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8
Assets/Plugins/Light2D/Editor.meta
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8
Assets/Plugins/Light2D/Editor.meta
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fileFormatVersion: 2
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guid: d9251954e8a3ca5429fe5167eb9dcd86
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folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
95
Assets/Plugins/Light2D/Editor/Light2DMenu.cs
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95
Assets/Plugins/Light2D/Editor/Light2DMenu.cs
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|||
using System;
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using System.Collections.Generic;
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||||
using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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|
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namespace Light2D
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{
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public static class Light2DMenu
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{
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[MenuItem("GameObject/Light2D/Lighting System", false, 6)]
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public static void CreateLightingSystem()
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{
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LightingSystemCreationWindow.CreateWindow();
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}
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|
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[MenuItem("GameObject/Light2D/Light Obstacle", false, 6)]
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public static void CreateLightObstacle()
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{
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var baseObjects = Selection.gameObjects.Select(o => o.GetComponent<Renderer>()).Where(r => r != null).ToList();
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if (baseObjects.Count == 0)
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{
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Debug.LogError("Can't create light obstacle from selected object. You need to select any object with renderer attached to it to create light obstacle.");
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}
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foreach (var gameObj in baseObjects)
|
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{
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var name = gameObj.name + " Light Obstacle";
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|
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var child = gameObj.transform.Find(name);
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var obstacleObj = child == null ? new GameObject(name) : child.gameObject;
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foreach (var obstacleSprite in obstacleObj.GetComponents<LightObstacleSprite>())
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Util.Destroy(obstacleSprite);
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obstacleObj.transform.parent = gameObj.transform;
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obstacleObj.transform.localPosition = Vector3.zero;
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obstacleObj.transform.localRotation = Quaternion.identity;
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obstacleObj.transform.localScale = Vector3.one;
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obstacleObj.AddComponent<LightObstacleSprite>();
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}
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}
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[MenuItem("GameObject/Light2D/Light Source", false, 6)]
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public static void CreateLightSource()
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{
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var obj = new GameObject("Light");
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if (LightingSystem.Instance != null)
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obj.layer = LightingSystem.Instance.LightSourcesLayer;
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var light = obj.AddComponent<LightSprite>();
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light.Material = AssetDatabase.LoadAssetAtPath<Material>("Assets/Light2D/Materials/Light60Points.mat");
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light.Sprite = Resources.Load<Sprite>("DefaultLight");
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light.Color = new Color(1, 1, 1, 0.5f);
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Selection.activeObject = obj;
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}
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|
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[MenuItem("GameObject/Light2D/Enable 2DTK Support", false, 6)]
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public static void Enable2DToolkitSupport()
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{
|
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var targets = (BuildTargetGroup[]) Enum.GetValues(typeof (BuildTargetGroup));
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foreach (var target in targets)
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DefineSymbol("LIGHT2D_2DTK", target);
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}
|
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[MenuItem("GameObject/Light2D/Disable 2DTK Support", false, 6)]
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public static void Disable2DToolkitSupport()
|
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{
|
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var targets = (BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup));
|
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foreach (var target in targets)
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UndefineSymbol("LIGHT2D_2DTK", target);
|
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}
|
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|
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public static void DefineSymbol(string symbol, BuildTargetGroup target)
|
||||
{
|
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UndefineSymbol(symbol, target);
|
||||
|
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var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(target);
|
||||
if (!defines.EndsWith(";"))
|
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defines += ";";
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defines += symbol;
|
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PlayerSettings.SetScriptingDefineSymbolsForGroup(target, defines);
|
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}
|
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|
||||
public static void UndefineSymbol(string symbol, BuildTargetGroup target)
|
||||
{
|
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var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(target);
|
||||
defines = defines.Replace(symbol + ";", "");
|
||||
defines = defines.Replace(";" + symbol, "");
|
||||
defines = defines.Replace(symbol, "");
|
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PlayerSettings.SetScriptingDefineSymbolsForGroup(target, defines);
|
||||
}
|
||||
}
|
||||
}
|
||||
8
Assets/Plugins/Light2D/Editor/Light2DMenu.cs.meta
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8
Assets/Plugins/Light2D/Editor/Light2DMenu.cs.meta
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@ -0,0 +1,8 @@
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|||
fileFormatVersion: 2
|
||||
guid: ebdbe3567bf79fe4cb574c7f5f7be247
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
|
|
@ -0,0 +1,71 @@
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|||
using System;
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using System.Collections.Generic;
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using System.Linq;
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||||
using System.Text;
|
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using UnityEditor;
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||||
using UnityEngine;
|
||||
|
||||
namespace Light2D
|
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{
|
||||
public class LightingSystemCreationWindow : EditorWindow
|
||||
{
|
||||
private int _lightObstaclesLayer;
|
||||
private int _lightSourcesLayer;
|
||||
private int _ambientLightLayer;
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|
||||
public static void CreateWindow()
|
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{
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var window = GetWindow<LightingSystemCreationWindow>("Lighting system creation window");
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window.position = new Rect(200, 200, 500, 140);
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}
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|
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void OnGUI()
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{
|
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if (FindObjectOfType<LightingSystem>())
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{
|
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GUILayout.Label("WARNING: existing lighting system is found.\nIt is recommended to remove it first, before adding new one.", EditorStyles.boldLabel);
|
||||
}
|
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|
||||
GUILayout.Label("Select layers you wish to use. You could modify them later in created object.");
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_lightObstaclesLayer = EditorGUILayout.LayerField("Light Obstacles", _lightObstaclesLayer);
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_lightSourcesLayer = EditorGUILayout.LayerField("Light Sources", _lightSourcesLayer);
|
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_ambientLightLayer = EditorGUILayout.LayerField("Ambient Light", _ambientLightLayer);
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|
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if (GUILayout.Button("Create"))
|
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{
|
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var mainCamera = Camera.main;
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var lighingSystem = mainCamera.GetComponent<LightingSystem>() ?? mainCamera.gameObject.AddComponent<LightingSystem>();
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|
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var prefab = Resources.Load<GameObject>("Lighting Camera");
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var lightingSystemObj = (GameObject)Instantiate(prefab);
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lightingSystemObj.name = lightingSystemObj.name.Replace("(Clone)", "");
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lightingSystemObj.transform.parent = mainCamera.transform;
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lightingSystemObj.transform.localPosition = Vector3.zero;
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lightingSystemObj.transform.localScale = Vector3.one;
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lightingSystemObj.transform.localRotation = Quaternion.identity;
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||||
|
||||
var config = lightingSystemObj.GetComponent<LightingSystemPrefabConfig>();
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|
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lighingSystem.LightCamera = lightingSystemObj.GetComponent<Camera>();
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lighingSystem.AmbientLightComputeMaterial = config.AmbientLightComputeMaterial;
|
||||
lighingSystem.LightOverlayMaterial = config.LightOverlayMaterial;
|
||||
lighingSystem.AmbientLightBlurMaterial = lighingSystem.LightSourcesBlurMaterial = config.BlurMaterial;
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||||
|
||||
DestroyImmediate(config);
|
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|
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lighingSystem.LightCamera.depth = mainCamera.depth - 1;
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lighingSystem.LightCamera.cullingMask = 1 << _lightSourcesLayer;
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lighingSystem.LightSourcesLayer = _lightSourcesLayer;
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lighingSystem.AmbientLightLayer = _ambientLightLayer;
|
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lighingSystem.LightObstaclesLayer = _lightObstaclesLayer;
|
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|
||||
mainCamera.cullingMask &=
|
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~((1 << _lightSourcesLayer) | (1 << _ambientLightLayer) | (1 << _lightObstaclesLayer));
|
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|
||||
Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ad2fb8c16fef93e48b8b1174fe1392df
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
194
Assets/Plugins/Light2D/Editor/LightingSystemEditor.cs
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194
Assets/Plugins/Light2D/Editor/LightingSystemEditor.cs
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@ -0,0 +1,194 @@
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|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
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||||
|
||||
namespace Light2D
|
||||
{
|
||||
[CustomEditor(typeof(LightingSystem))]
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||||
public class LightingSystemEditor : Editor
|
||||
{
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||||
private SerializedProperty _lightPixelSize;
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||||
private SerializedProperty _lightCameraSizeAdd;
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||||
private SerializedProperty _lightCameraFovAdd;
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||||
private SerializedProperty _enableAmbientLight;
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||||
private SerializedProperty _blurLightSources;
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||||
private SerializedProperty _blurAmbientLight ;
|
||||
private SerializedProperty _hdr ;
|
||||
private SerializedProperty _lightObstaclesAntialiasing;
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||||
private SerializedProperty _ambientLightComputeMaterial;
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private SerializedProperty _lightOverlayMaterial;
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||||
private SerializedProperty _lightSourcesBlurMaterial;
|
||||
private SerializedProperty _ambientLightBlurMaterial;
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||||
private SerializedProperty _lightCamera;
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||||
private SerializedProperty _lightSourcesLayer;
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||||
private SerializedProperty _ambientLightLayer;
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||||
private SerializedProperty _lightObstaclesLayer;
|
||||
private SerializedProperty _lightObstaclesReplacementShaderLayer;
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||||
private SerializedProperty _lightObstaclesDistance;
|
||||
private SerializedProperty _lightTexturesFilterMode;
|
||||
private SerializedProperty _enableNormalMapping;
|
||||
private SerializedProperty _affectOnlyThisCamera;
|
||||
#if LIGHT2D_2DTK
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private float _old2dtkCamSize;
|
||||
private DateTime _sizeChangeTime;
|
||||
#endif
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
_lightPixelSize = serializedObject.FindProperty("LightPixelSize");
|
||||
_lightCameraSizeAdd = serializedObject.FindProperty("LightCameraSizeAdd");
|
||||
_lightCameraFovAdd = serializedObject.FindProperty("LightCameraFovAdd");
|
||||
_enableAmbientLight = serializedObject.FindProperty("EnableAmbientLight");
|
||||
_blurLightSources = serializedObject.FindProperty("BlurLightSources");
|
||||
_blurAmbientLight = serializedObject.FindProperty("BlurAmbientLight");
|
||||
_hdr = serializedObject.FindProperty("HDR");
|
||||
_lightObstaclesAntialiasing = serializedObject.FindProperty("LightObstaclesAntialiasing");
|
||||
_ambientLightComputeMaterial = serializedObject.FindProperty("AmbientLightComputeMaterial");
|
||||
_lightOverlayMaterial = serializedObject.FindProperty("LightOverlayMaterial");
|
||||
_lightSourcesBlurMaterial = serializedObject.FindProperty("LightSourcesBlurMaterial");
|
||||
_ambientLightBlurMaterial = serializedObject.FindProperty("AmbientLightBlurMaterial");
|
||||
_lightCamera = serializedObject.FindProperty("LightCamera");
|
||||
_lightSourcesLayer = serializedObject.FindProperty("LightSourcesLayer");
|
||||
_ambientLightLayer = serializedObject.FindProperty("AmbientLightLayer");
|
||||
_lightObstaclesLayer = serializedObject.FindProperty("LightObstaclesLayer");
|
||||
_lightObstaclesReplacementShaderLayer = serializedObject.FindProperty("LightObstaclesReplacementShaderLayer");
|
||||
_lightObstaclesDistance = serializedObject.FindProperty("LightObstaclesDistance");
|
||||
_lightTexturesFilterMode = serializedObject.FindProperty("LightTexturesFilterMode");
|
||||
_enableNormalMapping = serializedObject.FindProperty("EnableNormalMapping");
|
||||
_affectOnlyThisCamera = serializedObject.FindProperty("AffectOnlyThisCamera");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
// Update the serializedProperty - always do this in the beginning of OnInspectorGUI.
|
||||
serializedObject.Update();
|
||||
|
||||
if (Application.isPlaying)
|
||||
GUI.enabled = false;
|
||||
|
||||
var lightingSystem = (LightingSystem)target;
|
||||
var cam = lightingSystem.GetComponent<Camera>();
|
||||
bool isMobileTarget = EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS ||
|
||||
EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android;
|
||||
|
||||
if (cam == null)
|
||||
{
|
||||
EditorGUILayout.LabelField("WARNING: No attached camera found.");
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(_lightPixelSize, new GUIContent("Light Pixel Size"));
|
||||
|
||||
bool sizeChanged = false;
|
||||
#if LIGHT2D_2DTK
|
||||
var tk2dCamera = lightingSystem.GetComponent<tk2dCamera>();
|
||||
var tk2dCamSize = tk2dCamera == null
|
||||
? (cam == null ? 0 : cam.orthographicSize)
|
||||
: tk2dCamera.ScreenExtents.yMax;
|
||||
var currSizeChanged = !Mathf.Approximately(tk2dCamSize, _old2dtkCamSize);
|
||||
_old2dtkCamSize = tk2dCamSize;
|
||||
if (currSizeChanged) _sizeChangeTime = DateTime.Now;
|
||||
sizeChanged = (DateTime.Now - _sizeChangeTime).TotalSeconds < 0.2f;
|
||||
#endif
|
||||
if (cam != null)
|
||||
{
|
||||
float size;
|
||||
if (cam.orthographic)
|
||||
{
|
||||
#if LIGHT2D_2DTK
|
||||
float zoom = (tk2dCamera == null ? 1 : tk2dCamera.ZoomFactor);
|
||||
size = (cam.orthographicSize*zoom + _lightCameraSizeAdd.floatValue) * 2f;
|
||||
#else
|
||||
size = (cam.orthographicSize + _lightCameraSizeAdd.floatValue)*2f;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
var halfFov = (cam.fieldOfView + _lightCameraFovAdd.floatValue)*Mathf.Deg2Rad/2f;
|
||||
size = Mathf.Tan(halfFov)*_lightObstaclesDistance.floatValue*2;
|
||||
}
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
|
||||
int lightTextureHeight = Mathf.RoundToInt(size/_lightPixelSize.floatValue);
|
||||
var oldSize = lightTextureHeight;
|
||||
lightTextureHeight = EditorGUILayout.IntField("Light Texture Height", lightTextureHeight);
|
||||
if (lightTextureHeight%2 != 0)
|
||||
lightTextureHeight++;
|
||||
if (lightTextureHeight < 16)
|
||||
{
|
||||
if (lightTextureHeight < 8)
|
||||
lightTextureHeight = 8;
|
||||
EditorGUILayout.LabelField("WARNING: Light Texture Height is too small.");
|
||||
EditorGUILayout.LabelField(" 50-180 is recommended.");
|
||||
}
|
||||
if (lightTextureHeight > (isMobileTarget ? 200 : 400))
|
||||
{
|
||||
if (lightTextureHeight > 1024)
|
||||
lightTextureHeight = 1024;
|
||||
EditorGUILayout.LabelField("WARNING: Light Texture Height is too big.");
|
||||
EditorGUILayout.LabelField(" 50-180 is recommended.");
|
||||
}
|
||||
if (oldSize != lightTextureHeight && !sizeChanged)
|
||||
{
|
||||
_lightPixelSize.floatValue = size/lightTextureHeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (cam == null || cam.orthographic)
|
||||
{
|
||||
EditorGUILayout.PropertyField(_lightCameraSizeAdd, new GUIContent("Light Camera Size Add"));
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.PropertyField(_lightCameraFovAdd, new GUIContent("Light Camera Fov Add"));
|
||||
EditorGUILayout.PropertyField(_lightObstaclesDistance, new GUIContent("Camera To Light Obstacles Distance"));
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(_hdr, new GUIContent("64 Bit Color"));
|
||||
EditorGUILayout.PropertyField(_lightObstaclesAntialiasing, new GUIContent("Light Obstacles Antialiasing"));
|
||||
EditorGUILayout.PropertyField(_enableNormalMapping, new GUIContent("Normal Mapping"));
|
||||
if (_enableNormalMapping.boolValue && isMobileTarget)
|
||||
{
|
||||
EditorGUILayout.LabelField("WARNING: Normal mapping is not supported on mobiles.");
|
||||
}
|
||||
//EditorGUILayout.PropertyField(_affectOnlyThisCamera, new GUIContent("Affect Only This Camera"));
|
||||
_lightTexturesFilterMode.enumValueIndex = (int)(FilterMode)EditorGUILayout.EnumPopup(
|
||||
"Texture Filtering", (FilterMode)_lightTexturesFilterMode.enumValueIndex);
|
||||
|
||||
EditorGUILayout.PropertyField(_blurLightSources, new GUIContent("Blur Light Sources"));
|
||||
|
||||
bool normalGuiEnableState = GUI.enabled;
|
||||
if (!_blurLightSources.boolValue)
|
||||
GUI.enabled = false;
|
||||
EditorGUILayout.PropertyField(_lightSourcesBlurMaterial, new GUIContent(" Light Sources Blur Material"));
|
||||
GUI.enabled = normalGuiEnableState;
|
||||
|
||||
EditorGUILayout.PropertyField(_enableAmbientLight, new GUIContent("Enable Ambient Light"));
|
||||
if (!_enableAmbientLight.boolValue)
|
||||
GUI.enabled = false;
|
||||
EditorGUILayout.PropertyField(_blurAmbientLight, new GUIContent(" Blur Ambient Light"));
|
||||
var oldEnabled = GUI.enabled;
|
||||
if (!_blurAmbientLight.boolValue)
|
||||
GUI.enabled = false;
|
||||
EditorGUILayout.PropertyField(_ambientLightBlurMaterial, new GUIContent(" Ambient Light Blur Material"));
|
||||
GUI.enabled = oldEnabled;
|
||||
EditorGUILayout.PropertyField(_ambientLightComputeMaterial, new GUIContent(" Ambient Light Compute Material"));
|
||||
GUI.enabled = normalGuiEnableState;
|
||||
|
||||
EditorGUILayout.PropertyField(_lightOverlayMaterial, new GUIContent("Light Overlay Material"));
|
||||
EditorGUILayout.PropertyField(_lightCamera, new GUIContent("Lighting Camera"));
|
||||
_lightSourcesLayer.intValue = EditorGUILayout.LayerField(new GUIContent("Light Sources Layer"), _lightSourcesLayer.intValue);
|
||||
_lightObstaclesLayer.intValue = EditorGUILayout.LayerField(new GUIContent("Light Obstacles Layer"), _lightObstaclesLayer.intValue);
|
||||
EditorGUILayout.PropertyField(_lightObstaclesReplacementShaderLayer, new GUIContent("Light Obstacles Replacement Shader Layer"));
|
||||
|
||||
_ambientLightLayer.intValue = EditorGUILayout.LayerField(new GUIContent("Ambient Light Layer"), _ambientLightLayer.intValue);
|
||||
|
||||
// Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI.
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 88da0bc46cb6e9b4b877ed03f2fae52b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
69
Assets/Plugins/Light2D/Editor/PassToggleDrawer.cs
Normal file
69
Assets/Plugins/Light2D/Editor/PassToggleDrawer.cs
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Light2D
|
||||
{
|
||||
public class PassToggleDrawer : MaterialPropertyDrawer
|
||||
{
|
||||
private string arg;
|
||||
|
||||
public PassToggleDrawer()
|
||||
{
|
||||
}
|
||||
|
||||
public PassToggleDrawer(string arg)
|
||||
{
|
||||
this.arg = arg;
|
||||
}
|
||||
|
||||
static bool IsPropertyTypeSuitable(MaterialProperty prop)
|
||||
{
|
||||
return prop.type == MaterialProperty.PropType.Float || prop.type == MaterialProperty.PropType.Range;
|
||||
}
|
||||
|
||||
public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
|
||||
{
|
||||
if (!IsPropertyTypeSuitable(prop))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Setup
|
||||
bool value = (prop.floatValue != 0.0f);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
EditorGUI.showMixedValue = prop.hasMixedValue;
|
||||
|
||||
// Show the toggle control
|
||||
value = EditorGUI.Toggle(position, label, value);
|
||||
|
||||
EditorGUI.showMixedValue = false;
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
// Set the new value if it has changed
|
||||
prop.floatValue = value ? 1.0f : 0.0f;
|
||||
if (!string.IsNullOrWhiteSpace(arg))
|
||||
{
|
||||
foreach (Material target in prop.targets)
|
||||
{
|
||||
target.SetShaderPassEnabled(arg, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Apply(MaterialProperty prop)
|
||||
{
|
||||
if (prop.hasMixedValue)
|
||||
return;
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(arg))
|
||||
{
|
||||
foreach (Material target in prop.targets)
|
||||
{
|
||||
target.SetShaderPassEnabled(arg, prop.floatValue != 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Plugins/Light2D/Editor/PassToggleDrawer.cs.meta
Normal file
11
Assets/Plugins/Light2D/Editor/PassToggleDrawer.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
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guid: bdef1ebd119531d4fb637cba78d0da68
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
8
Assets/Plugins/Light2D/Examples.meta
Normal file
8
Assets/Plugins/Light2D/Examples.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: cb5c86e58a495c84ea294c30a602e7bf
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Plugins/Light2D/Examples/Editor.meta
Normal file
8
Assets/Plugins/Light2D/Examples/Editor.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: 045df0e2bdec1ce41badc6d87959c3e1
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
25
Assets/Plugins/Light2D/Examples/Editor/ReadOnlyDrawer.cs
Normal file
25
Assets/Plugins/Light2D/Examples/Editor/ReadOnlyDrawer.cs
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Light2D.Examples
|
||||
{
|
||||
[CustomPropertyDrawer(typeof (ReadOnlyAttribute))]
|
||||
public class ReadOnlyDrawer : PropertyDrawer
|
||||
{
|
||||
public override float GetPropertyHeight(SerializedProperty property,
|
||||
GUIContent label)
|
||||
{
|
||||
return EditorGUI.GetPropertyHeight(property, label, true);
|
||||
}
|
||||
|
||||
public override void OnGUI(Rect position,
|
||||
SerializedProperty property,
|
||||
GUIContent label)
|
||||
{
|
||||
GUI.enabled = false;
|
||||
EditorGUI.PropertyField(position, property, label, true);
|
||||
GUI.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
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|
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: fdaeb1b76be3e574880a040f02541392
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
|
|
@ -0,0 +1,61 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
internal class ScriptableObjectCreatorWindow : EditorWindow
|
||||
{
|
||||
private string _className = "";
|
||||
|
||||
// Add menu named "My Window" to the Window menu
|
||||
[MenuItem("Window/Scriptable Object Creator")]
|
||||
private static void Init()
|
||||
{
|
||||
// Get existing open window or if none, make a new one:
|
||||
var window = (ScriptableObjectCreatorWindow) EditorWindow.GetWindow(typeof (ScriptableObjectCreatorWindow));
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
_className = EditorGUILayout.TextField("Class Name", _className);
|
||||
|
||||
if (GUILayout.Button("Create"))
|
||||
{
|
||||
CreateAsset(_className);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
// This makes it easy to create, name and place unique new ScriptableObject asset files.
|
||||
/// </summary>
|
||||
public static void CreateAsset(string type)
|
||||
{
|
||||
var asset = ScriptableObject.CreateInstance(type);
|
||||
|
||||
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
|
||||
if (path == "")
|
||||
{
|
||||
path = "Assets";
|
||||
}
|
||||
else if (Path.GetExtension(path) != "")
|
||||
{
|
||||
path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), "");
|
||||
}
|
||||
|
||||
Debug.Log(path + "/" + type + ".asset");
|
||||
|
||||
string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/" + type + ".asset");
|
||||
|
||||
AssetDatabase.CreateAsset(asset, assetPathAndName);
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
EditorUtility.FocusProjectWindow();
|
||||
Selection.activeObject = asset;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: ca142a7c9b188174b8abfa435ac4b3af
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
|
||||
8
Assets/Plugins/Light2D/Examples/Materials.meta
Normal file
8
Assets/Plugins/Light2D/Examples/Materials.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: 7fbb21a252fc19c49a7a7ae4756c59bf
|
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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||||
47
Assets/Plugins/Light2D/Examples/Materials/BackgroundWall.mat
Normal file
47
Assets/Plugins/Light2D/Examples/Materials/BackgroundWall.mat
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: BackgroundWall
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m_Shader: {fileID: 4800000, guid: 561c964cee632944a93426dee73fa4d3, type: 3}
|
||||
m_ShaderKeywords: ETC1_EXTERNAL_ALPHA PIXELSNAP_ON
|
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m_LightmapFlags: 4
|
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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- _NormalTex:
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m_Texture: {fileID: 2800000, guid: d04b49bb9eccab74592cda276c5e0dd5, type: 3}
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m_Scale: {x: 10, y: 5}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
|
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m_Floats:
|
||||
- PixelSnap: 1
|
||||
- _BlurDistance: 4
|
||||
- _NormalStrength: 1
|
||||
- _Parallax: 0.02
|
||||
- _Shininess: 0.078125
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
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- _TilingOffest: {r: 1, g: 1, b: 0, a: 0}
|
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fileFormatVersion: 2
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userData:
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28
Assets/Plugins/Light2D/Examples/Materials/Castle.mat
Normal file
28
Assets/Plugins/Light2D/Examples/Materials/Castle.mat
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: Castle
|
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m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_ShaderKeywords: ETC1_EXTERNAL_ALPHA
|
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m_LightmapFlags: 4
|
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m_EnableInstancingVariants: 0
|
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m_DoubleSidedGI: 0
|
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m_CustomRenderQueue: -1
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stringTagMap: {}
|
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disabledShaderPasses: []
|
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- PixelSnap: 0
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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fileFormatVersion: 2
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guid: 88441cf66463e1744a35fa6f34f4e0a4
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NativeFormatImporter:
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userData:
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28
Assets/Plugins/Light2D/Examples/Materials/LightObstacle.mat
Normal file
28
Assets/Plugins/Light2D/Examples/Materials/LightObstacle.mat
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: LightObstacle
|
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m_Shader: {fileID: 4800000, guid: a4b0d33bda33cd144862711ad1341c78, type: 3}
|
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m_ShaderKeywords:
|
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m_LightmapFlags: 4
|
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m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
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m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
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disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
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m_TexEnvs:
|
||||
- _MainTex:
|
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m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
|
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m_Offset: {x: 0, y: 0}
|
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m_Floats:
|
||||
- _BlurDistance: 4
|
||||
m_Colors:
|
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- _Color: {r: 1, g: 1, b: 1, a: 1}
|
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|
|
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fileFormatVersion: 2
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guid: bc862e38b518216409bc7f3f6eeed5ee
|
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NativeFormatImporter:
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userData:
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34
Assets/Plugins/Light2D/Examples/Materials/ParticleLight.mat
Normal file
34
Assets/Plugins/Light2D/Examples/Materials/ParticleLight.mat
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: ParticleLight
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m_Shader: {fileID: 4800000, guid: f2794556b1e93454bb371b8a718bc78b, type: 3}
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m_ShaderKeywords:
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
|
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _MainTex:
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m_Texture: {fileID: 2800000, guid: 5ab76b236a24d3d438b5523b794eeea6, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
|
||||
- _EmissionColorMul: 0.1
|
||||
- _InvFade: 1.3982143
|
||||
- _ObstacleMul: 0.5
|
||||
- _ScrollSpeed: 2
|
||||
- _Shininess: 0.078125
|
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m_Colors:
|
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- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}
|
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- _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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serializedVersion: 6
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: PlatformerAmbientLightComputer
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m_Shader: {fileID: 4800000, guid: e3c01cd61ef58b144be454935b099194, type: 3}
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m_ShaderKeywords: ETC1_EXTERNAL_ALPHA
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: 2000
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stringTagMap: {}
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disabledShaderPasses: []
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serializedVersion: 3
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m_TexEnvs:
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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||||
- _AddMul: 0.125
|
||||
- _EmissionColorMul: 0.03
|
||||
- _ObstacleAdd: 0.1
|
||||
- _ObstacleMul: 1
|
||||
- _Offest: 0.3
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- _PixelsPerBlock: 2
|
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- _SamplingDist: 0.01
|
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- _Shininess: 0.7
|
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Emission: {r: 0, g: 0, b: 0, a: 0}
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%TAG !u! tag:unity3d.com,2011:
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m_Offset: {x: 0, y: 0}
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|
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- _EmissionColorMul: 0.02
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30
Assets/Plugins/Light2D/Examples/Materials/RocketFlame.mat
Normal file
30
Assets/Plugins/Light2D/Examples/Materials/RocketFlame.mat
Normal file
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Assets/Plugins/Light2D/Resources/Shaders/AlphaReplace.shader
Normal file
53
Assets/Plugins/Light2D/Resources/Shaders/AlphaReplace.shader
Normal file
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@ -0,0 +1,53 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Light2D/Internal/Alpha Replace" {
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SubShader {
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Tags {
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"Queue"="Transparent"
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LOD 100
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Cull Off
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ZWrite Off
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Lighting Off
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Blend DstAlpha Zero
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CGPROGRAM
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#pragma fragment frag
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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v2f vert (appdata_t v)
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{
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/*
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That shader is used to compute iterative ambient lighting.
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Similiar to FastBlur shader.
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*/
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Shader "Light2D/Ambient Light Computer" {
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Properties {
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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LOD 100
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ZWrite Off
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Lighting Off
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CGPROGRAM
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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sampler2D _MainTex; // previous iterative ambient light texture
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sampler2D _ObstacleTex; // light obstacles texture
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sampler2D _LightSourcesTex; // light sources texture
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half _PixelsPerBlock;
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half2 _Shift;
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half _EmissionColorMul;
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v2f vert (appdata_t v)
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half2 uv = i.texcoord + _Shift;
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// computing average value of near pixels
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(0, _SamplingDist)));
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half dist45 = _SamplingDist*0.707;
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(dist45, dist45)));
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(dist45, -dist45)));
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(-dist45, dist45)));
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(-dist45, -dist45)));
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emission.rgb *= emission.a*_EmissionColorMul;
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half4 col = (maxLight + emission)*(half4(1,1,1,1) - obstacle);
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return lerp(oldLight, col, 0.2);
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}
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ENDCG
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81
Assets/Plugins/Light2D/Resources/Shaders/FastBlur.shader
Normal file
81
Assets/Plugins/Light2D/Resources/Shaders/FastBlur.shader
Normal file
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@ -0,0 +1,81 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/*
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Fast, low quality blur.
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*/
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Shader "Light2D/Fast Blur" {
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Properties {
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_Distance ("Distance", Float) = 4 // blur distance in pixels
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite Off
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//Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
half2 dist : TEXCOORD1;
|
||||
};
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform half _Distance;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = v.texcoord;
|
||||
half2 dist = _Distance*(1.0/_ScreenParams.xy);
|
||||
o.dist = half2(dist.x, dist.y*0.707);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : COLOR
|
||||
{
|
||||
half2 dists[8] =
|
||||
{
|
||||
half2(i.dist.x, 0), half2(-i.dist.x, 0), half2(0, i.dist.x), half2(0, -i.dist.x),
|
||||
half2(i.dist.y, i.dist.y), half2(i.dist.y, -i.dist.y),
|
||||
half2(-i.dist.y, i.dist.y), half2(-i.dist.y, -i.dist.y)
|
||||
};
|
||||
|
||||
half4 sum = 0;
|
||||
|
||||
sum += tex2D(_MainTex, i.texcoord);
|
||||
sum += tex2D(_MainTex, i.texcoord + dists[0]);
|
||||
sum += tex2D(_MainTex, i.texcoord + dists[1]);
|
||||
sum += tex2D(_MainTex, i.texcoord + dists[2]);
|
||||
sum += tex2D(_MainTex, i.texcoord + dists[3]);
|
||||
sum += tex2D(_MainTex, i.texcoord + dists[4]);
|
||||
sum += tex2D(_MainTex, i.texcoord + dists[5]);
|
||||
sum += tex2D(_MainTex, i.texcoord + dists[6]);
|
||||
sum += tex2D(_MainTex, i.texcoord + dists[7]);
|
||||
|
||||
half4 tex = sum/9.0;
|
||||
|
||||
return tex;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7a07d34125fdd2b439503718458f0894
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
78
Assets/Plugins/Light2D/Resources/Shaders/Light1.shader
Normal file
78
Assets/Plugins/Light2D/Resources/Shaders/Light1.shader
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
/*
|
||||
|
||||
This is simplest and fastest light shader without path tracking.
|
||||
It requires no aditional data to work so it could be used with Particle System.
|
||||
|
||||
*/
|
||||
|
||||
Shader "Light2D/Light 1 Point" {
|
||||
Properties {
|
||||
_MainTex ("Light texture", 2D) = "white" {}
|
||||
_ObstacleMul ("Obstacle Mul", Float) = 6
|
||||
_EmissionColorMul ("Emission color mul", Float) = 1
|
||||
}
|
||||
SubShader {
|
||||
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||
|
||||
LOD 100
|
||||
Blend OneMinusDstColor One
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata_t {
|
||||
float4 vertex : POSITION;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
fixed4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
half4 texcoord : TEXCOORD0;
|
||||
half4 scrPos : TEXCOORD1;
|
||||
fixed4 color : COLOR0;
|
||||
};
|
||||
|
||||
uniform sampler2D _ObstacleTex;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform half _ObstacleMul;
|
||||
uniform half _EmissionColorMul;
|
||||
uniform float2 _ExtendedToSmallTextureScale;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = v.texcoord;
|
||||
o.scrPos = ComputeScreenPos(o.vertex);
|
||||
o.scrPos = half4((o.scrPos.xy - 0.5)*_ExtendedToSmallTextureScale + 0.5, o.scrPos.zw);
|
||||
o.color = v.color;
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag (v2f i) : COLOR
|
||||
{
|
||||
half2 thisPos = (i.scrPos.xy/i.scrPos.w);
|
||||
half m = _ObstacleMul;
|
||||
half4 tex = tex2D(_MainTex, i.texcoord.xy);
|
||||
half4 col = i.color*tex*tex.a*i.color.a;
|
||||
half4 obstacle = tex2D(_ObstacleTex, thisPos);
|
||||
col *= saturate(1 - (1 - obstacle)*obstacle.a*m);
|
||||
col.rgb *= _EmissionColorMul;
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f2794556b1e93454bb371b8a718bc78b
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
40
Assets/Plugins/Light2D/Resources/Shaders/Light20.shader
Normal file
40
Assets/Plugins/Light2D/Resources/Shaders/Light20.shader
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
/*
|
||||
|
||||
Light shader with 20 path tracking steps.
|
||||
Code contained in LightBase.cginc, only path tracking samples count is defined here.
|
||||
|
||||
*/
|
||||
|
||||
Shader "Light2D/Light 20 Points" {
|
||||
Properties {
|
||||
_MainTex ("Light texture", 2D) = "white" {}
|
||||
_ObstacleMul ("Obstacle Mul", Float) = 500
|
||||
_EmissionColorMul ("Emission color mul", Float) = 1
|
||||
}
|
||||
SubShader {
|
||||
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||
|
||||
LOD 100
|
||||
Blend OneMinusDstColor One
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#define PATH_TRACKING_SAMPLES 20 // count of path tracking steps
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "LightBase.cginc" // all code is here
|
||||
|
||||
#pragma vertex light2d_fixed_vert
|
||||
#pragma fragment light2_fixed_frag
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
Fallback "Light2D/Light 1 Point"
|
||||
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue