex, uv1[0].zw); + half4 sampleB = tex2D(tex, uv1[1].zw); + half4 sampleC = tex2D(tex, uv1[2].zw); + half4 sampleD = tex2D(tex, uv1[3].zw); + + half4 littleBlur = 0.125 * (sampleA + sampleB + sampleC + sampleD); + + sampleA = tex2D(tex, uv1[0].xy); + sampleB = tex2D(tex, uv1[1].xy); + sampleC = tex2D(tex, uv1[2].xy); + sampleD = tex2D(tex, uv1[3].xy); + + littleBlur += 0.125 * (sampleA + sampleB + sampleC + sampleD); + + littleBlur = lerp (littleBlur, center, saturate(100.0 * considerCoc * abs(littleBlur.a - center.a))); + + return littleBlur; + } + + half4 fragDownsampleWithCocConserve(v2fDown i) : SV_Target { + half2 rowOfs[4]; + + rowOfs[0] = half2(0.0, 0.0); + rowOfs[1] = half2(0.0, _InvRenderTargetSize.y); + rowOfs[2] = half2(0.0, _InvRenderTargetSize.y) * 2.0; + rowOfs[3] = half2(0.0, _InvRenderTargetSize.y) * 3.0; + + half4 color = tex2D(_MainTex, i.uv0.xy); + + half4 sampleA = tex2D(_MainTex, i.uv[0].xy + rowOfs[0]); + half4 sampleB = tex2D(_MainTex, i.uv[1].xy + rowOfs[0]); + half4 sampleC = tex2D(_MainTex, i.uv[0].xy + rowOfs[2]); + half4 sampleD = tex2D(_MainTex, i.uv[1].xy + rowOfs[2]); + + color += sampleA + sampleB + sampleC + sampleD; + color *= 0.2; + + // @NOTE we are doing max on the alpha channel for 2 reasons: + // 1) foreground blur likes a slightly bigger radius + // 2) otherwise we get an ugly outline between high blur- and medium blur-areas + // drawback: we get a little bit of color bleeding + + color.a = max(max(sampleA.a, sampleB.a), max(sampleC.a, sampleD.a)); + + return color; + } + + half4 fragDofApplyBg (v2fDofApply i) : SV_Target { + half4 tapHigh = tex2D (_MainTex, i.uv.xy); + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + i.uv.xy = i.uv.xy * half2(1,-1)+half2(0,1); + #endif + + half4 tapLow = tex2D (_TapLowBackground, i.uv.xy); // already mixed with medium blur + tapHigh = lerp (tapHigh, tapLow, tapHigh.a); + return tapHigh; + } + + half4 fragDofApplyBgDebug (v2fDofApply i) : SV_Target { + half4 tapHigh = tex2D (_MainTex, i.uv.xy); + + half4 tapLow = tex2D (_TapLowBackground, i.uv.xy); + + half4 tapMedium = tex2D (_TapMedium, i.uv.xy); + tapMedium.rgb = (tapMedium.rgb + half3 (1, 1, 0)) * 0.5; + tapLow.rgb = (tapLow.rgb + half3 (0, 1, 0)) * 0.5; + + tapLow = lerp (tapMedium, tapLow, saturate (tapLow.a * tapLow.a)); + tapLow = tapLow * 0.5 + tex2D (_TapLowBackground, i.uv.xy) * 0.5; + + return lerp (tapHigh, tapLow, tapHigh.a); + } + + half4 fragDofApplyFg (v2fDofApply i) : SV_Target { + half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy); + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + i.uv.xy = i.uv.xy * half2(1,-1)+half2(0,1); + #endif + + half4 fgColor = tex2D(_MainTex,i.uv.xy); + + //fgBlur.a = saturate(fgBlur.a*_ForegroundBlurWeight+saturate(fgColor.a-fgBlur.a)); + //fgBlur.a = max (fgColor.a, (2.0 * fgBlur.a - fgColor.a)) * _ForegroundBlurExtrude; + fgBlur.a = max(fgColor.a, fgBlur.a * _ForegroundBlurExtrude); //max (fgColor.a, (2.0*fgBlur.a-fgColor.a)) * _ForegroundBlurExtrude; + + return lerp (fgColor, fgBlur, saturate(fgBlur.a)); + } + + half4 fragDofApplyFgDebug (v2fDofApply i) : SV_Target { + half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy); + + half4 fgColor = tex2D(_MainTex,i.uv.xy); + + fgBlur.a = max(fgColor.a, fgBlur.a * _ForegroundBlurExtrude); //max (fgColor.a, (2.0*fgBlur.a-fgColor.a)) * _ForegroundBlurExtrude; + + half4 tapMedium = half4 (1, 1, 0, fgBlur.a); + tapMedium.rgb = 0.5 * (tapMedium.rgb + fgColor.rgb); + + fgBlur.rgb = 0.5 * (fgBlur.rgb + half3(0,1,0)); + fgBlur.rgb = lerp (tapMedium.rgb, fgBlur.rgb, saturate (fgBlur.a * fgBlur.a)); + + return lerp ( fgColor, fgBlur, saturate(fgBlur.a)); + } + + half4 fragCocBg (v2f i) : SV_Target { + + float d = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv1.xy); + d = Linear01Depth (d); + half coc = 0.0; + + half focalDistance01 = _CurveParams.w + _CurveParams.z; + + if (d > focalDistance01) + coc = (d - focalDistance01); + + coc = saturate (coc * _CurveParams.y); + return coc; + } + + half4 fragCocFg (v2f i) : SV_Target { + half4 color = tex2D (_MainTex, i.uv1.xy); + color.a = 0.0; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + i.uv1.xy = i.uv1.xy * half2(1,-1)+half2(0,1); + #endif + + float d = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv1.xy); + d = Linear01Depth (d); + + half focalDistance01 = (_CurveParams.w - _CurveParams.z); + + if (d < focalDistance01) + color.a = (focalDistance01 - d); + + color.a = saturate (color.a * _CurveParams.x); + return color; + } + + // not being used atm + + half4 fragMask (v2f i) : SV_Target { + return half4(0,0,0,0); + } + + // used for simple one one blend + + half4 fragAddBokeh (v2f i) : SV_Target { + half4 from = tex2D( _MainTex, i.uv1.xy ); + return from; + } + + half4 fragAddFgBokeh (v2f i) : SV_Target { + half4 from = tex2D( _MainTex, i.uv1.xy ); + return from; + } + + half4 fragDarkenForBokeh(v2fRadius i) : SV_Target { + half4 fromOriginal = tex2D(_MainTex, i.uv.xy); + half4 lowRez = BokehPrereqs (_MainTex, i.uv1, fromOriginal, _Threshhold.z); + half4 outColor = half4(0,0,0, fromOriginal.a); + half modulate = fromOriginal.a; + + // this code imitates the if-then-else conditions below + half2 conditionCheck = half2( dot(abs(fromOriginal.rgb-lowRez.rgb), half3(0.3,0.5,0.2)), Luminance(fromOriginal.rgb)); + conditionCheck *= fromOriginal.a; + conditionCheck = saturate(_Threshhold.xy - conditionCheck); + outColor = lerp (outColor, fromOriginal, saturate (dot(conditionCheck, half2(1000.0,1000.0)))); + + /* + if ( abs(dot(fromOriginal.rgb - lowRez.rgb, half3 (0.3,0.5,0.2))) * modulate < _Threshhold.x) + outColor = fromOriginal; // no darkening + if (Luminance(fromOriginal.rgb) * modulate < _Threshhold.y) + outColor = fromOriginal; // no darkening + if (lowRez.a < _Threshhold.z) // need to make foreground not cast false bokeh's + outColor = fromOriginal; // no darkenin + */ + + return outColor; + } + + half4 fragExtractAndAddToBokeh (v2fRadius i) : SV_Target { + half4 from = tex2D(_MainTex, i.uv.xy); + half4 lowRez = BokehPrereqs(_MainTex, i.uv1, from, _Threshhold.z); + half4 outColor = from; + + // this code imitates the if-then-else conditions below + half2 conditionCheck = half2( dot(abs(from.rgb-lowRez.rgb), half3(0.3,0.5,0.2)), Luminance(from.rgb)); + conditionCheck *= from.a; + conditionCheck = saturate(_Threshhold.xy - conditionCheck); + outColor = lerp (outColor, half4(0,0,0,0), saturate (dot(conditionCheck, half2(1000.0,1000.0)))); + + /* + if ( abs(dot(from.rgb - lowRez.rgb, half3 (0.3,0.5,0.2))) * modulate < _Threshhold.x) + outColor = half4(0,0,0,0); // don't add + if (Luminance(from.rgb) * modulate < _Threshhold.y) + outColor = half4(0,0,0,0); // don't add + if (lowRez.a < _Threshhold.z) // need to make foreground not cast false bokeh's + outColor = half4(0,0,0,0); // don't add + */ + + return outColor; + } + + ENDCG + +Subshader { + + // pass 0 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vertDofApply + #pragma fragment fragDofApplyBg + + ENDCG + } + + // pass 1 + + Pass { + ZTest Always Cull Off ZWrite Off + ColorMask RGB + + CGPROGRAM + #pragma vertex vertDofApply + #pragma fragment fragDofApplyFgDebug + + ENDCG + } + + // pass 2 + + Pass { + ZTest Always Cull Off ZWrite Off + ColorMask RGB + + CGPROGRAM + #pragma vertex vertDofApply + #pragma fragment fragDofApplyBgDebug + + ENDCG + } + + + + // pass 3 + + Pass { + ZTest Always Cull Off ZWrite Off + ColorMask A + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragCocBg + + ENDCG + } + + + // pass 4 + + + Pass { + ZTest Always Cull Off ZWrite Off + ColorMask RGB + //Blend One One + + CGPROGRAM + #pragma vertex vertDofApply + #pragma fragment fragDofApplyFg + + ENDCG + } + + // pass 5 + + Pass { + ZTest Always Cull Off ZWrite Off + ColorMask ARGB + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragCocFg + + ENDCG + } + + // pass 6 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vertDownsampleWithCocConserve + #pragma fragment fragDownsampleWithCocConserve + + ENDCG + } + + // pass 7 + // not being used atm + + Pass { + ZTest Always Cull Off ZWrite Off + ColorMask RGBA + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragMask + + ENDCG + } + + // pass 8 + + Pass { + ZTest Always Cull Off ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + ColorMask RGB + + CGPROGRAM + #pragma vertex vert + #pragma fragment fragAddBokeh + + ENDCG + } + + // pass 9 + + Pass { + ZTest Always Cull Off ZWrite Off + Blend One One + ColorMask RGB + + CGPROGRAM + #pragma vertex vertWithRadius + #pragma fragment fragExtractAndAddToBokeh + + ENDCG + } + + // pass 10 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vertWithRadius + #pragma fragment fragDarkenForBokeh + + ENDCG + } + + // pass 11 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vertWithRadius + #pragma fragment fragExtractAndAddToBokeh + + ENDCG + } + } + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta new file mode 100644 index 0000000..b86195b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 987fb0677d01f43ce8a9dbf12271e668 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader new file mode 100644 index 0000000..e36ba8c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader @@ -0,0 +1,257 @@ + +/* + DX11 Depth Of Field + pretty much just does bokeh texture splatting + + basic algorithm: + + * find bright spots + * verify high frequency (otherwise dont care) + * if possitive, replace with black pixel and add to append buffer + * box blur buffer (thus smearing black pixels) + * blend bokeh texture sprites via append buffer on top of box blurred buffer + * composite with frame buffer +*/ + +Shader "Hidden/Dof/DX11Dof" +{ + Properties + { + _MainTex ("", 2D) = "white" {} + _BlurredColor ("", 2D) = "white" {} + _FgCocMask ("", 2D) = "white" {} + } + + CGINCLUDE + + #define BOKEH_ZERO_VEC (float4(0,0,0,0)) + #define BOKEH_ONE_VEC (float4(1,1,1,1)) + + float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth + float4 _MainTex_TexelSize; + float3 _Screen; + float _SpawnHeuristic; + + sampler2D_float _CameraDepthTexture; + sampler2D _BlurredColor; + sampler2D _MainTex; + sampler2D _FgCocMask; + + struct appendStruct { + float3 pos; + float4 color; + }; + + struct gs_out { + float4 pos : SV_POSITION; + float3 uv : TEXCOORD0; + float4 color : TEXCOORD1; + float4 misc : TEXCOORD2; + }; + + // TODO: activate border clamp tex sampler state instead? + inline float4 clampBorderColor(float2 uv) + { +#if 1 + if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC; + if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC; +#endif + return BOKEH_ONE_VEC; + } + + struct vs_out { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 color : TEXCOORD1; + float cocOverlap : TEXCOORD2; + }; + + StructuredBuffer pointBuffer; + + vs_out vertApply (uint id : SV_VertexID) + { + vs_out o; + float2 pos = pointBuffer[id].pos.xy ; + o.pos = float4(pos * 2.0 - 1.0, 0, 1); + o.color = pointBuffer[id].color; + #if UNITY_UV_STARTS_AT_TOP + o.pos.y *= -1; + #endif + o.cocOverlap = pointBuffer[id].pos.z; + + return o; + } + + [maxvertexcount(4)] + void geom (point vs_out input[1], inout TriangleStream outStream) + { + // NEW ENERGY CONSERVATION: + + float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx; + float4 offs = 0; + offs.xy = float2(3.0, 3.0) + 2.0f * floor(scale2 + float2(0.5,0.5)); + + float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));; + float2 f2 = offs.xy / rs; + + float energyAdjustment = (_BokehParams.y) / (rs.x*rs.y); + offs.xy *= _Screen.xy; + + gs_out output; + + output.pos = input[0].pos + offs*float4(-1,1,0,0); + output.misc = float4(f2,0,0); + output.uv = float3(0, 1, input[0].cocOverlap); + output.color = input[0].color * energyAdjustment; + outStream.Append (output); + + output.pos = input[0].pos + offs*float4(1,1,0,0); + output.misc = float4(f2,0,0); + output.uv = float3(1, 1, input[0].cocOverlap); + output.color = input[0].color * energyAdjustment; + outStream.Append (output); + + output.pos = input[0].pos + offs*float4(-1,-1,0,0); + output.misc = float4(f2,0,0); + output.uv = float3(0, 0, input[0].cocOverlap); + output.color = input[0].color * energyAdjustment; + outStream.Append (output); + + output.pos = input[0].pos + offs*float4(1,-1,0,0); + output.misc = float4(f2,0,0); + output.uv = float3(1, 0, input[0].cocOverlap); + output.color = input[0].color * energyAdjustment; + outStream.Append (output); + + outStream.RestartStrip(); + } + +ENDCG + +SubShader +{ + +// pass 0: append buffer "collect" + +Pass +{ + ZWrite Off ZTest Always Cull Off + + CGPROGRAM + + #pragma vertex vert + #pragma fragment frag + #pragma target 5.0 + + #include "UnityCG.cginc" + + struct appdata { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 pos : SV_POSITION; + float2 uv_flip : TEXCOORD0; + float2 uv : TEXCOORD1; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv = v.texcoord; + o.uv_flip = v.texcoord; + #if UNITY_UV_STARTS_AT_TOP + if(_MainTex_TexelSize.y<0) + o.uv_flip.y = 1.0-o.uv_flip.y; + if(_MainTex_TexelSize.y<0) + o.pos.y *= -1.0; + #endif + return o; + } + + AppendStructuredBuffer pointBufferOutput : register(u1); + + float4 frag (v2f i) : SV_Target + { + float4 c = tex2D (_MainTex, i.uv_flip); + float lumc = Luminance (c.rgb); + + float4 cblurred = tex2D (_BlurredColor, i.uv); + float lumblurred = Luminance (cblurred.rgb); + + float fgCoc = tex2D(_FgCocMask, i.uv).a; + + [branch] + if (c.a * _BokehParams.w > 1 && cblurred.a > 0.1 && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic) + { + appendStruct append; + append.pos = float3(i.uv, fgCoc); + append.color.rgba = float4(c.rgb * saturate(c.a*4), c.a); + pointBufferOutput.Append (append); + return float4(c.rgb * saturate(1-c.a*4), c.a); + } + + return c; + } + ENDCG +} + +// pass 1: bokeh splatting (low resolution) + +Pass { + + ZWrite Off ZTest Always Cull Off + Blend One One, One One + ColorMask RGBA + + CGPROGRAM + + #pragma target 5.0 + #pragma vertex vertApply + #pragma geometry geom + #pragma fragment frag + + #include "UnityCG.cginc" + + fixed4 frag (gs_out i) : SV_Target + { + float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale + return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv); + } + + ENDCG +} + +// pass 2: bokeh splatting (high resolution) + +Pass { + + ZWrite Off ZTest Always Cull Off + BlendOp Add, Add + Blend DstAlpha One, Zero One + ColorMask RGBA + + CGPROGRAM + + #pragma target 5.0 + #pragma vertex vertApply + #pragma geometry geom + #pragma fragment frag + + #include "UnityCG.cginc" + + fixed4 frag (gs_out i) : SV_Target + { + float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale + return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv); + } + + ENDCG +} + +} + +Fallback Off +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta new file mode 100644 index 0000000..15935f1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: d8e82664aa8686642a424c88ab10164a +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader new file mode 100644 index 0000000..a05bcad --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader @@ -0,0 +1,934 @@ + Shader "Hidden/Dof/DepthOfFieldHdr" { + Properties { + _MainTex ("-", 2D) = "black" {} + _FgOverlap ("-", 2D) = "black" {} + _LowRez ("-", 2D) = "black" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + }; + + struct v2fRadius { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 uv1[4] : TEXCOORD1; + }; + + struct v2fBlur { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 uv01 : TEXCOORD1; + float4 uv23 : TEXCOORD2; + float4 uv45 : TEXCOORD3; + float4 uv67 : TEXCOORD4; + float4 uv89 : TEXCOORD5; + }; + + uniform sampler2D _MainTex; + uniform sampler2D_float _CameraDepthTexture; + uniform sampler2D _FgOverlap; + uniform sampler2D _LowRez; + uniform float4 _CurveParams; + uniform float4 _MainTex_TexelSize; + uniform float4 _Offsets; + + v2f vert( appdata_img v ) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv1.xy = v.texcoord.xy; + o.uv.xy = v.texcoord.xy; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + o.uv.y = 1-o.uv.y; + #endif + + return o; + } + + v2f vertFlip( appdata_img v ) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv1.xy = v.texcoord.xy; + o.uv.xy = v.texcoord.xy; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + o.uv.y = 1-o.uv.y; + if (_MainTex_TexelSize.y < 0) + o.uv1.y = 1-o.uv1.y; + #endif + + return o; + } + + v2fBlur vertBlurPlusMinus (appdata_img v) + { + v2fBlur o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0; + o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0; + o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * float4(3,3, -3,-3) * _MainTex_TexelSize.xyxy / 6.0; + o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * float4(4,4, -4,-4) * _MainTex_TexelSize.xyxy / 6.0; + o.uv89 = v.texcoord.xyxy + _Offsets.xyxy * float4(5,5, -5,-5) * _MainTex_TexelSize.xyxy / 6.0; + return o; + } + + #define SCATTER_OVERLAP_SMOOTH (-0.265) + + inline float BokehWeightDisc(float4 theSample, float sampleDistance, float4 centerSample) + { + return smoothstep(SCATTER_OVERLAP_SMOOTH, 0.0, theSample.a - centerSample.a*sampleDistance); + } + + inline float2 BokehWeightDisc2(float4 sampleA, float4 sampleB, float2 sampleDistance2, float4 centerSample) + { + return smoothstep(float2(SCATTER_OVERLAP_SMOOTH, SCATTER_OVERLAP_SMOOTH), float2(0.0,0.0), float2(sampleA.a, sampleB.a) - centerSample.aa*sampleDistance2); } + + static const int SmallDiscKernelSamples = 12; + static const float2 SmallDiscKernel[SmallDiscKernelSamples] = + { + float2(-0.326212,-0.40581), + float2(-0.840144,-0.07358), + float2(-0.695914,0.457137), + float2(-0.203345,0.620716), + float2(0.96234,-0.194983), + float2(0.473434,-0.480026), + float2(0.519456,0.767022), + float2(0.185461,-0.893124), + float2(0.507431,0.064425), + float2(0.89642,0.412458), + float2(-0.32194,-0.932615), + float2(-0.791559,-0.59771) + }; + + static const int NumDiscSamples = 28; + static const float3 DiscKernel[NumDiscSamples] = + { + float3(0.62463,0.54337,0.82790), + float3(-0.13414,-0.94488,0.95435), + float3(0.38772,-0.43475,0.58253), + float3(0.12126,-0.19282,0.22778), + float3(-0.20388,0.11133,0.23230), + float3(0.83114,-0.29218,0.88100), + float3(0.10759,-0.57839,0.58831), + float3(0.28285,0.79036,0.83945), + float3(-0.36622,0.39516,0.53876), + float3(0.75591,0.21916,0.78704), + float3(-0.52610,0.02386,0.52664), + float3(-0.88216,-0.24471,0.91547), + float3(-0.48888,-0.29330,0.57011), + float3(0.44014,-0.08558,0.44838), + float3(0.21179,0.51373,0.55567), + float3(0.05483,0.95701,0.95858), + float3(-0.59001,-0.70509,0.91938), + float3(-0.80065,0.24631,0.83768), + float3(-0.19424,-0.18402,0.26757), + float3(-0.43667,0.76751,0.88304), + float3(0.21666,0.11602,0.24577), + float3(0.15696,-0.85600,0.87027), + float3(-0.75821,0.58363,0.95682), + float3(0.99284,-0.02904,0.99327), + float3(-0.22234,-0.57907,0.62029), + float3(0.55052,-0.66984,0.86704), + float3(0.46431,0.28115,0.54280), + float3(-0.07214,0.60554,0.60982), + }; + + float4 fragBlurInsaneMQ (v2f i) : SV_Target + { + float4 centerTap = tex2D(_MainTex, i.uv1.xy); + float4 sum = centerTap; + float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w; + + float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec + sum *= sampleCount; + + float weights = 0; + + for(int l=0; l < NumDiscSamples; l++) + { + float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy; + float4 sample0 = tex2D(_MainTex, sampleUV.xy); + + if( sample0.a > 0.0 ) + { + weights = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap); + sum += sample0 * weights; + sampleCount += weights; + } + } + + float4 returnValue = sum / sampleCount; + returnValue.a = centerTap.a; + + return returnValue; + } + + float4 fragBlurInsaneHQ (v2f i) : SV_Target + { + float4 centerTap = tex2D(_MainTex, i.uv1.xy); + float4 sum = centerTap; + float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w; + + float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec + sum *= sampleCount; + + float2 weights = 0; + + for(int l=0; l < NumDiscSamples; l++) + { + float4 sampleUV = i.uv1.xyxy + DiscKernel[l].xyxy * poissonScale.xyxy / float4(1.2,1.2,DiscKernel[l].zz); + + float4 sample0 = tex2D(_MainTex, sampleUV.xy); + float4 sample1 = tex2D(_MainTex, sampleUV.zw); + + if( (sample0.a + sample1.a) > 0.0 ) + { + weights = BokehWeightDisc2(sample0, sample1, float2(DiscKernel[l].z/1.2, 1.0), centerTap); + sum += sample0 * weights.x + sample1 * weights.y; + sampleCount += dot(weights, 1); + } + } + + float4 returnValue = sum / sampleCount; + returnValue.a = centerTap.a; + + return returnValue; + } + + inline float4 BlendLowWithHighHQ(float coc, float4 low, float4 high) + { + float blend = smoothstep(0.65,0.85, coc); + return lerp(low, high, blend); + } + + inline float4 BlendLowWithHighMQ(float coc, float4 low, float4 high) + { + float blend = smoothstep(0.4,0.6, coc); + return lerp(low, high, blend); + } + + float4 fragBlurUpsampleCombineHQ (v2f i) : SV_Target + { + float4 bigBlur = tex2D(_LowRez, i.uv1.xy); + float4 centerTap = tex2D(_MainTex, i.uv1.xy); + + float4 smallBlur = centerTap; + float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ; + + float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec + smallBlur *= sampleCount; + + for(int l=0; l < NumDiscSamples; l++) + { + float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy; + + float4 sample0 = tex2D(_MainTex, sampleUV); + float weight0 = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap); + smallBlur += sample0 * weight0; sampleCount += weight0; + } + + smallBlur /= (sampleCount+1e-5f); + smallBlur = BlendLowWithHighHQ(centerTap.a, smallBlur, bigBlur); + + return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a); + } + + float4 fragBlurUpsampleCombineMQ (v2f i) : SV_Target + { + float4 bigBlur = tex2D(_LowRez, i.uv1.xy); + float4 centerTap = tex2D(_MainTex, i.uv1.xy); + + float4 smallBlur = centerTap; + float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ; + + float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec + smallBlur *= sampleCount; + + for(int l=0; l < SmallDiscKernelSamples; l++) + { + float2 sampleUV = i.uv1.xy + SmallDiscKernel[l].xy * poissonScale.xy*1.1; + + float4 sample0 = tex2D(_MainTex, sampleUV); + float weight0 = BokehWeightDisc(sample0, length(SmallDiscKernel[l].xy*1.1), centerTap); + smallBlur += sample0 * weight0; sampleCount += weight0; + } + + smallBlur /= (sampleCount+1e-5f); + + smallBlur = BlendLowWithHighMQ(centerTap.a, smallBlur, bigBlur); + + return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a); + } + + float4 fragBlurUpsampleCheap (v2f i) : SV_Target + { + float4 centerTap = tex2D(_MainTex, i.uv1.xy); + float4 bigBlur = tex2D(_LowRez, i.uv1.xy); + + float fgCoc = tex2D(_FgOverlap, i.uv1.xy).a; + float4 smallBlur = lerp(centerTap, bigBlur, saturate( max(centerTap.a,fgCoc)*8.0 )); + + return float4(smallBlur.rgb, centerTap.a); + } + + float4 fragBlurBox (v2f i) : SV_Target + { + const int TAPS = 12; + + float4 centerTap = tex2D(_MainTex, i.uv1.xy); + + // TODO: important ? breaks when HR blur is being used + //centerTap.a = max(centerTap.a, 0.1f); + + float sampleCount = centerTap.a; + float4 sum = centerTap * sampleCount; + + float2 lenStep = centerTap.aa * (1.0 / (TAPS-1.0)); + float4 steps = (_Offsets.xyxy * _MainTex_TexelSize.xyxy) * lenStep.xyxy * float4(1,1, -1,-1); + + for(int l=1; l 1e-5f) outColor.rgb = color.rgb/sumWeights; + + return outColor; + } + + float4 fragCaptureColorAndSignedCoc (v2f i) : SV_Target + { + float4 color = tex2D (_MainTex, i.uv1.xy); + float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); + d = Linear01Depth (d); + color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); + color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x) * sign(d - _CurveParams.w); + + return color; + } + + float4 fragCaptureCoc (v2f i) : SV_Target + { + float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); + float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); + d = Linear01Depth (d); + color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); + color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); + + return color; + } + + float4 AddFgCoc (v2f i) : SV_Target + { + return tex2D (_MainTex, i.uv1.xy); + } + + float4 fragMergeCoc (v2f i) : SV_Target + { + float4 color = tex2D (_FgOverlap, i.uv1.xy); // this is the foreground overlap value + float fgCoc = color.a; + + float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); + d = Linear01Depth (d); + color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); + color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); + + return max(color.aaaa, float4(fgCoc,fgCoc,fgCoc,fgCoc)); + } + + float4 fragCombineCocWithMaskBlur (v2f i) : SV_Target + { + float bgAndFgCoc = tex2D (_MainTex, i.uv1.xy).a; + float fgOverlapCoc = tex2D (_FgOverlap, i.uv1.xy).a; + + return (bgAndFgCoc < 0.01) * saturate(fgOverlapCoc-bgAndFgCoc); + } + + float4 fragCaptureForegroundCoc (v2f i) : SV_Target + { + float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); + float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); + d = Linear01Depth (d); + color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f); + color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); + + return color; + } + + float4 fragCaptureForegroundCocMask (v2f i) : SV_Target + { + float4 color = float4(0,0,0,0); + float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); + d = Linear01Depth (d); + color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f); + color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); + + return color.a > 0; + } + + float4 fragBlendInHighRez (v2f i) : SV_Target + { + float4 tapHighRez = tex2D(_MainTex, i.uv.xy); + return float4(tapHighRez.rgb, 1.0-saturate(tapHighRez.a*5.0)); + } + + float4 fragBlendInLowRezParts (v2f i) : SV_Target + { + float4 from = tex2D(_MainTex, i.uv1.xy); + from.a = saturate(from.a * _Offsets.w) / (_CurveParams.x + 1e-5f); + float square = from.a * from.a; + from.a = square * square * _CurveParams.x; + return from; + } + + float4 fragUpsampleWithAlphaMask(v2f i) : SV_Target + { + float4 c = tex2D(_MainTex, i.uv1.xy); + return c; + } + + float4 fragAlphaMask(v2f i) : SV_Target + { + float4 c = tex2D(_MainTex, i.uv1.xy); + c.a = saturate(c.a*100.0); + return c; + } + + ENDCG + +Subshader +{ + + // pass 0 + + Pass { + ZTest Always Cull Off ZWrite Off + ColorMask A + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragCaptureCoc + + ENDCG + } + + // pass 1 + + Pass + { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vertBlurPlusMinus + #pragma fragment fragGaussBlur + + ENDCG + } + + // pass 2 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vertBlurPlusMinus + #pragma fragment fragBlurForFgCoc + + ENDCG + } + + + // pass 3 + + Pass + { + ZTest Always Cull Off ZWrite Off + ColorMask A + BlendOp Max, Max + Blend One One, One One + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment AddFgCoc + + ENDCG + } + + + // pass 4 + + Pass + { + ZTest Always Cull Off ZWrite Off + ColorMask A + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragCaptureForegroundCoc + + ENDCG + } + + // pass 5 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragBlurBox + + ENDCG + } + + // pass 6 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag4TapBlurForLRSpawn + + ENDCG + } + + // pass 7 + + Pass { + ZTest Always Cull Off ZWrite Off + ColorMask RGB + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragBlendInHighRez + + ENDCG + } + + // pass 8 + + Pass + { + ZTest Always Cull Off ZWrite Off + ColorMask A + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragCaptureForegroundCocMask + + ENDCG + } + + + // pass 9 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragBlurUpsampleCheap + + ENDCG + } + + // pass 10 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragCaptureColorAndSignedCoc + + ENDCG + } + + // pass 11 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragBlurInsaneMQ + + ENDCG + } + + // pass 12 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragBlurUpsampleCombineMQ + + ENDCG + } + + // pass 13 + Pass { + ZTest Always Cull Off ZWrite Off + + ColorMask A + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragMergeCoc + + ENDCG + } + + // pass 14 + + Pass { + ZTest Always Cull Off ZWrite Off + + ColorMask A + BlendOp Max, Max + Blend One One, One One + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragCombineCocWithMaskBlur + + ENDCG + } + + // pass 15 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragBoxDownsample + + ENDCG + } + + // pass 16 + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragVisualize + + ENDCG + } + + // pass 17 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragBlurInsaneHQ + + ENDCG + } + + // pass 18 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragBlurUpsampleCombineHQ + + ENDCG + } + + // pass 19 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vertBlurPlusMinus + #pragma fragment fragBlurAlphaWeighted + + ENDCG + } + + // pass 20 + + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragAlphaMask + + ENDCG + } + + // pass 21 + + Pass { + ZTest Always Cull Off ZWrite Off + + BlendOp Add, Add + Blend DstAlpha OneMinusDstAlpha, Zero One + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vertFlip + #pragma fragment fragBlurBox + + ENDCG + } + + // pass 22 + + Pass { + ZTest Always Cull Off ZWrite Off + + // destination alpha needs to stay intact as we have layed alpha before + BlendOp Add, Add + Blend DstAlpha One, Zero One + + CGPROGRAM + + #pragma target 3.0 + #pragma vertex vert + #pragma fragment fragUpsampleWithAlphaMask + + ENDCG + } +} + +Fallback off + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta new file mode 100644 index 0000000..b38c974 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: acd613035ff3e455e8abf23fdc8c8c24 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader new file mode 100644 index 0000000..3bf6cdf --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader @@ -0,0 +1,66 @@ +Shader "Hidden/SeparableBlur" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + + float4 uv01 : TEXCOORD1; + float4 uv23 : TEXCOORD2; + float4 uv45 : TEXCOORD3; + }; + + float4 offsets; + + sampler2D _MainTex; + + v2f vert (appdata_img v) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.uv.xy = v.texcoord.xy; + + o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1); + o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0; + o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0; + + return o; + } + + half4 frag (v2f i) : SV_Target { + half4 color = float4 (0,0,0,0); + + color += 0.40 * tex2D (_MainTex, i.uv); + color += 0.15 * tex2D (_MainTex, i.uv01.xy); + color += 0.15 * tex2D (_MainTex, i.uv01.zw); + color += 0.10 * tex2D (_MainTex, i.uv23.xy); + color += 0.10 * tex2D (_MainTex, i.uv23.zw); + color += 0.05 * tex2D (_MainTex, i.uv45.xy); + color += 0.05 * tex2D (_MainTex, i.uv45.zw); + + return color; + } + + ENDCG + +Subshader { + Pass { + ZTest Always Cull Off ZWrite Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + ENDCG + } +} + +Fallback off + + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta new file mode 100644 index 0000000..b9f6a84 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: e97c14fbb5ea04c3a902cc533d7fc5d1 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader new file mode 100644 index 0000000..fb6b37c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader @@ -0,0 +1,242 @@ +Shader "Hidden/SeparableWeightedBlurDof34" { + Properties { + _MainTex ("Base (RGB)", 2D) = "" {} + _TapMedium ("TapMedium (RGB)", 2D) = "" {} + _TapLow ("TapLow (RGB)", 2D) = "" {} + _TapHigh ("TapHigh (RGB)", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + half4 offsets; + half4 _Threshhold; + sampler2D _MainTex; + sampler2D _TapHigh; + + struct v2f { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + half4 uv01 : TEXCOORD1; + half4 uv23 : TEXCOORD2; + half4 uv45 : TEXCOORD3; + }; + + struct v2fSingle { + half4 pos : SV_POSITION; + half2 uv : TEXCOORD0; + }; + + // + // VERT PROGRAMS + // + + v2f vert (appdata_img v) { + v2f o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1); + o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0; + o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0; + + return o; + } + + v2fSingle vertSingleTex (appdata_img v) { + v2fSingle o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord.xy; + return o; + } + + // + // FRAG PROGRAMS + // + + // mostly used for foreground, so more gaussian-like + + half4 fragBlurUnweighted (v2f i) : SV_Target { + half4 blurredColor = half4 (0,0,0,0); + + half4 sampleA = tex2D(_MainTex, i.uv.xy); + half4 sampleB = tex2D(_MainTex, i.uv01.xy); + half4 sampleC = tex2D(_MainTex, i.uv01.zw); + half4 sampleD = tex2D(_MainTex, i.uv23.xy); + half4 sampleE = tex2D(_MainTex, i.uv23.zw); + + blurredColor += sampleA; + blurredColor += sampleB; + blurredColor += sampleC; + blurredColor += sampleD; + blurredColor += sampleE; + + blurredColor *= 0.2; + + blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a); + + return blurredColor; + } + + // used for background, so more bone curve-like + + half4 fragBlurWeighted (v2f i) : SV_Target { + half4 blurredColor = half4 (0,0,0,0); + + half4 sampleA = tex2D(_MainTex, i.uv.xy); + half4 sampleB = tex2D(_MainTex, i.uv01.xy); + half4 sampleC = tex2D(_MainTex, i.uv01.zw); + half4 sampleD = tex2D(_MainTex, i.uv23.xy); + half4 sampleE = tex2D(_MainTex, i.uv23.zw); + + half sum = sampleA.a + dot (half4 (1.25, 1.25, 1.5, 1.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a)); + + sampleA.rgb = sampleA.rgb * sampleA.a; + sampleB.rgb = sampleB.rgb * sampleB.a * 1.25; + sampleC.rgb = sampleC.rgb * sampleC.a * 1.25; + sampleD.rgb = sampleD.rgb * sampleD.a * 1.5; + sampleE.rgb = sampleE.rgb * sampleE.a * 1.5; + + blurredColor += sampleA; + blurredColor += sampleB; + blurredColor += sampleC; + blurredColor += sampleD; + blurredColor += sampleE; + + blurredColor /= sum; + half4 color = blurredColor; + + color.a = sampleA.a; + + return color; + } + + half4 fragBlurDark (v2f i) : SV_Target { + half4 blurredColor = half4 (0,0,0,0); + + half4 sampleA = tex2D(_MainTex, i.uv.xy); + half4 sampleB = tex2D(_MainTex, i.uv01.xy); + half4 sampleC = tex2D(_MainTex, i.uv01.zw); + half4 sampleD = tex2D(_MainTex, i.uv23.xy); + half4 sampleE = tex2D(_MainTex, i.uv23.zw); + + half sum = sampleA.a + dot (half4 (0.75, 0.75, 0.5, 0.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a)); + + sampleA.rgb = sampleA.rgb * sampleA.a; + sampleB.rgb = sampleB.rgb * sampleB.a * 0.75; + sampleC.rgb = sampleC.rgb * sampleC.a * 0.75; + sampleD.rgb = sampleD.rgb * sampleD.a * 0.5; + sampleE.rgb = sampleE.rgb * sampleE.a * 0.5; + + blurredColor += sampleA; + blurredColor += sampleB; + blurredColor += sampleC; + blurredColor += sampleD; + blurredColor += sampleE; + + blurredColor /= sum; + half4 color = blurredColor; + + color.a = sampleA.a; + + return color; + } + + // not used atm + + half4 fragBlurUnweightedDark (v2f i) : SV_Target { + half4 blurredColor = half4 (0,0,0,0); + + half4 sampleA = tex2D(_MainTex, i.uv.xy); + half4 sampleB = tex2D(_MainTex, i.uv01.xy); + half4 sampleC = tex2D(_MainTex, i.uv01.zw); + half4 sampleD = tex2D(_MainTex, i.uv23.xy); + half4 sampleE = tex2D(_MainTex, i.uv23.zw); + + blurredColor += sampleA; + blurredColor += sampleB * 0.75; + blurredColor += sampleC * 0.75; + blurredColor += sampleD * 0.5; + blurredColor += sampleE * 0.5; + + blurredColor /= 3.5; + + blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a); + + return blurredColor; + } + + // fragMixMediumAndLowTap + // happens before applying final coc/blur result to screen, + // mixes defocus buffers of different resolutions / bluriness + + sampler2D _TapMedium; + sampler2D _TapLow; + + half4 fragMixMediumAndLowTap (v2fSingle i) : SV_Target + { + half4 tapMedium = tex2D (_TapMedium, i.uv.xy); + half4 tapLow = tex2D (_TapLow, i.uv.xy); + tapMedium.a *= tapMedium.a; + + tapLow.rgb = lerp (tapMedium.rgb, tapLow.rgb, (tapMedium.a * tapMedium.a)); + return tapLow; + } + + ENDCG + +Subshader { + ZTest Always Cull Off ZWrite Off + + Pass { + + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragBlurWeighted + + ENDCG + } + Pass { + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragBlurUnweighted + + ENDCG + } + + // 2 + + Pass { + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragBlurUnweightedDark + + ENDCG + } + Pass { + CGPROGRAM + + #pragma vertex vertSingleTex + #pragma fragment fragMixMediumAndLowTap + + ENDCG + } + + // 4 + + Pass { + CGPROGRAM + + #pragma vertex vert + #pragma fragment fragBlurDark + + ENDCG + } +} + +Fallback off + +} // shader diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta new file mode 100644 index 0000000..2fae7fc --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: bb4af680337344a4abad65a4e8873c50 +ShaderImporter: + userData: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader new file mode 100644 index 0000000..05259d5 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader @@ -0,0 +1,309 @@ + + Shader "Hidden/Dof/TiltShiftHdrLensBlur" { + Properties { + _MainTex ("-", 2D) = "" {} + } + + CGINCLUDE + + #include "UnityCG.cginc" + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float2 uv1 : TEXCOORD1; + }; + + sampler2D _MainTex; + sampler2D _Blurred; + + float4 _MainTex_TexelSize; + float _BlurSize; + float _BlurArea; + + #ifdef SHADER_API_D3D11 + #define SAMPLE_TEX(sampler, uv) tex2Dlod(sampler, float4(uv,0,1)) + #else + #define SAMPLE_TEX(sampler, uv) tex2D(sampler, uv) + #endif + + v2f vert (appdata_img v) + { + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + o.uv.xy = v.texcoord; + o.uv1.xy = v.texcoord; + + #if UNITY_UV_STARTS_AT_TOP + if (_MainTex_TexelSize.y < 0) + o.uv1.y = 1-o.uv1.y; + #else + + #endif + + return o; + } + + static const int SmallDiscKernelSamples = 12; + static const float2 SmallDiscKernel[SmallDiscKernelSamples] = + { + float2(-0.326212,-0.40581), + float2(-0.840144,-0.07358), + float2(-0.695914,0.457137), + float2(-0.203345,0.620716), + float2(0.96234,-0.194983), + float2(0.473434,-0.480026), + float2(0.519456,0.767022), + float2(0.185461,-0.893124), + float2(0.507431,0.064425), + float2(0.89642,0.412458), + float2(-0.32194,-0.932615), + float2(-0.791559,-0.59771) + }; + + static const int NumDiscSamples = 28; + static const float3 DiscKernel[NumDiscSamples] = + { + float3(0.62463,0.54337,0.82790), + float3(-0.13414,-0.94488,0.95435), + float3(0.38772,-0.43475,0.58253), + float3(0.12126,-0.19282,0.22778), + float3(-0.20388,0.11133,0.23230), + float3(0.83114,-0.29218,0.88100), + float3(0.10759,-0.57839,0.58831), + float3(0.28285,0.79036,0.83945), + float3(-0.36622,0.39516,0.53876), + float3(0.75591,0.21916,0.78704), + float3(-0.52610,0.02386,0.52664), + float3(-0.88216,-0.24471,0.91547), + float3(-0.48888,-0.29330,0.57011), + float3(0.44014,-0.08558,0.44838), + float3(0.21179,0.51373,0.55567), + float3(0.05483,0.95701,0.95858), + float3(-0.59001,-0.70509,0.91938), + float3(-0.80065,0.24631,0.83768), + float3(-0.19424,-0.18402,0.26757), + float3(-0.43667,0.76751,0.88304), + float3(0.21666,0.11602,0.24577), + float3(0.15696,-0.85600,0.87027), + float3(-0.75821,0.58363,0.95682), + float3(0.99284,-0.02904,0.99327), + float3(-0.22234,-0.57907,0.62029), + float3(0.55052,-0.66984,0.86704), + float3(0.46431,0.28115,0.54280), + float3(-0.07214,0.60554,0.60982), + }; + + float WeightFieldMode (float2 uv) + { + float2 tapCoord = uv*2.0-1.0; + return (abs(tapCoord.y * _BlurArea)); + } + + float WeightIrisMode (float2 uv) + { + float2 tapCoord = (uv*2.0-1.0); + return dot(tapCoord, tapCoord) * _BlurArea; + } + + float4 fragIrisPreview (v2f i) : SV_Target + { + return WeightIrisMode(i.uv.xy) * 0.5; + } + + float4 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(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + fixed4 col = _Color * tex2D(_MainTex, i.texcoord); + fixed4 cube = texCUBE(_ToonShade, i.cubenormal); + fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a); + UNITY_APPLY_FOG(i.fogCoord, c); + return c; + } + ENDCG + } + } + + Fallback "VertexLit" +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader.meta new file mode 100644 index 0000000..a144389 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: d84268709d11078d11005b9844295342 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Human 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mul(UNITY_MATRIX_MVP, v.vertex); + + float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal)); + float2 offset = TransformViewToProjection(norm.xy); + + o.pos.xy += offset * o.pos.z * _Outline; + o.color = _OutlineColor; + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + ENDCG + + SubShader { + Tags { "RenderType"="Opaque" } + UsePass "Toon/Basic/BASE" + Pass { + Name "OUTLINE" + Tags { "LightMode" = "Always" } + Cull Front + ZWrite On + ColorMask RGB + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + fixed4 frag(v2f i) : SV_Target + { + UNITY_APPLY_FOG(i.fogCoord, i.color); + return i.color; + } + ENDCG + } + } + + Fallback "Toon/Basic" +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta new file mode 100644 index 0000000..7e1c493 --- 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Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Prefabs/WaterProNighttime.prefab.meta new file mode 100644 index 0000000..a59e814 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Prefabs/WaterProNighttime.prefab.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: bcae914220acd4907840a029bb9d9aec +NativeFormatImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts.meta new file mode 100644 index 0000000..a3b7325 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: b5b8c0f9acc2944f086c02cb83f4ae76 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs new file mode 100644 index 0000000..24e06cd --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs @@ -0,0 +1,36 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] + [RequireComponent(typeof(WaterBase))] + public class Displace : MonoBehaviour + { + public void Awake() + { + if (enabled) + { + OnEnable(); + } + else + { + OnDisable(); + } + } + + + public void OnEnable() + { + Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_ON"); + Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_OFF"); + } + + + public void OnDisable() + { + Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_OFF"); + Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_ON"); + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta new file mode 100644 index 0000000..2eaaef3 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Displace.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c62b7d87755b447919138e67f8e22e0c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs new file mode 100644 index 0000000..b64fb63 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs @@ -0,0 +1,9 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] + [RequireComponent(typeof(WaterBase))] + public class GerstnerDisplace : Displace { } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta new file mode 100644 index 0000000..dbaa174 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/GerstnerDisplace.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 42e7f46d0e5a84171a3909479c1646ba +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs new file mode 100644 index 0000000..d584fc2 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + public class MeshContainer + { + public Mesh mesh; + public Vector3[] vertices; + public Vector3[] normals; + + + public MeshContainer(Mesh m) + { + mesh = m; + vertices = m.vertices; + normals = m.normals; + } + + + public void Update() + { + mesh.vertices = vertices; + mesh.normals = normals; + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta new file mode 100644 index 0000000..9a16e3e --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/MeshContainer.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 951d74f7d57bed84cb623c62436bd064 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs new file mode 100644 index 0000000..f470cab --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs @@ -0,0 +1,284 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] + [RequireComponent(typeof(WaterBase))] + public class PlanarReflection : MonoBehaviour + { + public LayerMask reflectionMask; + public bool reflectSkybox = false; + public Color clearColor = Color.grey; + public String reflectionSampler = "_ReflectionTex"; + public float clipPlaneOffset = 0.07F; + + + Vector3 m_Oldpos; + Camera m_ReflectionCamera; + Material m_SharedMaterial; + Dictionary m_HelperCameras; + + + public void Start() + { + m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial; + } + + + Camera CreateReflectionCameraFor(Camera cam) + { + String reflName = gameObject.name + "Reflection" + cam.name; + GameObject go = GameObject.Find(reflName); + + if (!go) + { + go = new GameObject(reflName, typeof(Camera)); + } + if (!go.GetComponent(typeof(Camera))) + { + go.AddComponent(typeof(Camera)); + } + Camera reflectCamera = go.GetComponent(); + + reflectCamera.backgroundColor = clearColor; + reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; + + SetStandardCameraParameter(reflectCamera, reflectionMask); + + if (!reflectCamera.targetTexture) + { + reflectCamera.targetTexture = CreateTextureFor(cam); + } + + return reflectCamera; + } + + + void SetStandardCameraParameter(Camera cam, LayerMask mask) + { + cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water")); + cam.backgroundColor = Color.black; + cam.enabled = false; + } + + + RenderTexture CreateTextureFor(Camera cam) + { + RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * 0.5F), + Mathf.FloorToInt(cam.pixelHeight * 0.5F), 24); + rt.hideFlags = HideFlags.DontSave; + return rt; + } + + + public void RenderHelpCameras(Camera currentCam) + { + if (null == m_HelperCameras) + { + m_HelperCameras = new Dictionary(); + } + + if (!m_HelperCameras.ContainsKey(currentCam)) + { + m_HelperCameras.Add(currentCam, false); + } + if (m_HelperCameras[currentCam]) + { + return; + } + + if (!m_ReflectionCamera) + { + m_ReflectionCamera = CreateReflectionCameraFor(currentCam); + } + + RenderReflectionFor(currentCam, m_ReflectionCamera); + + m_HelperCameras[currentCam] = true; + } + + + public void LateUpdate() + { + if (null != m_HelperCameras) + { + m_HelperCameras.Clear(); + } + } + + + public void WaterTileBeingRendered(Transform tr, Camera currentCam) + { + RenderHelpCameras(currentCam); + + if (m_ReflectionCamera && m_SharedMaterial) + { + m_SharedMaterial.SetTexture(reflectionSampler, m_ReflectionCamera.targetTexture); + } + } + + + public void OnEnable() + { + Shader.EnableKeyword("WATER_REFLECTIVE"); + Shader.DisableKeyword("WATER_SIMPLE"); + } + + + public void OnDisable() + { + Shader.EnableKeyword("WATER_SIMPLE"); + Shader.DisableKeyword("WATER_REFLECTIVE"); + } + + + void RenderReflectionFor(Camera cam, Camera reflectCamera) + { + if (!reflectCamera) + { + return; + } + + if (m_SharedMaterial && !m_SharedMaterial.HasProperty(reflectionSampler)) + { + return; + } + + reflectCamera.cullingMask = reflectionMask & ~(1 << LayerMask.NameToLayer("Water")); + + SaneCameraSettings(reflectCamera); + + reflectCamera.backgroundColor = clearColor; + reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; + if (reflectSkybox) + { + if (cam.gameObject.GetComponent(typeof(Skybox))) + { + Skybox sb = (Skybox)reflectCamera.gameObject.GetComponent(typeof(Skybox)); + if (!sb) + { + sb = (Skybox)reflectCamera.gameObject.AddComponent(typeof(Skybox)); + } + sb.material = ((Skybox)cam.GetComponent(typeof(Skybox))).material; + } + } + + GL.invertCulling = true; + + Transform reflectiveSurface = transform; //waterHeight; + + Vector3 eulerA = cam.transform.eulerAngles; + + reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z); + reflectCamera.transform.position = cam.transform.position; + + Vector3 pos = reflectiveSurface.transform.position; + pos.y = reflectiveSurface.position.y; + Vector3 normal = reflectiveSurface.transform.up; + float d = -Vector3.Dot(normal, pos) - clipPlaneOffset; + Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); + + Matrix4x4 reflection = Matrix4x4.zero; + reflection = CalculateReflectionMatrix(reflection, reflectionPlane); + m_Oldpos = cam.transform.position; + Vector3 newpos = reflection.MultiplyPoint(m_Oldpos); + + reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; + + Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f); + + Matrix4x4 projection = cam.projectionMatrix; + projection = CalculateObliqueMatrix(projection, clipPlane); + reflectCamera.projectionMatrix = projection; + + reflectCamera.transform.position = newpos; + Vector3 euler = cam.transform.eulerAngles; + reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); + + reflectCamera.Render(); + + GL.invertCulling = false; + } + + + void SaneCameraSettings(Camera helperCam) + { + helperCam.depthTextureMode = DepthTextureMode.None; + helperCam.backgroundColor = Color.black; + helperCam.clearFlags = CameraClearFlags.SolidColor; + helperCam.renderingPath = RenderingPath.Forward; + } + + + static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane) + { + Vector4 q = projection.inverse * new Vector4( + Sgn(clipPlane.x), + Sgn(clipPlane.y), + 1.0F, + 1.0F + ); + Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q))); + // third row = clip plane - fourth row + projection[2] = c.x - projection[3]; + projection[6] = c.y - projection[7]; + projection[10] = c.z - projection[11]; + projection[14] = c.w - projection[15]; + + return projection; + } + + + static Matrix4x4 CalculateReflectionMatrix(Matrix4x4 reflectionMat, Vector4 plane) + { + reflectionMat.m00 = (1.0F - 2.0F * plane[0] * plane[0]); + reflectionMat.m01 = (- 2.0F * plane[0] * plane[1]); + reflectionMat.m02 = (- 2.0F * plane[0] * plane[2]); + reflectionMat.m03 = (- 2.0F * plane[3] * plane[0]); + + reflectionMat.m10 = (- 2.0F * plane[1] * plane[0]); + reflectionMat.m11 = (1.0F - 2.0F * plane[1] * plane[1]); + reflectionMat.m12 = (- 2.0F * plane[1] * plane[2]); + reflectionMat.m13 = (- 2.0F * plane[3] * plane[1]); + + reflectionMat.m20 = (- 2.0F * plane[2] * plane[0]); + reflectionMat.m21 = (- 2.0F * plane[2] * plane[1]); + reflectionMat.m22 = (1.0F - 2.0F * plane[2] * plane[2]); + reflectionMat.m23 = (- 2.0F * plane[3] * plane[2]); + + reflectionMat.m30 = 0.0F; + reflectionMat.m31 = 0.0F; + reflectionMat.m32 = 0.0F; + reflectionMat.m33 = 1.0F; + + return reflectionMat; + } + + + static float Sgn(float a) + { + if (a > 0.0F) + { + return 1.0F; + } + if (a < 0.0F) + { + return -1.0F; + } + return 0.0F; + } + + + Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) + { + Vector3 offsetPos = pos + normal * clipPlaneOffset; + Matrix4x4 m = cam.worldToCameraMatrix; + Vector3 cpos = m.MultiplyPoint(offsetPos); + Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; + + return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta new file mode 100644 index 0000000..f1b5a12 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4185bc77c7194462ca3b1097ef4a5de0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs new file mode 100644 index 0000000..4bcfb0c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [RequireComponent(typeof(WaterBase))] + [ExecuteInEditMode] + public class SpecularLighting : MonoBehaviour + { + public Transform specularLight; + private WaterBase m_WaterBase; + + + public void Start() + { + m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); + } + + + public void Update() + { + if (!m_WaterBase) + { + m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); + } + + if (specularLight && m_WaterBase.sharedMaterial) + { + m_WaterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward); + } + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta new file mode 100644 index 0000000..4db1a36 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: de2ab2b9ac93bb544b9552e49030371b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs new file mode 100644 index 0000000..7da4cc5 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs @@ -0,0 +1,396 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] // Make water live-update even when not in play mode + public class Water : MonoBehaviour + { + public enum WaterMode + { + Simple = 0, + Reflective = 1, + Refractive = 2, + }; + + + public WaterMode waterMode = WaterMode.Refractive; + public bool disablePixelLights = true; + public int textureSize = 256; + public float clipPlaneOffset = 0.07f; + public LayerMask reflectLayers = -1; + public LayerMask refractLayers = -1; + + + private Dictionary m_ReflectionCameras = new Dictionary(); // Camera -> Camera table + private Dictionary m_RefractionCameras = new Dictionary(); // Camera -> Camera table + private RenderTexture m_ReflectionTexture; + private RenderTexture m_RefractionTexture; + private WaterMode m_HardwareWaterSupport = WaterMode.Refractive; + private int m_OldReflectionTextureSize; + private int m_OldRefractionTextureSize; + private static bool s_InsideWater; + + + // This is called when it's known that the object will be rendered by some + // camera. We render reflections / refractions and do other updates here. + // Because the script executes in edit mode, reflections for the scene view + // camera will just work! + public void OnWillRenderObject() + { + if (!enabled || !GetComponent() || !GetComponent().sharedMaterial || + !GetComponent().enabled) + { + return; + } + + Camera cam = Camera.current; + if (!cam) + { + return; + } + + // Safeguard from recursive water reflections. + if (s_InsideWater) + { + return; + } + s_InsideWater = true; + + // Actual water rendering mode depends on both the current setting AND + // the hardware support. There's no point in rendering refraction textures + // if they won't be visible in the end. + m_HardwareWaterSupport = FindHardwareWaterSupport(); + WaterMode mode = GetWaterMode(); + + Camera reflectionCamera, refractionCamera; + CreateWaterObjects(cam, out reflectionCamera, out refractionCamera); + + // find out the reflection plane: position and normal in world space + Vector3 pos = transform.position; + Vector3 normal = transform.up; + + // Optionally disable pixel lights for reflection/refraction + int oldPixelLightCount = QualitySettings.pixelLightCount; + if (disablePixelLights) + { + QualitySettings.pixelLightCount = 0; + } + + UpdateCameraModes(cam, reflectionCamera); + UpdateCameraModes(cam, refractionCamera); + + // Render reflection if needed + if (mode >= WaterMode.Reflective) + { + // Reflect camera around reflection plane + float d = -Vector3.Dot(normal, pos) - clipPlaneOffset; + Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); + + Matrix4x4 reflection = Matrix4x4.zero; + CalculateReflectionMatrix(ref reflection, reflectionPlane); + Vector3 oldpos = cam.transform.position; + Vector3 newpos = reflection.MultiplyPoint(oldpos); + reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; + + // Setup oblique projection matrix so that near plane is our reflection + // plane. This way we clip everything below/above it for free. + Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f); + reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); + + reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer + reflectionCamera.targetTexture = m_ReflectionTexture; + GL.invertCulling = true; + reflectionCamera.transform.position = newpos; + Vector3 euler = cam.transform.eulerAngles; + reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); + reflectionCamera.Render(); + reflectionCamera.transform.position = oldpos; + GL.invertCulling = false; + GetComponent().sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture); + } + + // Render refraction + if (mode >= WaterMode.Refractive) + { + refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix; + + // Setup oblique projection matrix so that near plane is our reflection + // plane. This way we clip everything below/above it for free. + Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f); + refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); + + refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer + refractionCamera.targetTexture = m_RefractionTexture; + refractionCamera.transform.position = cam.transform.position; + refractionCamera.transform.rotation = cam.transform.rotation; + refractionCamera.Render(); + GetComponent().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture); + } + + // Restore pixel light count + if (disablePixelLights) + { + QualitySettings.pixelLightCount = oldPixelLightCount; + } + + // Setup shader keywords based on water mode + switch (mode) + { + case WaterMode.Simple: + Shader.EnableKeyword("WATER_SIMPLE"); + Shader.DisableKeyword("WATER_REFLECTIVE"); + Shader.DisableKeyword("WATER_REFRACTIVE"); + break; + case WaterMode.Reflective: + Shader.DisableKeyword("WATER_SIMPLE"); + Shader.EnableKeyword("WATER_REFLECTIVE"); + Shader.DisableKeyword("WATER_REFRACTIVE"); + break; + case WaterMode.Refractive: + Shader.DisableKeyword("WATER_SIMPLE"); + Shader.DisableKeyword("WATER_REFLECTIVE"); + Shader.EnableKeyword("WATER_REFRACTIVE"); + break; + } + + s_InsideWater = false; + } + + + // Cleanup all the objects we possibly have created + void OnDisable() + { + if (m_ReflectionTexture) + { + DestroyImmediate(m_ReflectionTexture); + m_ReflectionTexture = null; + } + if (m_RefractionTexture) + { + DestroyImmediate(m_RefractionTexture); + m_RefractionTexture = null; + } + foreach (var kvp in m_ReflectionCameras) + { + DestroyImmediate((kvp.Value).gameObject); + } + m_ReflectionCameras.Clear(); + foreach (var kvp in m_RefractionCameras) + { + DestroyImmediate((kvp.Value).gameObject); + } + m_RefractionCameras.Clear(); + } + + + // This just sets up some matrices in the material; for really + // old cards to make water texture scroll. + void Update() + { + if (!GetComponent()) + { + return; + } + Material mat = GetComponent().sharedMaterial; + if (!mat) + { + return; + } + + Vector4 waveSpeed = mat.GetVector("WaveSpeed"); + float waveScale = mat.GetFloat("_WaveScale"); + Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f); + + // Time since level load, and do intermediate calculations with doubles + double t = Time.timeSinceLevelLoad / 20.0; + Vector4 offsetClamped = new Vector4( + (float)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0), + (float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0), + (float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0), + (float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0) + ); + + mat.SetVector("_WaveOffset", offsetClamped); + mat.SetVector("_WaveScale4", waveScale4); + } + + void UpdateCameraModes(Camera src, Camera dest) + { + if (dest == null) + { + return; + } + // set water camera to clear the same way as current camera + dest.clearFlags = src.clearFlags; + dest.backgroundColor = src.backgroundColor; + if (src.clearFlags == CameraClearFlags.Skybox) + { + Skybox sky = src.GetComponent(); + Skybox mysky = dest.GetComponent(); + if (!sky || !sky.material) + { + mysky.enabled = false; + } + else + { + mysky.enabled = true; + mysky.material = sky.material; + } + } + // update other values to match current camera. + // even if we are supplying custom camera&projection matrices, + // some of values are used elsewhere (e.g. skybox uses far plane) + dest.farClipPlane = src.farClipPlane; + dest.nearClipPlane = src.nearClipPlane; + dest.orthographic = src.orthographic; + dest.fieldOfView = src.fieldOfView; + dest.aspect = src.aspect; + dest.orthographicSize = src.orthographicSize; + } + + + // On-demand create any objects we need for water + void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera) + { + WaterMode mode = GetWaterMode(); + + reflectionCamera = null; + refractionCamera = null; + + if (mode >= WaterMode.Reflective) + { + // Reflection render texture + if (!m_ReflectionTexture || m_OldReflectionTextureSize != textureSize) + { + if (m_ReflectionTexture) + { + DestroyImmediate(m_ReflectionTexture); + } + m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16); + m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID(); + m_ReflectionTexture.isPowerOfTwo = true; + m_ReflectionTexture.hideFlags = HideFlags.DontSave; + m_OldReflectionTextureSize = textureSize; + } + + // Camera for reflection + m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera); + if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO + { + GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); + reflectionCamera = go.GetComponent(); + reflectionCamera.enabled = false; + reflectionCamera.transform.position = transform.position; + reflectionCamera.transform.rotation = transform.rotation; + reflectionCamera.gameObject.AddComponent(); + go.hideFlags = HideFlags.HideAndDontSave; + m_ReflectionCameras[currentCamera] = reflectionCamera; + } + } + + if (mode >= WaterMode.Refractive) + { + // Refraction render texture + if (!m_RefractionTexture || m_OldRefractionTextureSize != textureSize) + { + if (m_RefractionTexture) + { + DestroyImmediate(m_RefractionTexture); + } + m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16); + m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID(); + m_RefractionTexture.isPowerOfTwo = true; + m_RefractionTexture.hideFlags = HideFlags.DontSave; + m_OldRefractionTextureSize = textureSize; + } + + // Camera for refraction + m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera); + if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO + { + GameObject go = + new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), + typeof(Camera), typeof(Skybox)); + refractionCamera = go.GetComponent(); + refractionCamera.enabled = false; + refractionCamera.transform.position = transform.position; + refractionCamera.transform.rotation = transform.rotation; + refractionCamera.gameObject.AddComponent(); + go.hideFlags = HideFlags.HideAndDontSave; + m_RefractionCameras[currentCamera] = refractionCamera; + } + } + } + + WaterMode GetWaterMode() + { + if (m_HardwareWaterSupport < waterMode) + { + return m_HardwareWaterSupport; + } + return waterMode; + } + + WaterMode FindHardwareWaterSupport() + { + if (!SystemInfo.supportsRenderTextures || !GetComponent()) + { + return WaterMode.Simple; + } + + Material mat = GetComponent().sharedMaterial; + if (!mat) + { + return WaterMode.Simple; + } + + string mode = mat.GetTag("WATERMODE", false); + if (mode == "Refractive") + { + return WaterMode.Refractive; + } + if (mode == "Reflective") + { + return WaterMode.Reflective; + } + + return WaterMode.Simple; + } + + // Given position/normal of the plane, calculates plane in camera space. + Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) + { + Vector3 offsetPos = pos + normal * clipPlaneOffset; + Matrix4x4 m = cam.worldToCameraMatrix; + Vector3 cpos = m.MultiplyPoint(offsetPos); + Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; + return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); + } + + // Calculates reflection matrix around the given plane + static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane) + { + reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]); + reflectionMat.m01 = (- 2F * plane[0] * plane[1]); + reflectionMat.m02 = (- 2F * plane[0] * plane[2]); + reflectionMat.m03 = (- 2F * plane[3] * plane[0]); + + reflectionMat.m10 = (- 2F * plane[1] * plane[0]); + reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]); + reflectionMat.m12 = (- 2F * plane[1] * plane[2]); + reflectionMat.m13 = (- 2F * plane[3] * plane[1]); + + reflectionMat.m20 = (- 2F * plane[2] * plane[0]); + reflectionMat.m21 = (- 2F * plane[2] * plane[1]); + reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]); + reflectionMat.m23 = (- 2F * plane[3] * plane[2]); + + reflectionMat.m30 = 0F; + reflectionMat.m31 = 0F; + reflectionMat.m32 = 0F; + reflectionMat.m33 = 1F; + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta new file mode 100644 index 0000000..f353f10 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs new file mode 100644 index 0000000..bc5afcf --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs @@ -0,0 +1,78 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + public enum WaterQuality + { + High = 2, + Medium = 1, + Low = 0, + } + + [ExecuteInEditMode] + public class WaterBase : MonoBehaviour + { + public Material sharedMaterial; + public WaterQuality waterQuality = WaterQuality.High; + public bool edgeBlend = true; + + + public void UpdateShader() + { + if (waterQuality > WaterQuality.Medium) + { + sharedMaterial.shader.maximumLOD = 501; + } + else if (waterQuality > WaterQuality.Low) + { + sharedMaterial.shader.maximumLOD = 301; + } + else + { + sharedMaterial.shader.maximumLOD = 201; + } + + // If the system does not support depth textures (ie. NaCl), turn off edge bleeding, + // as the shader will render everything as transparent if the depth texture is not valid. + if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) + { + edgeBlend = false; + } + + if (edgeBlend) + { + Shader.EnableKeyword("WATER_EDGEBLEND_ON"); + Shader.DisableKeyword("WATER_EDGEBLEND_OFF"); + // just to make sure (some peeps might forget to add a water tile to the patches) + if (Camera.main) + { + Camera.main.depthTextureMode |= DepthTextureMode.Depth; + } + } + else + { + Shader.EnableKeyword("WATER_EDGEBLEND_OFF"); + Shader.DisableKeyword("WATER_EDGEBLEND_ON"); + } + } + + + public void WaterTileBeingRendered(Transform tr, Camera currentCam) + { + if (currentCam && edgeBlend) + { + currentCam.depthTextureMode |= DepthTextureMode.Depth; + } + } + + + public void Update() + { + if (sharedMaterial) + { + UpdateShader(); + } + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta new file mode 100644 index 0000000..2cc0919 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a1da353243062479a9b31c85074a796b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs new file mode 100644 index 0000000..65a6124 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs @@ -0,0 +1,67 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Water +{ + [ExecuteInEditMode] + public class WaterTile : MonoBehaviour + { + public PlanarReflection reflection; + public WaterBase waterBase; + + + public void Start() + { + AcquireComponents(); + } + + + void AcquireComponents() + { + if (!reflection) + { + if (transform.parent) + { + reflection = transform.parent.GetComponent(); + } + else + { + reflection = transform.GetComponent(); + } + } + + if (!waterBase) + { + if (transform.parent) + { + waterBase = transform.parent.GetComponent(); + } + else + { + waterBase = transform.GetComponent(); + } + } + } + + +#if UNITY_EDITOR + public void Update() + { + AcquireComponents(); + } +#endif + + + public void OnWillRenderObject() + { + if (reflection) + { + reflection.WaterTileBeingRendered(transform, Camera.current); + } + if (waterBase) + { + waterBase.WaterTileBeingRendered(transform, Camera.current); + } + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta new file mode 100644 index 0000000..6245403 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2a91e8dd37cdd41efb4859b65aced7a2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Shaders.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Shaders.meta new file mode 100644 index 0000000..4756dab --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Shaders.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: e70b47c0cfc1d4b12a3c663d7582a523 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader new file mode 100644 index 0000000..f50d604 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader @@ -0,0 +1,161 @@ +Shader "FX/Water" { +Properties { + _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063 + _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44 + _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40 + _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1) + [NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {} + [NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {} + WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) + [NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {} + _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1) + [HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {} + [HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {} +} + + +// ----------------------------------------------------------- +// Fragment program cards + + +Subshader { + Tags { "WaterMode"="Refractive" "RenderType"="Opaque" } + Pass { +CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#pragma multi_compile_fog +#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE + +#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) +#define HAS_REFLECTION 1 +#endif +#if defined (WATER_REFRACTIVE) +#define HAS_REFRACTION 1 +#endif + + +#include "UnityCG.cginc" + +uniform float4 _WaveScale4; +uniform float4 _WaveOffset; + +#if HAS_REFLECTION +uniform float _ReflDistort; +#endif +#if HAS_REFRACTION +uniform float _RefrDistort; +#endif + +struct appdata { + float4 vertex : POSITION; + float3 normal : NORMAL; +}; + +struct v2f { + float4 pos : SV_POSITION; + #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) + float4 ref : TEXCOORD0; + float2 bumpuv0 : TEXCOORD1; + float2 bumpuv1 : TEXCOORD2; + float3 viewDir : TEXCOORD3; + #else + float2 bumpuv0 : TEXCOORD0; + float2 bumpuv1 : TEXCOORD1; + float3 viewDir : TEXCOORD2; + #endif + UNITY_FOG_COORDS(4) +}; + +v2f vert(appdata v) +{ + v2f o; + o.pos = mul (UNITY_MATRIX_MVP, v.vertex); + + + // scroll bump waves + float4 temp; + float4 wpos = mul (_Object2World, v.vertex); + temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset; + o.bumpuv0 = temp.xy; + o.bumpuv1 = temp.wz; + + // object space view direction (will normalize per pixel) + o.viewDir.xzy = WorldSpaceViewDir(v.vertex); + + #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) + o.ref = ComputeScreenPos(o.pos); + #endif + + UNITY_TRANSFER_FOG(o,o.pos); + return o; +} + +#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) +sampler2D _ReflectionTex; +#endif +#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE) +sampler2D _ReflectiveColor; +#endif +#if defined (WATER_REFRACTIVE) +sampler2D _Fresnel; +sampler2D _RefractionTex; +uniform float4 _RefrColor; +#endif +#if defined (WATER_SIMPLE) +uniform float4 _HorizonColor; +#endif +sampler2D _BumpMap; + +half4 frag( v2f i ) : SV_Target +{ + i.viewDir = normalize(i.viewDir); + + // combine two scrolling bumpmaps into one + half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb; + half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb; + half3 bump = (bump1 + bump2) * 0.5; + + // fresnel factor + half fresnelFac = dot( i.viewDir, bump ); + + // perturb reflection/refraction UVs by bumpmap, and lookup colors + + #if HAS_REFLECTION + float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort; + half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) ); + #endif + #if HAS_REFRACTION + float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort; + half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor; + #endif + + // final color is between refracted and reflected based on fresnel + half4 color; + + #if defined(WATER_REFRACTIVE) + half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel, float2(fresnelFac,fresnelFac) ); + color = lerp( refr, refl, fresnel ); + #endif + + #if defined(WATER_REFLECTIVE) + half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) ); + color.rgb = lerp( water.rgb, refl.rgb, water.a ); + color.a = refl.a * water.a; + #endif + + #if defined(WATER_SIMPLE) + half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) ); + color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a ); + color.a = _HorizonColor.a; + #endif + + UNITY_APPLY_FOG(i.fogCoord, color); + return color; +} +ENDCG + + } +} + +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader.meta new file mode 100644 index 0000000..5321fd1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 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("Internal reflection", 2D) = "white" {} + + _MainTex ("Fallback texture", 2D) = "black" {} + _ShoreTex ("Shore & Foam texture ", 2D) = "black" {} + _BumpMap ("Normals ", 2D) = "bump" {} + + _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15) + _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0) + + _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1) + _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) + + _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) + _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) + + _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 + + _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) + _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) + _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) + + _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) + _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 + + _Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0) + + _GerstnerIntensity("Per vertex displacement", Float) = 1.0 + _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) + _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) + _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) + _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) + _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) + _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) +} + + +CGINCLUDE + + #include "UnityCG.cginc" + #include "WaterInclude.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + // interpolator structs + + struct v2f + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float4 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + float4 grabPassPos : TEXCOORD4; + UNITY_FOG_COORDS(5) + }; + + struct v2f_noGrab + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float3 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + UNITY_FOG_COORDS(4) + }; + + struct v2f_simple + { + float4 pos : SV_POSITION; + float4 viewInterpolator : TEXCOORD0; + float4 bumpCoords : TEXCOORD1; + UNITY_FOG_COORDS(2) + }; + + // textures + sampler2D _BumpMap; + sampler2D _ReflectionTex; + sampler2D _RefractionTex; + sampler2D _ShoreTex; + sampler2D_float _CameraDepthTexture; + + // colors in use + uniform float4 _RefrColorDepth; + uniform float4 _SpecularColor; + uniform float4 _BaseColor; + uniform float4 _ReflectionColor; + + // edge & shore fading + uniform float4 _InvFadeParemeter; + + // specularity + uniform float _Shininess; + uniform float4 _WorldLightDir; + + // fresnel, vertex & bump displacements & strength + uniform float4 _DistortParams; + uniform float _FresnelScale; + uniform float4 _BumpTiling; + uniform float4 _BumpDirection; + + uniform float4 _GAmplitude; + uniform float4 _GFrequency; + uniform float4 _GSteepness; + uniform float4 _GSpeed; + uniform float4 _GDirectionAB; + uniform float4 _GDirectionCD; + + // foam + uniform float4 _Foam; + + // shortcuts + #define PER_PIXEL_DISPLACE _DistortParams.x + #define REALTIME_DISTORTION _DistortParams.y + #define FRESNEL_POWER _DistortParams.z + #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz + #define FRESNEL_BIAS _DistortParams.w + #define NORMAL_DISPLACEMENT_PER_VERTEX _InvFadeParemeter.z + + // + // HQ VERSION + // + + v2f vert(appdata_full v) + { + v2f o; + + half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz; + + half3 nrml; + half3 offsets; + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed + half2 tileableUv = mul(_Object2World,(v.vertex)).xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); + + o.normalInterpolator.xyz = nrml; + + o.viewInterpolator.w = saturate(offsets.y); + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + half4 frag( v2f i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + half4 grabWithOffset = i.grabPassPos + distortOffset; + + half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); + half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); + half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + #ifdef WATER_EDGEBLEND_ON + if (LinearEyeDepth(refrFix) < i.screenPos.z) + rtRefractions = rtRefractionsNoDistort; + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); + edgeBlendFactors.y = 1.0-edgeBlendFactors.y; + #endif + + // shading for fresnel term + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + // base, depth & reflection colors + half4 baseColor = ExtinctColor (_BaseColor, i.viewInterpolator.w * _InvFadeParemeter.w); + #ifdef WATER_REFLECTIVE + half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); + #else + half4 reflectionColor = _ReflectionColor; + #endif + + baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); + baseColor = baseColor + spec * _SpecularColor; + + // handle foam + half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0); + baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y)); + + baseColor.a = edgeBlendFactors.x; + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + + // + // MQ VERSION + // + + v2f_noGrab vert300(appdata_full v) + { + v2f_noGrab o; + + half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz; + + half3 nrml; + half3 offsets; + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed + half2 tileableUv = mul(_Object2World,v.vertex).xz; + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.screenPos = ComputeScreenPos(o.pos); + + o.normalInterpolator.xyz = nrml; + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + half4 frag300( v2f_noGrab i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, normalize(VERTEX_WORLD_NORMAL), PER_PIXEL_DISPLACE); + + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); + edgeBlendFactors.y = 1.0-edgeBlendFactors.y; + #endif + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + #ifdef WATER_REFLECTIVE + baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 2.0)); + #else + baseColor = lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + #endif + + baseColor = baseColor + spec * _SpecularColor; + + baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + + // + // LQ VERSION + // + + v2f_simple vert200(appdata_full v) + { + v2f_simple o; + + half3 worldSpaceVertex = mul(_Object2World, v.vertex).xyz; + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.viewInterpolator.w = 1;//GetDistanceFadeout(ComputeScreenPos(o.pos).w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + + } + + half4 frag200( v2f_simple i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + baseColor.a = saturate(2.0 * refl2Refr + 0.5); + + baseColor.rgb += spec * _SpecularColor.rgb; + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + +ENDCG + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 500 + ColorMask RGB + + GrabPass { "_RefractionTex" } + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 300 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert300 + #pragma fragment frag300 + #pragma multi_compile_fog + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 200 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma vertex vert200 + #pragma fragment frag200 + #pragma multi_compile_fog + + ENDCG + } +} + +Fallback "Transparent/Diffuse" +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta new file mode 100644 index 0000000..44952fb --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 475c4a4e617a8401b84ca7b32c7cc460 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader new file mode 100644 index 0000000..92861bc --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader @@ -0,0 +1,433 @@ +Shader "FX/SimpleWater4" { +Properties { + _ReflectionTex ("Internal reflection", 2D) = "white" {} + + _MainTex ("Fallback texture", 2D) = "black" {} + _BumpMap ("Normals ", 2D) = "bump" {} + + _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15) + _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0) + + _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1) + _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) + + _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) + _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) + + _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 + + _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) + _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) + _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) + + _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) + _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 + + _GerstnerIntensity("Per vertex displacement", Float) = 1.0 + _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) + _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) + _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) + _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) + _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) + _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) +} + + +CGINCLUDE + + #include "UnityCG.cginc" + #include "WaterInclude.cginc" + + struct appdata + { + float4 vertex : POSITION; + float3 normal : NORMAL; + }; + + // interpolator structs + + struct v2f + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float3 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + float4 grabPassPos : TEXCOORD4; + UNITY_FOG_COORDS(5) + }; + + struct v2f_noGrab + { + float4 pos : SV_POSITION; + float4 normalInterpolator : TEXCOORD0; + float3 viewInterpolator : TEXCOORD1; + float4 bumpCoords : TEXCOORD2; + float4 screenPos : TEXCOORD3; + UNITY_FOG_COORDS(4) + }; + + struct v2f_simple + { + float4 pos : SV_POSITION; + float3 viewInterpolator : TEXCOORD0; + float4 bumpCoords : TEXCOORD1; + UNITY_FOG_COORDS(2) + }; + + // textures + sampler2D _BumpMap; + sampler2D _ReflectionTex; + sampler2D _RefractionTex; + sampler2D _ShoreTex; + sampler2D_float _CameraDepthTexture; + + // colors in use + uniform float4 _RefrColorDepth; + uniform float4 _SpecularColor; + uniform float4 _BaseColor; + uniform float4 _ReflectionColor; + + // edge & shore fading + uniform float4 _InvFadeParemeter; + + // specularity + uniform float _Shininess; + uniform float4 _WorldLightDir; + + // fresnel, vertex & bump displacements & strength + uniform float4 _DistortParams; + uniform float _FresnelScale; + uniform float4 _BumpTiling; + uniform float4 _BumpDirection; + + uniform float4 _GAmplitude; + uniform float4 _GFrequency; + uniform float4 _GSteepness; + uniform float4 _GSpeed; + uniform float4 _GDirectionAB; + uniform float4 _GDirectionCD; + + // shortcuts + #define PER_PIXEL_DISPLACE _DistortParams.x + #define REALTIME_DISTORTION _DistortParams.y + #define FRESNEL_POWER _DistortParams.z + #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz + #define DISTANCE_SCALE _InvFadeParemeter.z + #define FRESNEL_BIAS _DistortParams.w + + // + // HQ VERSION + // + + v2f vert(appdata_full v) + { + v2f o; + + half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz; + + half3 nrml; + half3 offsets; + + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); + + o.normalInterpolator.xyz = nrml; + + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + half4 frag( v2f i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + half4 grabWithOffset = i.grabPassPos + distortOffset; + + half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); + half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); + half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + #ifdef WATER_EDGEBLEND_ON + if (LinearEyeDepth(refrFix) < i.screenPos.z) + rtRefractions = rtRefractionsNoDistort; + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); + #endif + + // shading for fresnel term + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + // base, depth & reflection colors + half4 baseColor = _BaseColor; + #ifdef WATER_REFLECTIVE + half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); + #else + half4 reflectionColor = _ReflectionColor; + #endif + + baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); + baseColor = baseColor + spec * _SpecularColor; + + baseColor.a = edgeBlendFactors.x; + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + + // + // MQ VERSION + // + + v2f_noGrab vert300(appdata_full v) + { + v2f_noGrab o; + + half3 worldSpaceVertex = mul(_Object2World,(v.vertex)).xyz; + half3 vtxForAni = (worldSpaceVertex).xzz; + + half3 nrml; + half3 offsets; + Gerstner ( + offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written + _GAmplitude, // amplitude + _GFrequency, // frequency + _GSteepness, // steepness + _GSpeed, // speed + _GDirectionAB, // direction # 1, 2 + _GDirectionCD // direction # 3, 4 + ); + + v.vertex.xyz += offsets; + + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + o.screenPos = ComputeScreenPos(o.pos); + + o.normalInterpolator.xyz = nrml; + + o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + } + + half4 frag300( v2f_noGrab i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); + half4 screenWithOffset = i.screenPos + distortOffset; + + #ifdef WATER_REFLECTIVE + half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); + #endif + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); + + #ifdef WATER_EDGEBLEND_ON + half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); + depth = LinearEyeDepth(depth); + edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); + #endif + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + #ifdef WATER_REFLECTIVE + baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0)); + #else + baseColor = _ReflectionColor;//lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + #endif + + baseColor = baseColor + spec * _SpecularColor; + + baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + + // + // LQ VERSION + // + + v2f_simple vert200(appdata_full v) + { + v2f_simple o; + + half3 worldSpaceVertex = mul(_Object2World, v.vertex).xyz; + half2 tileableUv = worldSpaceVertex.xz; + + o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; + + o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; + + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + + UNITY_TRANSFER_FOG(o,o.pos); + return o; + + } + + half4 frag200( v2f_simple i ) : SV_Target + { + half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); + half3 viewVector = normalize(i.viewInterpolator.xyz); + + half3 reflectVector = normalize(reflect(viewVector, worldNormal)); + half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); + float nh = max (0, dot (worldNormal, -h)); + float spec = max(0.0,pow (nh, _Shininess)); + + worldNormal.xz *= _FresnelScale; + half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); + + half4 baseColor = _BaseColor; + baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); + baseColor.a = saturate(2.0 * refl2Refr + 0.5); + + baseColor.rgb += spec * _SpecularColor.rgb; + UNITY_APPLY_FOG(i.fogCoord, baseColor); + return baseColor; + } + +ENDCG + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 500 + ColorMask RGB + + GrabPass { "_RefractionTex" } + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fog + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 300 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma target 3.0 + + #pragma vertex vert300 + #pragma fragment frag300 + #pragma multi_compile_fog + + #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF + #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF + #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE + + ENDCG + } +} + +Subshader +{ + Tags {"RenderType"="Transparent" "Queue"="Transparent"} + + Lod 200 + ColorMask RGB + + Pass { + Blend SrcAlpha OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Cull Off + + CGPROGRAM + + #pragma vertex vert200 + #pragma fragment frag200 + #pragma multi_compile_fog + + ENDCG + } +} + +Fallback "Transparent/Diffuse" +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta new file mode 100644 index 0000000..8b60e33 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 8aaff0751054e4a9cb4642d01eaf5be9 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc new file mode 100644 index 0000000..101cc62 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc @@ -0,0 +1,257 @@ + +#ifndef WATER_CG_INCLUDED +#define WATER_CG_INCLUDED + +#include "UnityCG.cginc" + +half _GerstnerIntensity; + +inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) +{ + half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5; + half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); + return normalize(worldNormal); +} + +inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength) +{ + half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); + bump = bump * 0.5; + half3 normal = UnpackNormal(bump); + normal.xy *= bumpStrength; + return normalize(normal); +} + +inline half3 GetNormal(half4 tf) { + #ifdef WATER_VERTEX_DISPLACEMENT_ON + return half3(2,1,2) * tf.rbg - half3(1,0,1); + #else + return half3(0,1,0); + #endif +} + +inline half GetDistanceFadeout(half screenW, half speed) { + return 1.0f / abs(0.5f + screenW * speed); +} + +half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC) +{ + half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; + #ifdef WATER_VERTEX_DISPLACEMENT_ON + half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); + tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0)); + tf *= 0.333333; + #else + half4 tf = half4(0.5,0.5,0.5,0.0); + #endif + + return tf; +} + +half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB) +{ + half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; + #ifdef WATER_VERTEX_DISPLACEMENT_ON + half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); + tf *= 0.5; + #else + half4 tf = half4(0.5,0.5,0.5,0.0); + #endif + + return tf; +} + +inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos) +{ + #if UNITY_UV_STARTS_AT_TOP + float scale = -1.0; + #else + float scale = 1.0f; + #endif + + screenPos = ComputeScreenPos(pos); + grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5; + grabPassPos.zw = pos.zw; +} + + +inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset) +{ + half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); + bump = bump * 0.5; + half3 normal = UnpackNormal(bump); + normal.xy *= bumpStrength; + normal.xy += perVertxOffset; + return normalize(normal); +} + +inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) +{ + half4 bump = tex2D(bumpMap, coords.xy); + bump.xy = bump.wy - half2(0.5, 0.5); + half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); + return normalize(worldNormal); +} + +inline half4 Foam(sampler2D shoreTex, half4 coords, half amount) +{ + half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125; + foam.a = amount; + return foam; +} + +inline half4 Foam(sampler2D shoreTex, half4 coords) +{ + half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125; + return foam; +} + +inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power) +{ + half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0); + half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power)); + return refl2Refr; +} + +inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel) +{ + half facing = saturate(dot(-viewVector, worldNormal)); + half fresn = tex2D(fresnel, half2(facing, 0.5f)).b; + return fresn; +} + +inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB, + sampler2D mapC, half4 uv, + half vertexStrength, half3 normal, + out half4 vertexOffset, out half2 normalOffset) +{ + half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); + tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0)); + tf /= 3.0; + + tf.rga = tf.rga-half3(0.5,0.5,0.0); + + // height displacement in alpha channel, normals info in rgb + + vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength; + normalOffset = tf.rg; +} + +inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB, + sampler2D mapC, half4 uv, + half vertexStrength, half normalsStrength, + out half4 vertexOffset, out half2 normalOffset) +{ + // @NOTE: for best performance, this should really be properly packed! + + half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); + tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); + tf *= 0.5; + + tf.rga = tf.rga-half3(0.5,0.5,0.0); + + // height displacement in alpha channel, normals info in rgb + + vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength; + normalOffset = tf.rg * normalsStrength; +} + +half4 ExtinctColor (half4 baseColor, half extinctionAmount) +{ + // tweak the extinction coefficient for different coloring + return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0); +} + + half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) + { + half3 offsets; + + offsets.x = + steepness * amp * dir.x * + cos( freq * dot( dir, xzVtx ) + speed * _Time.x); + + offsets.z = + steepness * amp * dir.y * + cos( freq * dot( dir, xzVtx ) + speed * _Time.x); + + offsets.y = + amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x); + + return offsets; + } + + half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) + { + half3 offsets; + + half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw; + half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw; + + half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); + half4 TIME = _Time.yyyy * speed; + + half4 COS = cos (dotABCD + TIME); + half4 SIN = sin (dotABCD + TIME); + + offsets.x = dot(COS, half4(AB.xz, CD.xz)); + offsets.z = dot(COS, half4(AB.yw, CD.yw)); + offsets.y = dot(SIN, amp); + + return offsets; + } + + half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) + { + half3 nrml = half3(0,0,0); + + nrml.x -= + dir.x * (amp * freq) * + cos(freq * dot( dir, xzVtx ) + speed * _Time.x); + + nrml.z -= + dir.y * (amp * freq) * + cos(freq * dot( dir, xzVtx ) + speed * _Time.x); + + return nrml; + } + + half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) + { + half3 nrml = half3(0,2.0,0); + + half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw; + half4 CD = freq.zzww * amp.zzww * dirCD.xyzw; + + half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); + half4 TIME = _Time.yyyy * speed; + + half4 COS = cos (dotABCD + TIME); + + nrml.x -= dot(COS, half4(AB.xz, CD.xz)); + nrml.z -= dot(COS, half4(AB.yw, CD.yw)); + + nrml.xz *= _GerstnerIntensity; + nrml = normalize (nrml); + + return nrml; + } + + void Gerstner ( out half3 offs, out half3 nrml, + half3 vtx, half3 tileableVtx, + half4 amplitude, half4 frequency, half4 steepness, + half4 speed, half4 directionAB, half4 directionCD ) + { + #ifdef WATER_VERTEX_DISPLACEMENT_ON + offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD); + nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD); + #else + offs = half3(0,0,0); + nrml = half3(0,1,0); + #endif + } + + +#endif diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta new file mode 100644 index 0000000..6d8dcf2 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 34e1452e07a0b40c295c5b10aa679465 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Textures.meta b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Textures.meta new file mode 100644 index 0000000..ef29949 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Environment/Water/Water4/Textures.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 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a trigger collider is entered. + public enum Mode + { + Trigger = 0, // Just broadcast the action on to the target + Replace = 1, // replace target with source + Activate = 2, // Activate the target GameObject + Enable = 3, // Enable a component + Animate = 4, // Start animation on target + Deactivate = 5 // Decativate target GameObject + } + + public Mode action = Mode.Activate; // The action to accomplish + public Object target; // The game object to affect. If none, the trigger work on this game object + public GameObject source; + public int triggerCount = 1; + public bool repeatTrigger = false; + + + private void DoActivateTrigger() + { + triggerCount--; + + if (triggerCount == 0 || repeatTrigger) + { + Object currentTarget = target ?? gameObject; + Behaviour targetBehaviour = currentTarget as Behaviour; + GameObject targetGameObject = currentTarget as GameObject; + if (targetBehaviour != null) + { + targetGameObject = targetBehaviour.gameObject; + } + + switch (action) + { + case Mode.Trigger: + if (targetGameObject != null) + { + targetGameObject.BroadcastMessage("DoActivateTrigger"); + } + break; + case Mode.Replace: + if (source != null) + { + if (targetGameObject != null) + { + Instantiate(source, targetGameObject.transform.position, + targetGameObject.transform.rotation); + DestroyObject(targetGameObject); + } + } + break; + case Mode.Activate: + if (targetGameObject != null) + { + targetGameObject.SetActive(true); + } + break; + case Mode.Enable: + if (targetBehaviour != null) + { + targetBehaviour.enabled = true; + } + break; + case Mode.Animate: + if (targetGameObject != null) + { + targetGameObject.GetComponent().Play(); + } + break; + case Mode.Deactivate: + if (targetGameObject != null) + { + targetGameObject.SetActive(false); + } + break; + } + } + } + + + private void OnTriggerEnter(Collider other) + { + DoActivateTrigger(); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta new file mode 100644 index 0000000..fd86651 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8634e062924929664361c08745211fb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs new file mode 100644 index 0000000..681c480 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs @@ -0,0 +1,199 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ + public class AutoMobileShaderSwitch : MonoBehaviour + { + [SerializeField] private ReplacementList m_ReplacementList; + + // Use this for initialization + private void OnEnable() + { +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY + var renderers = FindObjectsOfType(); + Debug.Log (renderers.Length+" renderers"); + var oldMaterials = new List(); + var newMaterials = new List(); + + int materialsReplaced = 0; + int materialInstancesReplaced = 0; + + foreach(ReplacementDefinition replacementDef in m_ReplacementList.items) + { + foreach(var r in renderers) + { + Material[] modifiedMaterials = null; + for(int n=0; n 0) + { + for (int i = -1; i < items.arraySize; ++i) + { + var item = items.GetArrayElementAtIndex(i); + + float rowX = x; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(rowX, y, w, lineHeight); + rowX += w; + + if (i == -1) + { + // draw title labels + EditorGUI.LabelField(rect, titles[n]); + } + else + { + if (props[n] == "-" || props[n] == "^" || props[n] == "v") + { + if (GUI.Button(rect, props[n])) + { + switch (props[n]) + { + case "-": + items.DeleteArrayElementAtIndex(i); + items.DeleteArrayElementAtIndex(i); + changedLength = true; + break; + case "v": + if (i > 0) + { + items.MoveArrayElement(i, i + 1); + } + break; + case "^": + if (i < items.arraySize - 1) + { + items.MoveArrayElement(i, i - 1); + } + break; + } + } + } + else + { + SerializedProperty prop = item.FindPropertyRelative(props[n]); + EditorGUI.PropertyField(rect, prop, GUIContent.none); + } + } + } + + y += lineHeight + k_Spacing; + if (changedLength) + { + break; + } + } + } + + // add button + var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, + widths[widths.Length - 1]*inspectorWidth, lineHeight); + if (GUI.Button(addButtonRect, "+")) + { + items.InsertArrayElementAtIndex(items.arraySize); + } + + y += lineHeight + k_Spacing; + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty items = property.FindPropertyRelative("items"); + float lineAndSpace = k_LineHeight + k_Spacing; + return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; + } + } +#endif +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta new file mode 100644 index 0000000..4108156 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9c4978ff6447f9040b84acc89b0bbdc8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs new file mode 100644 index 0000000..edbce0e --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs @@ -0,0 +1,41 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class AutoMoveAndRotate : MonoBehaviour + { + public Vector3andSpace moveUnitsPerSecond; + public Vector3andSpace rotateDegreesPerSecond; + public bool ignoreTimescale; + private float m_LastRealTime; + + + private void Start() + { + m_LastRealTime = Time.realtimeSinceStartup; + } + + + // Update is called once per frame + private void Update() + { + float deltaTime = Time.deltaTime; + if (ignoreTimescale) + { + deltaTime = (Time.realtimeSinceStartup - m_LastRealTime); + m_LastRealTime = Time.realtimeSinceStartup; + } + transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space); + transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space); + } + + + [Serializable] + public class Vector3andSpace + { + public Vector3 value; + public Space space = Space.Self; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta new file mode 100644 index 0000000..30b395a --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a1347817507220a4384f3ff6f7c24546 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/CameraRefocus.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/CameraRefocus.cs new file mode 100644 index 0000000..26f1c9b --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/CameraRefocus.cs @@ -0,0 +1,58 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class CameraRefocus + { + public Camera Camera; + public Vector3 Lookatpoint; + public Transform Parent; + + private Vector3 m_OrigCameraPos; + private bool m_Refocus; + + + public CameraRefocus(Camera camera, Transform parent, Vector3 origCameraPos) + { + m_OrigCameraPos = origCameraPos; + Camera = camera; + Parent = parent; + } + + + public void ChangeCamera(Camera camera) + { + Camera = camera; + } + + + public void ChangeParent(Transform parent) + { + Parent = parent; + } + + + public void GetFocusPoint() + { + RaycastHit hitInfo; + if (Physics.Raycast(Parent.transform.position + m_OrigCameraPos, Parent.transform.forward, out hitInfo, + 100f)) + { + Lookatpoint = hitInfo.point; + m_Refocus = true; + return; + } + m_Refocus = false; + } + + + public void SetFocusPoint() + { + if (m_Refocus) + { + Camera.transform.LookAt(Lookatpoint); + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/CameraRefocus.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/CameraRefocus.cs.meta new file mode 100644 index 0000000..9300ded --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/CameraRefocus.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d1e2e7a54dcc8694ab1eca46d072f264 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/CurveControlledBob.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/CurveControlledBob.cs new file mode 100644 index 0000000..b3951b7 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/CurveControlledBob.cs @@ -0,0 +1,54 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class CurveControlledBob + { + public float HorizontalBobRange = 0.33f; + public float VerticalBobRange = 0.33f; + public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), + new Keyframe(1f, 0f), new Keyframe(1.5f, -1f), + new Keyframe(2f, 0f)); // sin curve for head bob + public float VerticaltoHorizontalRatio = 1f; + + private float m_CyclePositionX; + private float m_CyclePositionY; + private float m_BobBaseInterval; + private Vector3 m_OriginalCameraPosition; + private float m_Time; + + + public void Setup(Camera camera, float bobBaseInterval) + { + m_BobBaseInterval = bobBaseInterval; + m_OriginalCameraPosition = camera.transform.localPosition; + + // get the length of the curve in time + m_Time = Bobcurve[Bobcurve.length - 1].time; + } + + + public Vector3 DoHeadBob(float speed) + { + float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange); + float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange); + + m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval; + m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio; + + if (m_CyclePositionX > m_Time) + { + m_CyclePositionX = m_CyclePositionX - m_Time; + } + if (m_CyclePositionY > m_Time) + { + m_CyclePositionY = m_CyclePositionY - m_Time; + } + + return new Vector3(xPos, yPos, 0f); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta new file mode 100644 index 0000000..3b9374f --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 492f54f4accf00440828ffcb9e4fcc19 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/DragRigidbody.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/DragRigidbody.cs new file mode 100644 index 0000000..b0f5c35 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/DragRigidbody.cs @@ -0,0 +1,96 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class DragRigidbody : MonoBehaviour + { + const float k_Spring = 50.0f; + const float k_Damper = 5.0f; + const float k_Drag = 10.0f; + const float k_AngularDrag = 5.0f; + const float k_Distance = 0.2f; + const bool k_AttachToCenterOfMass = false; + + private SpringJoint m_SpringJoint; + + + private void Update() + { + // Make sure the user pressed the mouse down + if (!Input.GetMouseButtonDown(0)) + { + return; + } + + var mainCamera = FindCamera(); + + // We need to actually hit an object + RaycastHit hit = new RaycastHit(); + if ( + !Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition).origin, + mainCamera.ScreenPointToRay(Input.mousePosition).direction, out hit, 100, + Physics.DefaultRaycastLayers)) + { + return; + } + // We need to hit a rigidbody that is not kinematic + if (!hit.rigidbody || hit.rigidbody.isKinematic) + { + return; + } + + if (!m_SpringJoint) + { + var go = new GameObject("Rigidbody dragger"); + Rigidbody body = go.AddComponent(); + m_SpringJoint = go.AddComponent(); + body.isKinematic = true; + } + + m_SpringJoint.transform.position = hit.point; + m_SpringJoint.anchor = Vector3.zero; + + m_SpringJoint.spring = k_Spring; + m_SpringJoint.damper = k_Damper; + m_SpringJoint.maxDistance = k_Distance; + m_SpringJoint.connectedBody = hit.rigidbody; + + StartCoroutine("DragObject", hit.distance); + } + + + private IEnumerator DragObject(float distance) + { + var oldDrag = m_SpringJoint.connectedBody.drag; + var oldAngularDrag = m_SpringJoint.connectedBody.angularDrag; + m_SpringJoint.connectedBody.drag = k_Drag; + m_SpringJoint.connectedBody.angularDrag = k_AngularDrag; + var mainCamera = FindCamera(); + while (Input.GetMouseButton(0)) + { + var ray = mainCamera.ScreenPointToRay(Input.mousePosition); + m_SpringJoint.transform.position = ray.GetPoint(distance); + yield return null; + } + if (m_SpringJoint.connectedBody) + { + m_SpringJoint.connectedBody.drag = oldDrag; + m_SpringJoint.connectedBody.angularDrag = oldAngularDrag; + m_SpringJoint.connectedBody = null; + } + } + + + private Camera FindCamera() + { + if (GetComponent()) + { + return GetComponent(); + } + + return Camera.main; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/DragRigidbody.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/DragRigidbody.cs.meta new file mode 100644 index 0000000..42579c5 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/DragRigidbody.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 58650e15a2607e44daa0f150e0061d89 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/DynamicShadowSettings.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/DynamicShadowSettings.cs new file mode 100644 index 0000000..bedb568 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/DynamicShadowSettings.cs @@ -0,0 +1,51 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class DynamicShadowSettings : MonoBehaviour + { + public Light sunLight; + public float minHeight = 10; + public float minShadowDistance = 80; + public float minShadowBias = 1; + public float maxHeight = 1000; + public float maxShadowDistance = 10000; + public float maxShadowBias = 0.1f; + public float adaptTime = 1; + + private float m_SmoothHeight; + private float m_ChangeSpeed; + private float m_OriginalStrength = 1; + + + private void Start() + { + m_OriginalStrength = sunLight.shadowStrength; + } + + + // Update is called once per frame + private void Update() + { + Ray ray = new Ray(Camera.main.transform.position, -Vector3.up); + RaycastHit hit; + float height = transform.position.y; + if (Physics.Raycast(ray, out hit)) + { + height = hit.distance; + } + + if (Mathf.Abs(height - m_SmoothHeight) > 1) + { + m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, height, ref m_ChangeSpeed, adaptTime); + } + + float i = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight); + + QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, i); + sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1 - ((1 - i)*(1 - i))); + sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0, i); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta new file mode 100644 index 0000000..1bf45ee --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8566902b50d5bfb4fb7f8b89f9cdbe8b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/FOVKick.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/FOVKick.cs new file mode 100644 index 0000000..fbfab58 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/FOVKick.cs @@ -0,0 +1,73 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class FOVKick + { + public Camera Camera; // optional camera setup, if null the main camera will be used + [HideInInspector] public float originalFov; // the original fov + public float FOVIncrease = 3f; // the amount the field of view increases when going into a run + public float TimeToIncrease = 1f; // the amount of time the field of view will increase over + public float TimeToDecrease = 1f; // the amount of time the field of view will take to return to its original size + public AnimationCurve IncreaseCurve; + + + public void Setup(Camera camera) + { + CheckStatus(camera); + + Camera = camera; + originalFov = camera.fieldOfView; + } + + + private void CheckStatus(Camera camera) + { + if (camera == null) + { + throw new Exception("FOVKick camera is null, please supply the camera to the constructor"); + } + + if (IncreaseCurve == null) + { + throw new Exception( + "FOVKick Increase curve is null, please define the curve for the field of view kicks"); + } + } + + + public void ChangeCamera(Camera camera) + { + Camera = camera; + } + + + public IEnumerator FOVKickUp() + { + float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); + while (t < TimeToIncrease) + { + Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToIncrease)*FOVIncrease); + t += Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + } + + + public IEnumerator FOVKickDown() + { + float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); + while (t > 0) + { + Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToDecrease)*FOVIncrease); + t -= Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + //make sure that fov returns to the original size + Camera.fieldOfView = originalFov; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/FOVKick.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/FOVKick.cs.meta new file mode 100644 index 0000000..50d5df6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/FOVKick.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6045a93fb05b9c74884821030da2c46c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/FPSCounter.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/FPSCounter.cs new file mode 100644 index 0000000..e320fb2 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/FPSCounter.cs @@ -0,0 +1,37 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + [RequireComponent(typeof (GUIText))] + public class FPSCounter : MonoBehaviour + { + const float fpsMeasurePeriod = 0.5f; + private int m_FpsAccumulator = 0; + private float m_FpsNextPeriod = 0; + private int m_CurrentFps; + const string display = "{0} FPS"; + private GUIText m_GuiText; + + + private void Start() + { + m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; + m_GuiText = GetComponent(); + } + + + private void Update() + { + // measure average frames per second + m_FpsAccumulator++; + if (Time.realtimeSinceStartup > m_FpsNextPeriod) + { + m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); + m_FpsAccumulator = 0; + m_FpsNextPeriod += fpsMeasurePeriod; + m_GuiText.text = string.Format(display, m_CurrentFps); + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/FPSCounter.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/FPSCounter.cs.meta new file mode 100644 index 0000000..8b9f3b8 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/FPSCounter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 22bbf57ec543cee42a5aa0ec2dd9e457 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/FollowTarget.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/FollowTarget.cs new file mode 100644 index 0000000..e7b91d9 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/FollowTarget.cs @@ -0,0 +1,18 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Utility +{ + public class FollowTarget : MonoBehaviour + { + public Transform target; + public Vector3 offset = new Vector3(0f, 7.5f, 0f); + + + private void LateUpdate() + { + transform.position = target.position + offset; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/FollowTarget.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/FollowTarget.cs.meta new file mode 100644 index 0000000..28aa661 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/FollowTarget.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 246cc59c7a84ea44f87f6b70acfe30c5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/ForcedReset.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/ForcedReset.cs new file mode 100644 index 0000000..efd39d1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/ForcedReset.cs @@ -0,0 +1,17 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +[RequireComponent(typeof (GUITexture))] +public class ForcedReset : MonoBehaviour +{ + private void Update() + { + // if we have forced a reset ... + if (CrossPlatformInputManager.GetButtonDown("ResetObject")) + { + //... reload the scene + Application.LoadLevelAsync(Application.loadedLevelName); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/ForcedReset.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/ForcedReset.cs.meta new file mode 100644 index 0000000..56690a5 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/ForcedReset.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9b886447cba80f74e820adb3c9e70c76 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/LerpControlledBob.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/LerpControlledBob.cs new file mode 100644 index 0000000..8d6b92c --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/LerpControlledBob.cs @@ -0,0 +1,45 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class LerpControlledBob + { + public float BobDuration; + public float BobAmount; + + private float m_Offset = 0f; + + + // provides the offset that can be used + public float Offset() + { + return m_Offset; + } + + + public IEnumerator DoBobCycle() + { + // make the camera move down slightly + float t = 0f; + while (t < BobDuration) + { + m_Offset = Mathf.Lerp(0f, BobAmount, t/BobDuration); + t += Time.deltaTime; + yield return new WaitForFixedUpdate(); + } + + // make it move back to neutral + t = 0f; + while (t < BobDuration) + { + m_Offset = Mathf.Lerp(BobAmount, 0f, t/BobDuration); + t += Time.deltaTime; + yield return new WaitForFixedUpdate(); + } + m_Offset = 0f; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta new file mode 100644 index 0000000..5321d93 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c1bbfafbde15c854681023b9e01e12dd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/ObjectResetter.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/ObjectResetter.cs new file mode 100644 index 0000000..d019fa6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/ObjectResetter.cs @@ -0,0 +1,57 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class ObjectResetter : MonoBehaviour + { + private Vector3 originalPosition; + private Quaternion originalRotation; + private List originalStructure; + + private Rigidbody Rigidbody; + + // Use this for initialization + private void Start() + { + originalStructure = new List(GetComponentsInChildren()); + originalPosition = transform.position; + originalRotation = transform.rotation; + + Rigidbody = GetComponent(); + } + + + public void DelayedReset(float delay) + { + StartCoroutine(ResetCoroutine(delay)); + } + + + public IEnumerator ResetCoroutine(float delay) + { + yield return new WaitForSeconds(delay); + + // remove any gameobjects added (fire, skid trails, etc) + foreach (var t in GetComponentsInChildren()) + { + if (!originalStructure.Contains(t)) + { + t.parent = null; + } + } + + transform.position = originalPosition; + transform.rotation = originalRotation; + if (Rigidbody) + { + Rigidbody.velocity = Vector3.zero; + Rigidbody.angularVelocity = Vector3.zero; + } + + SendMessage("Reset"); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/ObjectResetter.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/ObjectResetter.cs.meta new file mode 100644 index 0000000..4bcdef9 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/ObjectResetter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 643c971818f68d3439e84b5d8bdafe07 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs new file mode 100644 index 0000000..7c99fce --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs @@ -0,0 +1,61 @@ +using System; +using System.Collections; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.Utility +{ + public class ParticleSystemDestroyer : MonoBehaviour + { + // allows a particle system to exist for a specified duration, + // then shuts off emission, and waits for all particles to expire + // before destroying the gameObject + + public float minDuration = 8; + public float maxDuration = 10; + + private float m_MaxLifetime; + private bool m_EarlyStop; + + + private IEnumerator Start() + { + var systems = GetComponentsInChildren(); + + // find out the maximum lifetime of any particles in this effect + foreach (var system in systems) + { + m_MaxLifetime = Mathf.Max(system.startLifetime, m_MaxLifetime); + } + + // wait for random duration + + float stopTime = Time.time + Random.Range(minDuration, maxDuration); + + while (Time.time < stopTime || m_EarlyStop) + { + yield return null; + } + Debug.Log("stopping " + name); + + // turn off emission + foreach (var system in systems) + { + system.enableEmission = false; + } + BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); + + // wait for any remaining particles to expire + yield return new WaitForSeconds(m_MaxLifetime); + + Destroy(gameObject); + } + + + public void Stop() + { + // stops the particle system early + m_EarlyStop = true; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta new file mode 100644 index 0000000..ac73e15 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 29014cd42b6d273408e0ceefd336c0b3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/PlatformSpecificContent.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/PlatformSpecificContent.cs new file mode 100644 index 0000000..ebd17b6 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/PlatformSpecificContent.cs @@ -0,0 +1,108 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ +#if UNITY_EDITOR + + [ExecuteInEditMode] +#endif + public class PlatformSpecificContent : MonoBehaviour + { + private enum BuildTargetGroup + { + Standalone, + Mobile + } + + [SerializeField] private BuildTargetGroup m_BuildTargetGroup; + [SerializeField] private GameObject[] m_Content = new GameObject[0]; + [SerializeField] private MonoBehaviour[] m_MonoBehaviours = new MonoBehaviour[0]; + [SerializeField] private bool m_ChildrenOfThisObject; + +#if !UNITY_EDITOR + void OnEnable() + { + CheckEnableContent(); + } +#endif + +#if UNITY_EDITOR + + private void OnEnable() + { + EditorUserBuildSettings.activeBuildTargetChanged += Update; + EditorApplication.update += Update; + } + + + private void OnDisable() + { + EditorUserBuildSettings.activeBuildTargetChanged -= Update; + EditorApplication.update -= Update; + } + + + private void Update() + { + CheckEnableContent(); + } +#endif + + + private void CheckEnableContent() + { +#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY ) + if (m_BuildTargetGroup == BuildTargetGroup.Mobile) + { + EnableContent(true); + } else { + EnableContent(false); + } +#endif + +#if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY ) + if (m_BuildTargetGroup == BuildTargetGroup.Mobile) + { + EnableContent(false); + } + else + { + EnableContent(true); + } +#endif + } + + + private void EnableContent(bool enabled) + { + if (m_Content.Length > 0) + { + foreach (var g in m_Content) + { + if (g != null) + { + g.SetActive(enabled); + } + } + } + if (m_ChildrenOfThisObject) + { + foreach (Transform t in transform) + { + t.gameObject.SetActive(enabled); + } + } + if (m_MonoBehaviours.Length > 0) + { + foreach (var monoBehaviour in m_MonoBehaviours) + { + monoBehaviour.enabled = enabled; + } + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/PlatformSpecificContent.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/PlatformSpecificContent.cs.meta new file mode 100644 index 0000000..55d1acb --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/PlatformSpecificContent.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b27507c5d0efbbd47ac8c1de9a1a0a35 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/Prefabs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/Prefabs.meta new file mode 100644 index 0000000..161603d --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/Prefabs.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: b43a4ef15621158419a2b639f7a98245 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab b/Human Farm Tycoon/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab new file mode 100644 index 0000000..b830a30 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab @@ -0,0 +1,76 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &100000 +GameObject: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + serializedVersion: 4 + m_Component: + - 4: {fileID: 400000} + - 132: {fileID: 13200000} + - 114: {fileID: 11400000} + m_Layer: 0 + m_Name: FramerateCounter + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &400000 +Transform: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + m_GameObject: {fileID: 100000} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: .5, y: 1, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: [] + m_Father: {fileID: 0} + m_RootOrder: 0 +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + m_GameObject: {fileID: 100000} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 22bbf57ec543cee42a5aa0ec2dd9e457, type: 3} + m_Name: + m_EditorClassIdentifier: +--- !u!132 &13200000 +GUIText: + m_ObjectHideFlags: 1 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 100100000} + m_GameObject: {fileID: 100000} + m_Enabled: 1 + serializedVersion: 3 + m_Text: FPS + m_Anchor: 1 + m_Alignment: 1 + m_PixelOffset: {x: 0, y: 0} + m_LineSpacing: 1 + m_TabSize: 4 + m_Font: {fileID: 12800000, guid: b51a3e520f9164da198dc59c8acfccd6, type: 3} + m_Material: {fileID: 0} + m_FontSize: 0 + m_FontStyle: 0 + m_Color: + serializedVersion: 2 + rgba: 4294967295 + m_PixelCorrect: 1 + m_RichText: 1 +--- !u!1001 &100100000 +Prefab: + m_ObjectHideFlags: 1 + serializedVersion: 2 + m_Modification: + m_TransformParent: {fileID: 0} + m_Modifications: [] + m_RemovedComponents: [] + m_ParentPrefab: {fileID: 0} + m_RootGameObject: {fileID: 100000} + m_IsPrefabParent: 1 diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab.meta new file mode 100644 index 0000000..7b185b7 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 81154777d5417884981849c5243f6c01 +NativeFormatImporter: + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs new file mode 100644 index 0000000..bab71fc --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs @@ -0,0 +1,38 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class SimpleActivatorMenu : MonoBehaviour + { + // An incredibly simple menu which, when given references + // to gameobjects in the scene + public GUIText camSwitchButton; + public GameObject[] objects; + + + private int m_CurrentActiveObject; + + + private void OnEnable() + { + // active object starts from first in array + m_CurrentActiveObject = 0; + camSwitchButton.text = objects[m_CurrentActiveObject].name; + } + + + public void NextCamera() + { + int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1; + + for (int i = 0; i < objects.Length; i++) + { + objects[i].SetActive(i == nextactiveobject); + } + + m_CurrentActiveObject = nextactiveobject; + camSwitchButton.text = objects[m_CurrentActiveObject].name; + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta new file mode 100644 index 0000000..45823d1 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 69b69a5b0e0a85b4aa97a7edc40c37d1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleMouseRotator.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleMouseRotator.cs new file mode 100644 index 0000000..5b1ef5a --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleMouseRotator.cs @@ -0,0 +1,113 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Utility +{ + public class SimpleMouseRotator : MonoBehaviour + { + // A mouselook behaviour with constraints which operate relative to + // this gameobject's initial rotation. + // Only rotates around local X and Y. + // Works in local coordinates, so if this object is parented + // to another moving gameobject, its local constraints will + // operate correctly + // (Think: looking out the side window of a car, or a gun turret + // on a moving spaceship with a limited angular range) + // to have no constraints on an axis, set the rotationRange to 360 or greater. + public Vector2 rotationRange = new Vector3(70, 70); + public float rotationSpeed = 10; + public float dampingTime = 0.2f; + public bool autoZeroVerticalOnMobile = true; + public bool autoZeroHorizontalOnMobile = false; + public bool relative = true; + + + private Vector3 m_TargetAngles; + private Vector3 m_FollowAngles; + private Vector3 m_FollowVelocity; + private Quaternion m_OriginalRotation; + + + private void Start() + { + m_OriginalRotation = transform.localRotation; + } + + + private void Update() + { + // we make initial calculations from the original local rotation + transform.localRotation = m_OriginalRotation; + + // read input from mouse or mobile controls + float inputH; + float inputV; + if (relative) + { + inputH = CrossPlatformInputManager.GetAxis("Mouse X"); + inputV = CrossPlatformInputManager.GetAxis("Mouse Y"); + + // wrap values to avoid springing quickly the wrong way from positive to negative + if (m_TargetAngles.y > 180) + { + m_TargetAngles.y -= 360; + m_FollowAngles.y -= 360; + } + if (m_TargetAngles.x > 180) + { + m_TargetAngles.x -= 360; + m_FollowAngles.x -= 360; + } + if (m_TargetAngles.y < -180) + { + m_TargetAngles.y += 360; + m_FollowAngles.y += 360; + } + if (m_TargetAngles.x < -180) + { + m_TargetAngles.x += 360; + m_FollowAngles.x += 360; + } + +#if MOBILE_INPUT + // on mobile, sometimes we want input mapped directly to tilt value, + // so it springs back automatically when the look input is released. + if (autoZeroHorizontalOnMobile) { + m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f); + } else { + m_TargetAngles.y += inputH * rotationSpeed; + } + if (autoZeroVerticalOnMobile) { + m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f); + } else { + m_TargetAngles.x += inputV * rotationSpeed; + } +#else + // with mouse input, we have direct control with no springback required. + m_TargetAngles.y += inputH*rotationSpeed; + m_TargetAngles.x += inputV*rotationSpeed; +#endif + + // clamp values to allowed range + m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y*0.5f, rotationRange.y*0.5f); + m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x*0.5f, rotationRange.x*0.5f); + } + else + { + inputH = Input.mousePosition.x; + inputV = Input.mousePosition.y; + + // set values to allowed range + m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f, rotationRange.y*0.5f, inputH/Screen.width); + m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f, rotationRange.x*0.5f, inputV/Screen.height); + } + + // smoothly interpolate current values to target angles + m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime); + + // update the actual gameobject's rotation + transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta new file mode 100644 index 0000000..4c2b617 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cadd54e4832aeef4b9359f44cbe335cd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/SmoothFollow.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/SmoothFollow.cs new file mode 100644 index 0000000..01881dc --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/SmoothFollow.cs @@ -0,0 +1,61 @@ +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class SmoothFollow : MonoBehaviour + { + + // The target we are following + [SerializeField] + private Transform target; + // The distance in the x-z plane to the target + [SerializeField] + private float distance = 10.0f; + // the height we want the camera to be above the target + [SerializeField] + private float height = 5.0f; + + [SerializeField] + private float rotationDamping; + [SerializeField] + private float heightDamping; + + // Use this for initialization + void Start() { } + + // Update is called once per frame + void LateUpdate() + { + // Early out if we don't have a target + if (!target) + return; + + // Calculate the current rotation angles + var wantedRotationAngle = target.eulerAngles.y; + var wantedHeight = target.position.y + height; + + var currentRotationAngle = transform.eulerAngles.y; + var currentHeight = transform.position.y; + + // Damp the rotation around the y-axis + currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); + + // Damp the height + currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime); + + // Convert the angle into a rotation + var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); + + // Set the position of the camera on the x-z plane to: + // distance meters behind the target + transform.position = target.position; + transform.position -= currentRotation * Vector3.forward * distance; + + // Set the height of the camera + transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z); + + // Always look at the target + transform.LookAt(target); + } + } +} \ No newline at end of file diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/SmoothFollow.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/SmoothFollow.cs.meta new file mode 100644 index 0000000..8e0ee92 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/SmoothFollow.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f76806479d916a64aa03f8e3eba7912f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectActivator.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectActivator.cs new file mode 100644 index 0000000..e219e77 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectActivator.cs @@ -0,0 +1,215 @@ +using System; +using System.Collections; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ + public class TimedObjectActivator : MonoBehaviour + { + public enum Action + { + Activate, + Deactivate, + Destroy, + ReloadLevel, + Call, + } + + + [Serializable] + public class Entry + { + public GameObject target; + public Action action; + public float delay; + } + + + [Serializable] + public class Entries + { + public Entry[] entries; + } + + + public Entries entries = new Entries(); + + + private void Awake() + { + foreach (Entry entry in entries.entries) + { + switch (entry.action) + { + case Action.Activate: + StartCoroutine(Activate(entry)); + break; + case Action.Deactivate: + StartCoroutine(Deactivate(entry)); + break; + case Action.Destroy: + Destroy(entry.target, entry.delay); + break; + + case Action.ReloadLevel: + StartCoroutine(ReloadLevel(entry)); + break; + } + } + } + + + private IEnumerator Activate(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + entry.target.SetActive(true); + } + + + private IEnumerator Deactivate(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + entry.target.SetActive(false); + } + + + private IEnumerator ReloadLevel(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + Application.LoadLevel(Application.loadedLevel); + } + } +} + + +namespace UnityStandardAssets.Utility.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (TimedObjectActivator.Entries))] + public class EntriesDrawer : PropertyDrawer + { + private const float k_LineHeight = 18; + private const float k_Spacing = 4; + + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float width = position.width; + + // Draw label + EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var entries = property.FindPropertyRelative("entries"); + + if (entries.arraySize > 0) + { + float actionWidth = .25f*width; + float targetWidth = .6f*width; + float delayWidth = .1f*width; + float buttonWidth = .05f*width; + + for (int i = 0; i < entries.arraySize; ++i) + { + y += k_LineHeight + k_Spacing; + + var entry = entries.GetArrayElementAtIndex(i); + + float rowX = x; + + // Calculate rects + Rect actionRect = new Rect(rowX, y, actionWidth, k_LineHeight); + rowX += actionWidth; + + Rect targetRect = new Rect(rowX, y, targetWidth, k_LineHeight); + rowX += targetWidth; + + Rect delayRect = new Rect(rowX, y, delayWidth, k_LineHeight); + rowX += delayWidth; + + Rect buttonRect = new Rect(rowX, y, buttonWidth, k_LineHeight); + rowX += buttonWidth; + + // Draw fields - passs GUIContent.none to each so they are drawn without labels + + if (entry.FindPropertyRelative("action").enumValueIndex != + (int) TimedObjectActivator.Action.ReloadLevel) + { + EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); + EditorGUI.PropertyField(targetRect, entry.FindPropertyRelative("target"), GUIContent.none); + } + else + { + actionRect.width = actionRect.width + targetRect.width; + EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); + } + + EditorGUI.PropertyField(delayRect, entry.FindPropertyRelative("delay"), GUIContent.none); + if (GUI.Button(buttonRect, "-")) + { + entries.DeleteArrayElementAtIndex(i); + break; + } + } + } + + // add & sort buttons + y += k_LineHeight + k_Spacing; + + var addButtonRect = new Rect(position.x + position.width - 120, y, 60, k_LineHeight); + if (GUI.Button(addButtonRect, "Add")) + { + entries.InsertArrayElementAtIndex(entries.arraySize); + } + + var sortButtonRect = new Rect(position.x + position.width - 60, y, 60, k_LineHeight); + if (GUI.Button(sortButtonRect, "Sort")) + { + bool changed = true; + while (entries.arraySize > 1 && changed) + { + changed = false; + for (int i = 0; i < entries.arraySize - 1; ++i) + { + var e1 = entries.GetArrayElementAtIndex(i); + var e2 = entries.GetArrayElementAtIndex(i + 1); + + if (e1.FindPropertyRelative("delay").floatValue > e2.FindPropertyRelative("delay").floatValue) + { + entries.MoveArrayElement(i + 1, i); + changed = true; + break; + } + } + } + } + + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + // + + + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty entries = property.FindPropertyRelative("entries"); + float lineAndSpace = k_LineHeight + k_Spacing; + return 40 + (entries.arraySize*lineAndSpace) + lineAndSpace; + } + } +#endif +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta new file mode 100644 index 0000000..e2fd0fc --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3a7cedf246fca744f90cbdc9dbe41166 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectDestructor.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectDestructor.cs new file mode 100644 index 0000000..fdf5e07 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectDestructor.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class TimedObjectDestructor : MonoBehaviour + { + [SerializeField] private float m_TimeOut = 1.0f; + [SerializeField] private bool m_DetachChildren = false; + + + private void Awake() + { + Invoke("DestroyNow", m_TimeOut); + } + + + private void DestroyNow() + { + if (m_DetachChildren) + { + transform.DetachChildren(); + } + DestroyObject(gameObject); + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta new file mode 100644 index 0000000..9dec4d4 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 37fac21d1f093d344816942d1abce94e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointCircuit.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointCircuit.cs new file mode 100644 index 0000000..4f483fa --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointCircuit.cs @@ -0,0 +1,384 @@ +using System; +using System.Collections; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; + +#endif + +namespace UnityStandardAssets.Utility +{ + public class WaypointCircuit : MonoBehaviour + { + public WaypointList waypointList = new WaypointList(); + [SerializeField] private bool smoothRoute = true; + private int numPoints; + private Vector3[] points; + private float[] distances; + + public float editorVisualisationSubsteps = 100; + public float Length { get; private set; } + + public Transform[] Waypoints + { + get { return waypointList.items; } + } + + //this being here will save GC allocs + private int p0n; + private int p1n; + private int p2n; + private int p3n; + + private float i; + private Vector3 P0; + private Vector3 P1; + private Vector3 P2; + private Vector3 P3; + + // Use this for initialization + private void Awake() + { + if (Waypoints.Length > 1) + { + CachePositionsAndDistances(); + } + numPoints = Waypoints.Length; + } + + + public RoutePoint GetRoutePoint(float dist) + { + // position and direction + Vector3 p1 = GetRoutePosition(dist); + Vector3 p2 = GetRoutePosition(dist + 0.1f); + Vector3 delta = p2 - p1; + return new RoutePoint(p1, delta.normalized); + } + + + public Vector3 GetRoutePosition(float dist) + { + int point = 0; + + if (Length == 0) + { + Length = distances[distances.Length - 1]; + } + + dist = Mathf.Repeat(dist, Length); + + while (distances[point] < dist) + { + ++point; + } + + + // get nearest two points, ensuring points wrap-around start & end of circuit + p1n = ((point - 1) + numPoints)%numPoints; + p2n = point; + + // found point numbers, now find interpolation value between the two middle points + + i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist); + + if (smoothRoute) + { + // smooth catmull-rom calculation between the two relevant points + + + // get indices for the surrounding 2 points, because + // four points are required by the catmull-rom function + p0n = ((point - 2) + numPoints)%numPoints; + p3n = (point + 1)%numPoints; + + // 2nd point may have been the 'last' point - a dupe of the first, + // (to give a value of max track distance instead of zero) + // but now it must be wrapped back to zero if that was the case. + p2n = p2n%numPoints; + + P0 = points[p0n]; + P1 = points[p1n]; + P2 = points[p2n]; + P3 = points[p3n]; + + return CatmullRom(P0, P1, P2, P3, i); + } + else + { + // simple linear lerp between the two points: + + p1n = ((point - 1) + numPoints)%numPoints; + p2n = point; + + return Vector3.Lerp(points[p1n], points[p2n], i); + } + } + + + private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i) + { + // comments are no use here... it's the catmull-rom equation. + // Un-magic this, lord vector! + return 0.5f* + ((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i + + (-p0 + 3*p1 - 3*p2 + p3)*i*i*i); + } + + + private void CachePositionsAndDistances() + { + // transfer the position of each point and distances between points to arrays for + // speed of lookup at runtime + points = new Vector3[Waypoints.Length + 1]; + distances = new float[Waypoints.Length + 1]; + + float accumulateDistance = 0; + for (int i = 0; i < points.Length; ++i) + { + var t1 = Waypoints[(i)%Waypoints.Length]; + var t2 = Waypoints[(i + 1)%Waypoints.Length]; + if (t1 != null && t2 != null) + { + Vector3 p1 = t1.position; + Vector3 p2 = t2.position; + points[i] = Waypoints[i%Waypoints.Length].position; + distances[i] = accumulateDistance; + accumulateDistance += (p1 - p2).magnitude; + } + } + } + + + private void OnDrawGizmos() + { + DrawGizmos(false); + } + + + private void OnDrawGizmosSelected() + { + DrawGizmos(true); + } + + + private void DrawGizmos(bool selected) + { + waypointList.circuit = this; + if (Waypoints.Length > 1) + { + numPoints = Waypoints.Length; + + CachePositionsAndDistances(); + Length = distances[distances.Length - 1]; + + Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f); + Vector3 prev = Waypoints[0].position; + if (smoothRoute) + { + for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps) + { + Vector3 next = GetRoutePosition(dist + 1); + Gizmos.DrawLine(prev, next); + prev = next; + } + Gizmos.DrawLine(prev, Waypoints[0].position); + } + else + { + for (int n = 0; n < Waypoints.Length; ++n) + { + Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position; + Gizmos.DrawLine(prev, next); + prev = next; + } + } + } + } + + + [Serializable] + public class WaypointList + { + public WaypointCircuit circuit; + public Transform[] items = new Transform[0]; + } + + public struct RoutePoint + { + public Vector3 position; + public Vector3 direction; + + + public RoutePoint(Vector3 position, Vector3 direction) + { + this.position = position; + this.direction = direction; + } + } + } +} + +namespace UnityStandardAssets.Utility.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))] + public class WaypointListDrawer : PropertyDrawer + { + private float lineHeight = 18; + private float spacing = 4; + + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float inspectorWidth = position.width; + + // Draw label + + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var items = property.FindPropertyRelative("items"); + var titles = new string[] {"Transform", "", "", ""}; + var props = new string[] {"transform", "^", "v", "-"}; + var widths = new float[] {.7f, .1f, .1f, .1f}; + float lineHeight = 18; + bool changedLength = false; + if (items.arraySize > 0) + { + for (int i = -1; i < items.arraySize; ++i) + { + var item = items.GetArrayElementAtIndex(i); + + float rowX = x; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(rowX, y, w, lineHeight); + rowX += w; + + if (i == -1) + { + EditorGUI.LabelField(rect, titles[n]); + } + else + { + if (n == 0) + { + EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true); + } + else + { + if (GUI.Button(rect, props[n])) + { + switch (props[n]) + { + case "-": + items.DeleteArrayElementAtIndex(i); + items.DeleteArrayElementAtIndex(i); + changedLength = true; + break; + case "v": + if (i > 0) + { + items.MoveArrayElement(i, i + 1); + } + break; + case "^": + if (i < items.arraySize - 1) + { + items.MoveArrayElement(i, i - 1); + } + break; + } + } + } + } + } + + y += lineHeight + spacing; + if (changedLength) + { + break; + } + } + } + else + { + // add button + var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, + widths[widths.Length - 1]*inspectorWidth, lineHeight); + if (GUI.Button(addButtonRect, "+")) + { + items.InsertArrayElementAtIndex(items.arraySize); + } + + y += lineHeight + spacing; + } + + // add all button + var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight); + if (GUI.Button(addAllButtonRect, "Assign using all child objects")) + { + var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; + var children = new Transform[circuit.transform.childCount]; + int n = 0; + foreach (Transform child in circuit.transform) + { + children[n++] = child; + } + Array.Sort(children, new TransformNameComparer()); + circuit.waypointList.items = new Transform[children.Length]; + for (n = 0; n < children.Length; ++n) + { + circuit.waypointList.items[n] = children[n]; + } + } + y += lineHeight + spacing; + + // rename all button + var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight); + if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order")) + { + var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; + int n = 0; + foreach (Transform child in circuit.waypointList.items) + { + child.name = "Waypoint " + (n++).ToString("000"); + } + } + y += lineHeight + spacing; + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty items = property.FindPropertyRelative("items"); + float lineAndSpace = lineHeight + spacing; + return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; + } + + + // comparer for check distances in ray cast hits + public class TransformNameComparer : IComparer + { + public int Compare(object x, object y) + { + return ((Transform) x).name.CompareTo(((Transform) y).name); + } + } + } +#endif +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta new file mode 100644 index 0000000..7dd72d7 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 70852dc981465ea48bb527b9e33a87fd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointProgressTracker.cs b/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointProgressTracker.cs new file mode 100644 index 0000000..750b779 --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointProgressTracker.cs @@ -0,0 +1,152 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class WaypointProgressTracker : MonoBehaviour + { + // This script can be used with any object that is supposed to follow a + // route marked out by waypoints. + + // This script manages the amount to look ahead along the route, + // and keeps track of progress and laps. + + [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow + + [SerializeField] private float lookAheadForTargetOffset = 5; + // The offset ahead along the route that the we will aim for + + [SerializeField] private float lookAheadForTargetFactor = .1f; + // A multiplier adding distance ahead along the route to aim for, based on current speed + + [SerializeField] private float lookAheadForSpeedOffset = 10; + // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform) + + [SerializeField] private float lookAheadForSpeedFactor = .2f; + // A multiplier adding distance ahead along the route for speed adjustments + + [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute; + // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint. + + [SerializeField] private float pointToPointThreshold = 4; + // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode. + + public enum ProgressStyle + { + SmoothAlongRoute, + PointToPoint, + } + + // these are public, readable by other objects - i.e. for an AI to know where to head! + public WaypointCircuit.RoutePoint targetPoint { get; private set; } + public WaypointCircuit.RoutePoint speedPoint { get; private set; } + public WaypointCircuit.RoutePoint progressPoint { get; private set; } + + public Transform target; + + private float progressDistance; // The progress round the route, used in smooth mode. + private int progressNum; // the current waypoint number, used in point-to-point mode. + private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component) + private float speed; // current speed of this object (calculated from delta since last frame) + + // setup script properties + private void Start() + { + // we use a transform to represent the point to aim for, and the point which + // is considered for upcoming changes-of-speed. This allows this component + // to communicate this information to the AI without requiring further dependencies. + + // You can manually create a transform and assign it to this component *and* the AI, + // then this component will update it, and the AI can read it. + if (target == null) + { + target = new GameObject(name + " Waypoint Target").transform; + } + + Reset(); + } + + + // reset the object to sensible values + public void Reset() + { + progressDistance = 0; + progressNum = 0; + if (progressStyle == ProgressStyle.PointToPoint) + { + target.position = circuit.Waypoints[progressNum].position; + target.rotation = circuit.Waypoints[progressNum].rotation; + } + } + + + private void Update() + { + if (progressStyle == ProgressStyle.SmoothAlongRoute) + { + // determine the position we should currently be aiming for + // (this is different to the current progress position, it is a a certain amount ahead along the route) + // we use lerp as a simple way of smoothing out the speed over time. + if (Time.deltaTime > 0) + { + speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime, + Time.deltaTime); + } + target.position = + circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed) + .position; + target.rotation = + Quaternion.LookRotation( + circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed) + .direction); + + + // get our current progress along the route + progressPoint = circuit.GetRoutePoint(progressDistance); + Vector3 progressDelta = progressPoint.position - transform.position; + if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) + { + progressDistance += progressDelta.magnitude*0.5f; + } + + lastPosition = transform.position; + } + else + { + // point to point mode. Just increase the waypoint if we're close enough: + + Vector3 targetDelta = target.position - transform.position; + if (targetDelta.magnitude < pointToPointThreshold) + { + progressNum = (progressNum + 1)%circuit.Waypoints.Length; + } + + + target.position = circuit.Waypoints[progressNum].position; + target.rotation = circuit.Waypoints[progressNum].rotation; + + // get our current progress along the route + progressPoint = circuit.GetRoutePoint(progressDistance); + Vector3 progressDelta = progressPoint.position - transform.position; + if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) + { + progressDistance += progressDelta.magnitude; + } + lastPosition = transform.position; + } + } + + + private void OnDrawGizmos() + { + if (Application.isPlaying) + { + Gizmos.color = Color.green; + Gizmos.DrawLine(transform.position, target.position); + Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1); + Gizmos.color = Color.yellow; + Gizmos.DrawLine(target.position, target.position + target.forward); + } + } + } +} diff --git a/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta b/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta new file mode 100644 index 0000000..79b21ef --- /dev/null +++ b/Human Farm Tycoon/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c5cb22d331ef7d64796f917c6a455a32 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/Human Farm Tycoon/Library/AnnotationManager b/Human Farm Tycoon/Library/AnnotationManager new file mode 100644 index 0000000..4bbe7e9 Binary files /dev/null and b/Human Farm Tycoon/Library/AnnotationManager differ diff --git a/Human Farm Tycoon/Library/AssetImportState b/Human Farm Tycoon/Library/AssetImportState new file mode 100644 index 0000000..cfb43ea --- /dev/null +++ b/Human Farm 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