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RenderTexture targetTexture){ + StartCoroutine( + m_imageUploader.UploadImage( + m_imageUploader.RenderTexture_To_Byte(sourceTexture), + targetTexture + ) + ); + m_captureCounter = 0; + Debug.Log("Image Upload!"); + } + + + public float m_captureCounter = 0 ; + public float m_captureDelay = 1; + + public void CaptureAndSaveImage(RenderTexture renderTexture, int fileNum, string filepath){ + m_imageCapture.CaptureAndSaveImage(renderTexture, fileNum, filepath); + m_captureCounter = 0; + } + void Update(){ + m_captureCounter += Time.deltaTime; + } + + public void Passing_Texture(RenderTexture source, RenderTexture target) + { + m_imageProcessor.Render_To_Render_Passing(source, target); + } + public void Shading_Texture(RenderTexture source, RenderTexture target, Material material){ + m_imageProcessor.ImgShader(source, target, material); + } + /*====================================================S====================*/ + /*========================================================================*/ + /*========================================================================*/ + /*========================================================================*/ + /*========================================================================*/ + public static GameManager instance = null; + void Awake() + { + if(instance != null) + { + Destroy(gameObject); + return; + } + instance = this; + DontDestroyOnLoad(gameObject); + } + /*========================================================================*/ + /*========================================================================*/ + /*========================================================================*/ + /*========================================================================*/ + /*========================================================================*/ +} diff --git a/A.H.V(BETA)/Assets/1_Scripts/GameManager.cs.meta 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public void CaptureAndSaveImage(RenderTexture renderTexture, int fileNum, string filepath) + { + /* + // Ensure the captureCamera is not null + if (captureCamera == null) + { + Debug.LogError("Capture Camera is not assigned!"); + return; + } + + // Create a RenderTexture to capture the camera's output + renderTexture = new RenderTexture(Screen.width, Screen.height, 24); + captureCamera.targetTexture = renderTexture; + + // Render the camera's view into the RenderTexture + captureCamera.Render(); + */ + + // Create a Texture2D and read the pixels from the RenderTexture + // Debug.Log(renderTexture.width); + Texture2D screenShot = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.ARGB32, false); + RenderTexture.active = renderTexture; + screenShot.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0); + screenShot.Apply(); + + // + m_imgbyte = screenShot.EncodeToPNG(); + + + + System.IO.File.WriteAllBytes(filepath + fileNum + ".png", m_imgbyte); + + /* Clean up resources + RenderTexture.active = null; + captureCamera.targetTexture = null; + //Destroy(renderTexture);*/ + + // Debug.Log("Image captured and saved to " + filepath); + + } +} \ No newline at end of file diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageCapture.cs.meta b/A.H.V(BETA)/Assets/1_Scripts/ImageCapture.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..c8c97b7a64128cdf366b0a71222d0d11c3dc07d2 --- /dev/null +++ b/A.H.V(BETA)/Assets/1_Scripts/ImageCapture.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 679994785d6245a40ac0b41fb8dec2d6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs b/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs new file mode 100644 index 0000000000000000000000000000000000000000..361d92a65a6152ae66b0c710a4eaaac262704117 --- /dev/null +++ b/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs @@ -0,0 +1,17 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ImageProcessor : MonoBehaviour +{ + public void Render_To_Render_Passing(RenderTexture source, RenderTexture target){ + Graphics.Blit(source, target); + } + public void ImgShader(RenderTexture source, RenderTexture target, Material material){ + if(material == null){ + Graphics.Blit(source, target); + return; + } + Graphics.Blit(source, target, material); + } +} diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs.meta b/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..294bf025898cb011c495eb0d7d80546692873ca9 --- /dev/null +++ b/A.H.V(BETA)/Assets/1_Scripts/ImageProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: df06faeabe95b964daf922e3a71f4ac4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs b/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs new file mode 100644 index 0000000000000000000000000000000000000000..d15b46b897aac00762b4ae31da7d8b21068b44bf --- /dev/null +++ b/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs @@ -0,0 +1,62 @@ +using Newtonsoft.Json; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Networking; + + +public class ImageUploader : MonoBehaviour +{ + private string serverUrl = "http://localhost:5555/upload"; // 서버 URL을 적절히 변경하세요. + + // 이미지를 업로드하는 함수: 이미지 데이터를 매개변수에 + public IEnumerator UploadImage(byte[] imageData, RenderTexture renderTexture) + { + // int byteLength = imageData.Length; + // Debug.Log("바이트 배열의 크기: " + byteLength); + + WWWForm form = new WWWForm(); + form.AddBinaryData("image", imageData, "image.png", "image/png"); + + // POST 요청 보내기 + using (UnityWebRequest www = UnityWebRequest.Post(serverUrl, form)) + { + yield return www.SendWebRequest(); + + if (www.result != UnityWebRequest.Result.Success) + { + // Debug.LogError("Image upload failed: " + www.error); + } + else + { + Debug.Log("Image upload successful"); + byte[] imageBytes = www.downloadHandler.data; + ConvertPNGToRenderTexture(imageBytes, renderTexture); + } + } + } + public byte[] RenderTexture_To_Byte(RenderTexture _renderImg){ + // Ensure the RenderTexture is active or set it as the active RenderTexture + + Texture2D texture2D = new Texture2D(_renderImg.width, _renderImg.height, TextureFormat.ARGB32, false); + RenderTexture.active = _renderImg; + texture2D.ReadPixels(new Rect(0, 0, _renderImg.width, _renderImg.height), 0, 0); + texture2D.Apply(); + + return texture2D.EncodeToPNG(); + } + public void ConvertPNGToRenderTexture(byte[] pngData, RenderTexture renderTexture) + { + // Load the PNG data into a Texture2D + Texture2D texture = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.ARGB32, false); + if (texture.LoadImage(pngData)) + { + Graphics.Blit(texture, renderTexture); + Destroy(texture); + } + else + { + Debug.LogError("Failed to load PNG data as a texture."); + } + } +} diff --git a/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs.meta b/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..60a11bff4a5c6a7ce164c056e205ae1d8d0a5557 --- /dev/null +++ b/A.H.V(BETA)/Assets/1_Scripts/ImageUploader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6d0adec7f5de6834396cc1360b59cb80 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/1_Scripts/MakeLine.cs b/A.H.V(BETA)/Assets/1_Scripts/MakeLine.cs new file mode 100644 index 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If you have any request or idea to suggest feel free to contact me by mail: alexregal@hotmail.it + +Check all my Unity packages here: https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:17101 +Check my portfolio here: https://alessioregalbuto.com + +It would be my pleasure if you mention my work in your projects, but it is not mandatory :) + +Have fun! + +#Version for Unity 5.3.4 +#Fixed shaders - Removed declaration for unity_LightGammaCorrectionConsts_PIDiv4, already present as constant in the new version. \ No newline at end of file diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/README.txt.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/README.txt.meta new file mode 100644 index 0000000000000000000000000000000000000000..b1f05924100b0ebda09eb5da06e96795c58ba51b --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/README.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 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+ Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0.8 + _node_2450 ("node_2450", 2D) = "bump" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-807728.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-807728.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..3796c736d2b030b46c167a0851cf572973fe60a8 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-807728.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5e1ac426fc19f9945814c9ebeabc5361 +timeCreated: 1446917354 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 96bb926b90b82744693ee966a9a1b5a7, type: 3} + - _BumpMap: {fileID: 2800000, guid: a2265e5c21ada234eba9f2a74ff5c47f, type: 3} + - _node_2450: {fileID: 2800000, guid: 1b23143232b41204d85d761b07d58631, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader new file mode 100644 index 0000000000000000000000000000000000000000..840763008ee2c3236571ddaae45fa004e62beacd --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/brick-957823" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 1 + _node_2354 ("node_2354", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_2354; uniform float4 _node_2354_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_2354_var = tex2D(_node_2354,TRANSFORM_TEX(i.uv0, _node_2354)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_2354_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..af23b9a24118c6ad7bb21d492f2be4d4b8918394 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957823.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f85588a58308f22418dcef2ef3119888 +timeCreated: 1446941851 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 1b81dacc68f5b89489a158fbeec3a7af, type: 3} + - _BumpMap: {fileID: 2800000, guid: bc5c58ffefebace418a2a63ba7fc82c8, type: 3} + - _node_2354: {fileID: 2800000, guid: 2acc4043e712b29499e40abcb1600154, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader new file mode 100644 index 0000000000000000000000000000000000000000..69af27e9b083ebb3bf238b4729cf3a7c85cf5407 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/brick-957827" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0.8 + _node_6916 ("node_6916", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_6916; uniform float4 _node_6916_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_6916_var = tex2D(_node_6916,TRANSFORM_TEX(i.uv0, _node_6916)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_6916_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..6492c13bcbe77bc20f33a9d3c3fe66b4a0b317b2 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/brick-957827.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 699713d2898980b47a3cf9c686b7b4cb +timeCreated: 1446942209 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: a37f1d4f17c3bb4459ea1285dc7387ce, type: 3} + - _BumpMap: {fileID: 2800000, guid: 5196092d8a261af45a31acae191aa3ab, type: 3} + - _node_6916: {fileID: 2800000, guid: 5fa9532a887c3e74ea6e585e3ea21cfa, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader new file mode 100644 index 0000000000000000000000000000000000000000..7af54a6eddedf85ec3b0f573f99cab346462bcc5 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/bricks-868344" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0.8 + _node_4771 ("node_4771", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_4771; uniform float4 _node_4771_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_4771_var = tex2D(_node_4771,TRANSFORM_TEX(i.uv0, _node_4771)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_4771_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..b450406bdd8cf066ced2ff463cdfdadf6ed01a9a --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/bricks-868344.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f218ed5b318041b4abb3ca7e151229b6 +timeCreated: 1446942318 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: a92a5894aa2810d46a3982fe1a02d0a4, type: 3} + - _BumpMap: {fileID: 2800000, guid: 09ebd21bab5296847877d5b8a32e8d05, type: 3} + - _node_4771: {fileID: 2800000, guid: 37f1785902c31014e870ecdff41df12b, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader new file mode 100644 index 0000000000000000000000000000000000000000..0f02ffbfd3d394e39e1d9cffd34ea476216ce939 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/patch-924648" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0.3897436 + _node_5554 ("node_5554", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_5554; uniform float4 _node_5554_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_5554_var = tex2D(_node_5554,TRANSFORM_TEX(i.uv0, _node_5554)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_5554_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..d3461a7ea235597de7ace25c6980d4099484eff6 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/patch-924648.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f1922e8113827464ba76f5dc2cb8c466 +timeCreated: 1446942464 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: d0ce344b7076db546add968cda141891, type: 3} + - _BumpMap: {fileID: 2800000, guid: e2038a0801477d74e83c29a9295d15b3, type: 3} + - _node_5554: {fileID: 2800000, guid: 472c14cab953abb4e9fc32f490b7f510, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader new file mode 100644 index 0000000000000000000000000000000000000000..b6c767d818cbc9108bcd97741a43228cbf59ff1e --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader @@ -0,0 +1,375 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/shading-671263" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.02564103 + _Gloss ("Gloss", Range(0, 1)) = 0.7264957 + _node_5703 ("node_5703", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..dfb21c5fc4568e7d09cafb88a46c95cf58f77b23 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/shading-671263.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f9fa246e44c4031468fb93874b9ec91e +timeCreated: 1446942868 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 8cdd994fdb233d64fa6b87e18110778f, type: 3} + - _BumpMap: {fileID: 2800000, guid: 4416e5d69b20f284589f730a87079dbe, type: 3} + - _node_5703: {fileID: 2800000, guid: ad21c2b87b5ad8f4aa0d60a41099e66f, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader new file mode 100644 index 0000000000000000000000000000000000000000..2c4716c6d6b01ab0de60488857b654caf3d2acbd --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/stone-805287" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.07692309 + _Gloss ("Gloss", Range(0, 1)) = 0.4068376 + _node_9865 ("node_9865", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_9865; uniform float4 _node_9865_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_9865_var = tex2D(_node_9865,TRANSFORM_TEX(i.uv0, _node_9865)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_9865_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..b0feeaadd4faacae62c39cccf2595b8a5ec35265 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/stone-805287.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f8871cb483b7a2b42888cea83d86da00 +timeCreated: 1446943019 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 5cdae53c11b7fdd4a98c13e697644f80, type: 3} + - _BumpMap: {fileID: 2800000, guid: b9d667abd7b70774b8b43097f77c3331, type: 3} + - _node_9865: {fileID: 2800000, guid: 49da89e97739aee4d9672ac724a0c102, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader new file mode 100644 index 0000000000000000000000000000000000000000..71b106ba26eac9ab03051ebeef035bb9d5617cbc --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/texture-709723" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.05982906 + _Gloss ("Gloss", Range(0, 1)) = 0.5008547 + _node_3588 ("node_3588", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_3588; uniform float4 _node_3588_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_3588_var = tex2D(_node_3588,TRANSFORM_TEX(i.uv0, _node_3588)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_3588_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..60173e4aa1c117304cd60c650274d44e3a3b5750 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/texture-709723.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7719a11c5c81e4b47818b157dcfe3f46 +timeCreated: 1446943928 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 765982ebcb68a4243a427bb0df9bdc3b, type: 3} + - _BumpMap: {fileID: 2800000, guid: 84760763bead7dd4c9720ba6d2ee78a7, type: 3} + - _node_3588: {fileID: 2800000, guid: 5d6b7dcd0cf67bd4f8c7209b88321461, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader new file mode 100644 index 0000000000000000000000000000000000000000..af154275c5dab5030764a7269cbd5c2d824b19d5 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/tile-846018" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.02564103 + _Gloss ("Gloss", Range(0, 1)) = 0.4581197 + _node_6708 ("node_6708", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_6708; uniform float4 _node_6708_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_6708_var = tex2D(_node_6708,TRANSFORM_TEX(i.uv0, _node_6708)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_6708_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..52b866e73b71c44b54d12c914855fd88b2e4d9be --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/tile-846018.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 41c3107a76c864a449624fca45be563d +timeCreated: 1446944133 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 5b67d1103800a2141a4c1624e281b778, type: 3} + - _BumpMap: {fileID: 2800000, guid: 946fcbd549cc82549baec544e53477e6, type: 3} + - _node_6708: {fileID: 2800000, guid: a68aea1a044ed524894f713d015247d5, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader new file mode 100644 index 0000000000000000000000000000000000000000..f6e82c333f36a93034dd5504fc9ff1d10bdafc15 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/wall-617961" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.8676471,0.8676471,0.8676471,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.4615385 + _Gloss ("Gloss", Range(0, 1)) = 1 + _node_6281 ("node_6281", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_6281; uniform float4 _node_6281_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_6281_var = tex2D(_node_6281,TRANSFORM_TEX(i.uv0, _node_6281)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_6281_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..87dd3d25330f44c70e1ec1f4c26d2ad476eb1bd8 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-617961.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ca08853c361dcc343aff707a8c54482b +timeCreated: 1446944475 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: fdd045abac6b44b4f9c558e81e722e60, type: 3} + - _BumpMap: {fileID: 2800000, guid: 18bb5079e6eafa94a85ed8ad8f12f5a4, type: 3} + - _node_6281: {fileID: 2800000, guid: 5c85fe163a46e41429d6b7a5bded2693, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader new file mode 100644 index 0000000000000000000000000000000000000000..5486b4a5801f34c8a773fb6c538ccd17923812fa --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/wall-846013" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.0940171 + _Gloss ("Gloss", Range(0, 1)) = 0.5435898 + _node_7217 ("node_7217", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_7217; uniform float4 _node_7217_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_7217_var = tex2D(_node_7217,TRANSFORM_TEX(i.uv0, _node_7217)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_7217_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..81dc2acc95b22b8e21b19917e30fde5c4d7fcafd --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846013.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6d5d0cf9f61d67246b3a690d06b832b9 +timeCreated: 1446944805 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 7e00d22e5dab32940b86bdeed68fb333, type: 3} + - _BumpMap: {fileID: 2800000, guid: a7f3bff1c5952e84bbbb5d4c6d6b4d74, type: 3} + - _node_7217: {fileID: 2800000, guid: ecad5034e170ceb4a9d0d824b44947a6, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader new file mode 100644 index 0000000000000000000000000000000000000000..7ea3f1d8294f75235b6ec18ee33f73a94bd0c7cf --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/wall-846015" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.8161765,0.8161765,0.8161765,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.07692308 + _Gloss ("Gloss", Range(0, 1)) = 0.4923077 + _node_3610 ("node_3610", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_3610; uniform float4 _node_3610_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_3610_var = tex2D(_node_3610,TRANSFORM_TEX(i.uv0, _node_3610)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_3610_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..cf6427daab22fd9b5d1654a9543658e85f2977b6 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wall-846015.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 09c9825d2e8592b46ba9db6b66549e8a +timeCreated: 1446945352 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 55a63e17de5e83948b7888f41c46ae31, type: 3} + - _BumpMap: {fileID: 2800000, guid: 3a66abf2aa93cc34681f0710ed7548c8, type: 3} + - _node_3610: {fileID: 2800000, guid: f1a437d3a3e7944408208fb7348eeaf4, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader new file mode 100644 index 0000000000000000000000000000000000000000..d55336cc6ac7c7f92ae45951b33ef7fe020f0537 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/wood-731407" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.5019608,0.5019608,0.5019608,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.1025641 + _Gloss ("Gloss", Range(0, 1)) = 0.5692308 + _node_3540 ("node_3540", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_3540; uniform float4 _node_3540_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_3540_var = tex2D(_node_3540,TRANSFORM_TEX(i.uv0, _node_3540)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_3540_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..35fcfa08d206cb19d7f0640cafcff528fd2e01a2 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-731407.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a74dd10e2f8c9354e8ec4e919e617e7d +timeCreated: 1446946668 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: ed66cbbe7e5e8c346bb35d5b34717e45, type: 3} + - _BumpMap: {fileID: 2800000, guid: d2cd3fd43c3c1494bba72690bcbb62bb, type: 3} + - _node_3540: {fileID: 2800000, guid: ad7831b8cdb09ab4b83fc9e2970cdab7, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader new file mode 100644 index 0000000000000000000000000000000000000000..22a71be97cdb8242791069af046bf8a985ca8f94 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/wood-877000" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.8014706,0.8014706,0.8014706,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0 + _Gloss ("Gloss", Range(0, 1)) = 0.5264958 + _node_2514 ("node_2514", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_2514; uniform float4 _node_2514_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_2514_var = tex2D(_node_2514,TRANSFORM_TEX(i.uv0, _node_2514)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_2514_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..a6687968bf3123f08698242855e781dda8ee1c9d --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877000.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 41a2a221cd9c68b4b8d9b0bd4bd7447d +timeCreated: 1446945460 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 2e2436c9d658b994cbf30d256b10c301, type: 3} + - _BumpMap: {fileID: 2800000, guid: ea627840621d2724887b20466d76cf43, type: 3} + - _node_2514: {fileID: 2800000, guid: f7e8a7906208754439a235633cc02e00, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader new file mode 100644 index 0000000000000000000000000000000000000000..425573e3f8a9f78aa89ad99fd4394b40e1476ed0 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/wood-877365" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.8161765,0.8161765,0.8161765,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.5042735 + _Gloss ("Gloss", Range(0, 1)) = 0.5863248 + _node_6801 ("node_6801", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_6801; uniform float4 _node_6801_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_6801_var = tex2D(_node_6801,TRANSFORM_TEX(i.uv0, _node_6801)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_6801_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader.meta b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..cf2c0653b386887b27244509cd5e6c267e8e7c8e --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-877365.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6cabcd448092a72498da992e6ca3ff90 +timeCreated: 1446945611 +licenseType: Store +ShaderImporter: + defaultTextures: + - _MainTex: {fileID: 2800000, guid: 2df36a2910d8d434fac9f6a3acbe49e4, type: 3} + - _BumpMap: {fileID: 2800000, guid: f89d8ef1b389da042a6a86764d232663, type: 3} + - _node_6801: {fileID: 2800000, guid: 66bac1f73fc6f734c95ec83aae131f18, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-938698.shader b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-938698.shader new file mode 100644 index 0000000000000000000000000000000000000000..59dc4d7731bbce9589ededdf233b407a9a03efe1 --- /dev/null +++ b/A.H.V(BETA)/Assets/4_Textures/HighQualityBricks&Walls/Shaders/wood-938698.shader @@ -0,0 +1,377 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "High Quality Bricks & Walls/wood-938698" { + Properties { + _BumpMap ("Normal Map", 2D) = "bump" {} + _Color ("Color", Color) = (0.7573529,0.7573529,0.7573529,1) + _MainTex ("Base Color", 2D) = "white" {} + _Metallic ("Metallic", Range(0, 1)) = 0.2136752 + _Gloss ("Gloss", Range(0, 1)) = 0.3042735 + _node_9780 ("node_9780", 2D) = "white" {} + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + uniform sampler2D _node_9780; uniform float4 _node_9780_ST; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probeHDR[0] = unity_SpecCube0_HDR; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.boxMin[1] = unity_SpecCube1_BoxMin; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float4 _node_9780_var = tex2D(_node_9780,TRANSFORM_TEX(i.uv0, _node_9780)); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = 1 * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular + _node_9780_var.rgb); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos(v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = _BumpMap_var.rgb; + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float gloss = _Gloss; + float specPow = exp2( gloss * 10.0+1.0); +////// Specular: + float NdotL = max(0, dot( normalDirection, lightDirection )); + float LdotH = max(0.0,dot(lightDirection, halfDirection)); + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + float specularMonochrome; + float3 specularColor; + diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, _Metallic, specularColor, specularMonochrome ); + specularMonochrome = 1-specularMonochrome; + float NdotV = max(0.0,dot( normalDirection, viewDirection )); + float NdotH = max(0.0,dot( normalDirection, halfDirection )); + float VdotH = max(0.0,dot( viewDirection, halfDirection )); + float visTerm = SmithBeckmannVisibilityTerm( NdotL, NdotV, 1.0-gloss ); + float normTerm = max(0.0, NDFBlinnPhongNormalizedTerm(NdotH, RoughnessToSpecPower(1.0-gloss))); + //half unity_LightGammaCorrectionConsts_PIDiv4 = 2.2; + float specularPBL = max(0, (NdotL*visTerm*normTerm) * unity_LightGammaCorrectionConsts_PIDiv4 ); + float3 directSpecular = attenColor * pow(max(0,dot(halfDirection,normalDirection)),specPow)*specularPBL*lightColor*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float3 directDiffuse = ((1 +(fd90 - 1)*pow((1.00001-NdotL), 5)) * (1 + (fd90 - 1)*pow((1.00001-NdotV), 5)) * NdotL) * attenColor; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Metallic; + uniform float _Gloss; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { +/////// Vectors: + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + o.Emission = 0; + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float specularMonochrome; + float3 specColor; + diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome ); + float roughness = 1.0 - _Gloss; + o.Albedo = diffColor + specColor * roughness * roughness * 0.5; + + return UnityMetaFragment( o ); + } + ENDCG + } + } + FallBack "Diffuse" +} diff --git 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a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/Area.prefab.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/Area.prefab.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/Area.prefab.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/Area.prefab.meta diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab similarity index 100% rename from Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/AreaColab.prefab.meta diff --git a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture similarity index 64% rename from Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture index 3c2366415f128b0913b86bc1f95e18e261fc8f31..a9fe242f02dc39932a6f9be7cda7ea344ebaedc9 100644 --- a/Unity/Assets/ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture +++ b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/GridWorld/Prefabs/agentRenderTexture.renderTexture @@ -3,24 +3,29 @@ --- !u!84 &8400000 RenderTexture: m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + 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a/Unity/Assets/ML-Agents/Examples/Pyramids/Demos.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Demos.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Demos.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Demos.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Demos/ExpertPyramid.demo b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Demos/ExpertPyramid.demo similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Demos/ExpertPyramid.demo rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Demos/ExpertPyramid.demo diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Demos/ExpertPyramid.demo.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Demos/ExpertPyramid.demo.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Demos/ExpertPyramid.demo.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Demos/ExpertPyramid.demo.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/CruciformWall.fbx b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/CruciformWall.fbx similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/CruciformWall.fbx rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/CruciformWall.fbx diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/CruciformWall.fbx.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/CruciformWall.fbx.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/CruciformWall.fbx.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/CruciformWall.fbx.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/SideWalls.fbx b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/SideWalls.fbx similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/SideWalls.fbx rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/SideWalls.fbx diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/SideWalls.fbx.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/SideWalls.fbx.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/SideWalls.fbx.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/SideWalls.fbx.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/SpawnAreas.fbx b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/SpawnAreas.fbx similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/SpawnAreas.fbx rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/SpawnAreas.fbx diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/SpawnAreas.fbx.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/SpawnAreas.fbx.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/SpawnAreas.fbx.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/SpawnAreas.fbx.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Switch.fbx b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Switch.fbx similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Switch.fbx rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Switch.fbx diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Switch.fbx.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Switch.fbx.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Switch.fbx.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Switch.fbx.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Walls.fbx b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Walls.fbx similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Walls.fbx rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Walls.fbx diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Walls.fbx.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Walls.fbx.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Meshes/Walls.fbx.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Meshes/Walls.fbx.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs/AreaPB.prefab b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs/AreaPB.prefab similarity index 71% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs/AreaPB.prefab rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs/AreaPB.prefab index 16e0d132a6eab439072f2ba945351d993ad7ca88..f334c593ac36ec4d2db64e111360055a8481e82f 100644 --- a/Unity/Assets/ML-Agents/Examples/Pyramids/Prefabs/AreaPB.prefab +++ b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Prefabs/AreaPB.prefab @@ -109,7 +109,7 @@ GameObject: - component: {fileID: 33719211053096646} - component: {fileID: 23640629695272556} - component: {fileID: 65678149105200492} - m_Layer: 0 + m_Layer: 9 m_Name: SideWall2 m_TagString: wall m_Icon: {fileID: 0} @@ -124,7 +124,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1061289331639614} m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 48, y: -1.2339699, z: -48} + m_LocalPosition: {x: 48, y: 1.2, z: -48} m_LocalScale: {x: 0.01, y: 0.007329897, z: 0.01} m_ConstrainProportionsScale: 0 m_Children: [] @@ -159,7 +159,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: 66163cf35956a4be08e801b750c26f33, type: 2} + - {fileID: 2100000, guid: 51f6d5f3d3b2114498dd47d6f5b59053, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -387,7 +387,7 @@ GameObject: - component: {fileID: 23720212876018490} - component: {fileID: 65692499135116542} - component: {fileID: 65938655517836296} - m_Layer: 0 + m_Layer: 9 m_Name: CruciformWall m_TagString: wall m_Icon: {fileID: 0} @@ -402,7 +402,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1106831883006774} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 16.538311, y: -2.7, z: 16.557728} + m_LocalPosition: {x: 16.538311, y: -0.26603007, z: 16.557728} m_LocalScale: {x: 0.01, y: 0.007329897, z: 0.01} m_ConstrainProportionsScale: 0 m_Children: [] @@ -437,7 +437,7 @@ MeshRenderer: 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b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scripts.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts.meta diff --git a/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs new file mode 100644 index 0000000000000000000000000000000000000000..042d7b363672d1d8c93bdc93bc301b564110480c --- /dev/null +++ b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs @@ -0,0 +1,170 @@ +using System; +using System.Linq; +using UnityEngine; +using Random = UnityEngine.Random; +using Unity.MLAgents; +using Unity.MLAgents.Actuators; +using Unity.MLAgents.Sensors; + +public class PyramidAgent : Agent +{ + public GameObject area; + PyramidArea m_MyArea; + Rigidbody m_AgentRb; + PyramidSwitch m_SwitchLogic; + public GameObject areaSwitch; + public bool useVectorObs; + + public override void Initialize() + { + m_AgentRb = GetComponent<Rigidbody>(); + m_MyArea = area.GetComponent<PyramidArea>(); + m_SwitchLogic = areaSwitch.GetComponent<PyramidSwitch>(); + } + /*=========================================================================*/ + /*=========================================================================*/ + public Camera m_imgOriginal; + public Camera m_imgWallCam; + public Camera m_imgFloorCam; + public Camera m_imgButtonCam; + public Camera m_imgStoneBoxCam; + public RenderTexture m_imgWall; + public RenderTexture m_imgFloor; + public RenderTexture m_imgButton; + public RenderTexture m_imgStoneBox; + public Material m_materialWall; + public Material m_materialFloor; + public Material m_materialButton; + public Material m_materialStoneBox; + public RenderTexture m_imgProcessed; + public RenderTexture m_imgPassed; + + public bool m_agentCaptureTrue = false; + // void Start(){ + // if(GameManager.instance.m_On_Upload == true){ + // GameManager.instance.StartImageUploader(m_imgOriginal.targetTexture); + // } + // } + void Update(){ + if(GameManager.instance.m_On_Capture == true && m_agentCaptureTrue == true){ + if(GameManager.instance.m_captureCounter > GameManager.instance.m_captureDelay){ + int fileNum = Random.Range(0, 50000); + GameManager.instance.Shading_Texture(m_imgWallCam.targetTexture, m_imgWall, m_materialWall); + GameManager.instance.Shading_Texture(m_imgFloorCam.targetTexture, m_imgFloor, m_materialFloor); + GameManager.instance.Shading_Texture(m_imgButtonCam.targetTexture, m_imgButton, m_materialButton); + GameManager.instance.Shading_Texture(m_imgStoneBoxCam.targetTexture, m_imgStoneBox, m_materialStoneBox); + GameManager.instance.CaptureAndSaveImage(m_imgOriginal.targetTexture, fileNum, "Img\\Original\\"); + GameManager.instance.CaptureAndSaveImage(m_imgWall, fileNum, "Img\\Wall\\"); + GameManager.instance.CaptureAndSaveImage(m_imgFloor, fileNum, "Img\\Floor\\"); + GameManager.instance.CaptureAndSaveImage(m_imgButton, fileNum, "Img\\Button\\"); + GameManager.instance.CaptureAndSaveImage(m_imgStoneBox, fileNum, "Img\\StoneBox\\"); + Debug.Log(fileNum); + } + } + if(GameManager.instance.m_On_Upload == true){ + if(GameManager.instance.m_captureCounter > GameManager.instance.m_captureDelay){ + GameManager.instance.StartImageUploader(m_imgOriginal.targetTexture, m_imgProcessed); + GameManager.instance.Passing_Texture(m_imgOriginal.targetTexture, m_imgPassed); + + } + // GameManager.instance.Passing_Texture(m_imgOriginal.targetTexture, m_imgProcessed); + } + else{ + GameManager.instance.Passing_Texture(m_imgOriginal.targetTexture, m_imgProcessed); + } + + } + /*=========================================================================*/ + /*=========================================================================*/ + public void MoveAgent(ActionSegment<int> act) + { + var dirToGo = Vector3.zero; + var rotateDir = Vector3.zero; + + var action = act[0]; + switch (action) + { + case 1: + dirToGo = transform.forward * 1f; + break; + case 2: + // dirToGo = transform.forward * -1f; + break; + case 3: + rotateDir = transform.up * 1f; + break; + case 4: + rotateDir = transform.up * -1f; + break; + } + transform.Rotate(rotateDir, Time.deltaTime * 200f); + m_AgentRb.AddForce(dirToGo * 2f, ForceMode.VelocityChange); + } + + public override void OnActionReceived(ActionBuffers actionBuffers) + + { + AddReward(-1f / MaxStep); + MoveAgent(actionBuffers.DiscreteActions); + } + + public override void Heuristic(in ActionBuffers actionsOut) + { + var discreteActionsOut = actionsOut.DiscreteActions; + if (Input.GetKey(KeyCode.D)) + { + discreteActionsOut[0] = 3; + } + else if (Input.GetKey(KeyCode.W)) + { + discreteActionsOut[0] = 1; + } + else if (Input.GetKey(KeyCode.A)) + { + discreteActionsOut[0] = 4; + } + // else if (Input.GetKey(KeyCode.S)) + // { + // discreteActionsOut[0] = 2; + // } + } + + public override void OnEpisodeBegin() + { + var enumerable = Enumerable.Range(0, 9).OrderBy(x => Guid.NewGuid()).Take(9); + var items = enumerable.ToArray(); + + m_MyArea.CleanPyramidArea(); + + m_AgentRb.velocity = Vector3.zero; + m_MyArea.PlaceObject(gameObject, items[0]); + transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360))); + + m_SwitchLogic.ResetSwitch(items[1], items[2]); + m_MyArea.CreateStonePyramid(1, items[3]); + m_MyArea.CreateStonePyramid(1, items[4]); + m_MyArea.CreateStonePyramid(1, items[5]); + m_MyArea.CreateStonePyramid(1, items[6]); + m_MyArea.CreateStonePyramid(1, items[7]); + m_MyArea.CreateStonePyramid(1, items[8]); + } + + void OnCollisionEnter(Collision collision) + { + if (collision.gameObject.CompareTag("goal")) + { + SetReward(2f); + EndEpisode(); + } + if (collision.gameObject.CompareTag("switchOff")) + { + SetReward(2f); + EndEpisode(); + } + if (collision.gameObject.CompareTag("switchOn")) + { + SetReward(2f); + EndEpisode(); + } + } +} diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs.meta diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidArea.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidArea.cs similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidArea.cs rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Pyramids/Scripts/PyramidArea.cs diff --git 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a/Unity/Assets/ML-Agents/Examples/Worm/Scenes/Worm.unity b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scenes/Worm.unity similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Worm/Scenes/Worm.unity rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scenes/Worm.unity diff --git a/Unity/Assets/ML-Agents/Examples/Worm/Scenes/Worm.unity.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scenes/Worm.unity.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Worm/Scenes/Worm.unity.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scenes/Worm.unity.meta diff --git a/Unity/Assets/ML-Agents/Examples/Worm/Scripts.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scripts.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Worm/Scripts.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scripts.meta diff --git a/Unity/Assets/ML-Agents/Examples/Worm/Scripts/WormAgent.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scripts/WormAgent.cs similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Worm/Scripts/WormAgent.cs rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scripts/WormAgent.cs diff --git a/Unity/Assets/ML-Agents/Examples/Worm/Scripts/WormAgent.cs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scripts/WormAgent.cs.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Worm/Scripts/WormAgent.cs.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/Scripts/WormAgent.cs.meta diff --git a/Unity/Assets/ML-Agents/Examples/Worm/TFModels.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/TFModels.meta similarity index 100% rename from Unity/Assets/ML-Agents/Examples/Worm/TFModels.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/TFModels.meta diff --git a/Unity/Assets/ML-Agents/Examples/Worm/TFModels/Worm.nn b/A.H.V(BETA)/Assets/EX)ML-Agents/Examples/Worm/TFModels/Worm.nn similarity index 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diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity similarity index 100% rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity.meta similarity index 100% rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedGrid/TestGridCompressed.unity.meta diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture.meta similarity index 100% rename from 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a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs similarity index 100% rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs.meta similarity index 100% rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs.meta diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs similarity index 100% rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs.meta b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs.meta similarity index 100% rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs.meta rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensorComponent.cs.meta diff --git a/Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/Texture.png b/A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/Texture.png similarity index 100% rename from Unity/Assets/ML-Agents/TestScenes/TestCompressedTexture/Texture.png rename to A.H.V(BETA)/Assets/EX)ML-Agents/TestScenes/TestCompressedTexture/Texture.png diff 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e106125af8143fc48b5dece561e610a1 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity/Assets/csc.rsp b/A.H.V(BETA)/Assets/csc.rsp similarity index 100% rename from Unity/Assets/csc.rsp rename to A.H.V(BETA)/Assets/csc.rsp diff --git a/Unity/Assets/csc.rsp.meta b/A.H.V(BETA)/Assets/csc.rsp.meta similarity index 100% rename from Unity/Assets/csc.rsp.meta rename to A.H.V(BETA)/Assets/csc.rsp.meta diff --git a/A.H.V(BETA)/Assets/zex.meta b/A.H.V(BETA)/Assets/zex.meta new file mode 100644 index 0000000000000000000000000000000000000000..b5201a4c58c1dd80df576a0bf0453ed15e0579fe --- /dev/null +++ b/A.H.V(BETA)/Assets/zex.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6b36ff7a644dfa449ab3614c0ce13f23 +folderAsset: yes +timeCreated: 1500291576 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools.meta b/A.H.V(BETA)/Assets/zex/cvtools.meta new file mode 100644 index 0000000000000000000000000000000000000000..067965ef70dedff16cea10f04318d3dafc74ca1d --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5f33a7e9994120a4ba325ce7d8d4ce39 +folderAsset: yes +timeCreated: 1500291594 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script.meta b/A.H.V(BETA)/Assets/zex/cvtools/script.meta new file mode 100644 index 0000000000000000000000000000000000000000..d2ae05b31acb55b472747a2fc0011bdae0a6d9d0 --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0d0ffe32a930015409940efac3421bc4 +folderAsset: yes +timeCreated: 1500536346 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor.meta new file mode 100644 index 0000000000000000000000000000000000000000..7747bd508b4d33717a23ad45475735ad9a48cf6f --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1091b184cf36e664c8cfd114bfa5ebd3 +folderAsset: yes +timeCreated: 1500291601 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs new file mode 100644 index 0000000000000000000000000000000000000000..1fa401d95bc0ddeba2fb9465f227a22805a96f7a --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs @@ -0,0 +1,41 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace zex.cvtools +{ + public class SegmentationEditor{ + + + + [MenuItem("Zex/Segmentation/Color Settings", false, 0)] + private static void ColorSettingsWindow() + { + EditorWindow window = EditorWindow.GetWindow<SegmentationSettingsWindow> ("Analysis", true); + window.Show (); + } + + [MenuItem("Zex/Segmentation/Import Settings", false, 50)] + private static void ColorSettingsImport() + { + string path = EditorUtility.OpenFilePanel ("Import", "", "bytes"); + if (path == null || path == "") + return; + TagsManager.Load (path); + EditorWindow.GetWindow<SegmentationSettingsWindow> ("Settings", true).Repaint (); + + Debug.Log ("Import successfully"); + } + + [MenuItem("Zex/Segmentation/Export Settings", false, 51)] + private static void ColorSettingsExport() + { + string path = EditorUtility.SaveFilePanel ("Export", "", TagsManager.savingFileName, "bytes"); + if (path == null || path == "") + return; + TagsManager.Save (path); + Debug.Log ("Export successfully"); + } + } +} \ No newline at end of file diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..9b2d40da228d8225db046c51f4823a0b534af468 --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 87391d7bb76d89b4bab468ab4c1fda19 +timeCreated: 1500292709 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs new file mode 100644 index 0000000000000000000000000000000000000000..ec3651f22199c4e3ce2cc3e7fe5a8a182406a3f8 --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace zex.cvtools.editor +{ + [CustomEditor(typeof(SegmentationScript))] + public class SegmentationScriptEditor : Editor + { + + private SegmentationScript m_target; + + + public override void OnInspectorGUI() + { + m_target.renderTexture = (RenderTexture)EditorGUILayout.ObjectField( + new GUIContent("Render target", "RenderTexture to render segmentation results, leave blank for None for rendering on screen."), + m_target.renderTexture, typeof(RenderTexture), true); + + //m_target.enable = EditorGUILayout.Toggle( + // new GUIContent("Enable segmentation", "Toggle this to enable segmentation script."), + // m_target.enable); + + m_target.enablekey = (KeyCode)EditorGUILayout.EnumPopup("Enable/Disable key", m_target.enablekey); + + } + + private void OnEnable() + { + m_target = (SegmentationScript) target; + } + + } +} + diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..09896f5a67dba7f178848fec5dc908ce5193d702 --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationScriptEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d9253249a9897954cb30dc186b6038d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs new file mode 100644 index 0000000000000000000000000000000000000000..4fec139693f1152c3cc5442d3b5e60c8555eef74 --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs @@ -0,0 +1,97 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace zex.cvtools +{ + + public class SegmentationSettingsWindow : EditorWindow { + + private bool ColorSettingsFoldoutIsOpen = true; + private Vector2 scrollPosition; + + private GUILayoutOption miniButtonWidth = GUILayout.Width(40f); + + + + /* + private void LeftToggleColorField(string label, bool value, Color color, out bool outvalue, out Color outcolor){ + EditorGUILayout.BeginHorizontal (); + + Rect rect = GUILayoutUtility.GetRect (18, 18); + outvalue = EditorGUI.ToggleLeft (rect, "", value); + + outcolor = EditorGUILayout.ColorField (label, color); + + + + EditorGUILayout.EndHorizontal (); + }*/ + + + + private void ColorSettingsContents() + { + // [ auto | clear ] buttone + EditorGUILayout.BeginHorizontal (); // <b3> + + if (GUILayout.Button ("Auto", EditorStyles.miniButtonLeft, miniButtonWidth)) { + TagsManager.AutoColor (); + } + if (GUILayout.Button ("Clear", EditorStyles.miniButtonRight, miniButtonWidth)) { + TagsManager.ClearTags(); + } + + EditorGUILayout.EndHorizontal (); // </b3> + + TagsManager.UpdateTags(); + string[] tags = TagsManager.Tags; + foreach (string t in tags) + { + Color color= EditorGUILayout.ColorField (t, TagsManager.GetColor (t)); + TagsManager.SetColor (t, color); + } + } + + + private GUIStyle CustomFoldoutStyle() + { + GUIStyle foldoutStyle = new GUIStyle (EditorStyles.foldout); + foldoutStyle.fontStyle = FontStyle.Bold; + foldoutStyle.focused.textColor = Color.black; + foldoutStyle.active.textColor = Color.black; + foldoutStyle.normal.textColor = Color.black; + foldoutStyle.onActive.textColor = Color.black; + foldoutStyle.onFocused.textColor = Color.black; + return foldoutStyle; + } + + private void OnGUI() + { + + EditorGUI.BeginChangeCheck (); // <b1> + scrollPosition = GUILayout.BeginScrollView (scrollPosition); // <b2> + + + ColorSettingsFoldoutIsOpen = EditorGUILayout.Foldout (ColorSettingsFoldoutIsOpen, "Color Settings", true, CustomFoldoutStyle()); + + if (ColorSettingsFoldoutIsOpen) + { + EditorGUI.indentLevel++; // <I1> + + ColorSettingsContents (); + + EditorGUI.indentLevel--; // </ I1> + } + + + + GUILayout.EndScrollView(); // </ b2> + EditorGUI.EndChangeCheck (); // </ b1> + } + } + + +} + diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..d9667a5d8f91dd239681c2e20f476e4e93540316 --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/Editor/SegmentationSettingsWindow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5267a7b62af87f84c99743e5238e7742 +timeCreated: 1506348210 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs new file mode 100644 index 0000000000000000000000000000000000000000..92fcfd202143b42510d6afbf2cf1db66a7b00c1c --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs @@ -0,0 +1,165 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +namespace zex.cvtools +{ + + [RequireComponent(typeof(Camera))] + public class SegmentationScript : MonoBehaviour { + + [SerializeField, HideInInspector] + public Shader shader=null; + + [SerializeField, HideInInspector] + private RenderTexture m_renderTexture=null; + + [SerializeField, HideInInspector] + private bool m_enable = true; + + [SerializeField, HideInInspector] + private KeyCode m_onoffkey = KeyCode.None; + + + private GameObject m_dummy = null; + private Camera m_maincam; + private Camera m_dummycam = null; + private MaterialPropertyBlock m_propertyBlock = null; + + + + + public RenderTexture renderTexture + { + get{ return m_renderTexture; } + set{ + m_renderTexture = value; + if(m_dummycam != null) + m_dummycam.targetTexture = m_renderTexture; + } + } + + public bool enable + { + get{ return m_enable; } + set{ + m_enable = value; + if(m_dummycam != null) + { + m_dummy.SetActive(enable); + m_dummycam.enabled = enable; + } + } + } + + public KeyCode enablekey + { + get {return m_onoffkey; } + set {m_onoffkey = value; } + } + + + + void CreateDummyCamera(){ + + m_maincam = this.GetComponent<Camera>(); + + if (m_dummy == null) + { + m_dummy = new GameObject (); + m_dummy.name = "HiddenSegmentationCamera"; + m_dummy.transform.SetParent (this.transform); + m_dummy.transform.localPosition = Vector3.zero; + m_dummy.transform.localRotation = Quaternion.identity; + m_dummy.transform.localScale = Vector3.one; + + m_dummy.hideFlags = HideFlags.HideInHierarchy; + } + + if (m_dummycam == null) + { + m_dummycam = m_dummy.AddComponent<Camera> (); + + m_dummycam.cullingMask = m_maincam.cullingMask; + m_dummycam.aspect = m_maincam.aspect; + m_dummycam.nearClipPlane = m_maincam.nearClipPlane; + m_dummycam.farClipPlane = m_maincam.farClipPlane; + m_dummycam.fieldOfView = m_maincam.fieldOfView; + m_dummycam.rect = m_maincam.rect; + m_dummycam.depth = m_maincam.depth + 1; + m_dummycam.clearFlags = CameraClearFlags.Color; + m_dummycam.backgroundColor = Color.black; + m_dummycam.targetTexture = m_renderTexture; + } + } + + // Use this for initialization + void Start () { + + // setting shader + if(shader == null) + shader = Shader.Find ("Hidden/SegmentationShader"); + + // create dummy camera + CreateDummyCamera (); + + // set segmentation shader as replacement shader + m_dummycam.SetReplacementShader (shader, ""); + + // initialize property block + m_propertyBlock = new MaterialPropertyBlock(); + + UpdateMaterialPropertyBlock (); + } + + void UpdateMaterialPropertyBlock(){ + var renderers = GameObject.FindObjectsOfType<Renderer> (); + + foreach (var r in renderers) { + var tag = r.gameObject.tag; + m_propertyBlock.SetColor ("_ObjectColor", TagsManager.GetColor (tag)); + r.SetPropertyBlock (m_propertyBlock); + } + } + + // Update is called once per frame + void Update () { + if(enable) + UpdateMaterialPropertyBlock (); + + if(Input.GetKeyDown(m_onoffkey)) + { + enable = !enable; + if (enable == true) + { + Debug.Log("Enable segmentation shader"); + } + else + { + Debug.Log("Disable segmentation shader"); + } + } + + } + + void OnDisable() + { + enable = false; + } + + void OnEnable() + { + enable = true; + } + + public Camera GetDummyCamera(){ + return m_dummycam; + } + + public void Render(){ + m_dummycam.Render (); + } + } + +} \ No newline at end of file diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..5c9edcd7fc6b27eb38d8d1fc900bfb5c2f8bc89f --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/SegmentationScript.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 0c6072f17f735554b843f8d559235b3a +timeCreated: 1506361786 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: b991bd31ee651764cb790f2872c85bab, type: 3} + - target: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs b/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs new file mode 100644 index 0000000000000000000000000000000000000000..947235c5e706c25af7910107b5d386f41aa06f93 --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs @@ -0,0 +1,350 @@ +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization; +using System.Runtime.Serialization.Formatters; +using System.Runtime.Serialization.Formatters.Binary; +using System.IO; +using UnityEngine; + +[System.Serializable] +public class TagField{ + public bool valid; //if tag is visible (true/false) + + [System.NonSerialized]private Color my_color = new Color(0,0,0,1); //store unity color + + [SerializeField]private SerializableColor my_scolor = new SerializableColor(Color.black); //store serializable color + + + // serializable color + [System.Serializable] + public class SerializableColor{ + public float r; //4 channels + public float g; + public float b; + public float a; + + // constructor + public SerializableColor(Color color){ + Fill(color); + } + + //convert from unity color + public void Fill(Color color){ + r = color.r; + g = color.g; + b = color.b; + a = color.a; + } + + // convert to unity color + public Color ToColor(){ + return new Color (r, g, b, a); + } + } + + // constructor + public TagField(bool valid, Color color){ + this.valid = valid; + this.color = color; + } + + // get/set color (unity color) + public Color color{ + get{ return my_color; } + set{ + my_color = value; + my_scolor.Fill (my_color); + } + } + + // after deserialize serializable_color then update to unity_color + public void OnAfterDeserialize(){ + my_color = my_scolor.ToColor (); + } +} + + +// serializable key value pair +[System.Serializable] +public struct SerializableKeyValuePair<K, V> +{ + public K Key { get; set;} + public V Value { get; set;} +} + + +[System.Serializable] +public static class TagsManager{ + + public static string savingPath = Application.streamingAssetsPath; + public static string savingFileName = "SegmentationSettings.bytes"; + + + public static Dictionary<string, TagField> tagfield = null; + public static string[] taglist = null; + + public static Dictionary<string, TagField> TagInfo + { + get{ + if (tagfield == null) + UpdateTags (); + return tagfield; + } + set{ + tagfield = value; + } + } + + + + public static string[] Tags + { + get{ + if (taglist == null) + UpdateTags (); + return taglist; + } + set{ + taglist = value; + } + } + + public static string FileName + { + get { return savingFileName; } + set { + if (value == null || value == "") + return; + savingFileName = value; + } + } + + public static void UpdateTagList() + { + #if UNITY_EDITOR + taglist = UnityEditorInternal.InternalEditorUtility.tags; + #endif + + //dump from tagfied + if (taglist == null) { + taglist = new string[tagfield.Keys.Count]; + tagfield.Keys.CopyTo (taglist, 0); + } + + } + + public static void UpdateTagField() + { + var newtagfield = new Dictionary<string, TagField> (); + + + foreach (string t in taglist) { + if (tagfield.ContainsKey (t)) { + newtagfield [t] = tagfield [t]; + } else { + newtagfield.Add (t, new TagField (true, Color.black)); + } + } + + tagfield = newtagfield; + } + + public static void UpdateTags() + { + + if (taglist == null && tagfield == null) { + InitializeTags (); + } else { + UpdateTagList (); + UpdateTagField (); + } + + #if UNITY_EDITOR + SaveToResourcesFolder(savingFileName); + #endif + } + + + public static void InitializeTags() + { + LoadFromResourcesFolder (savingFileName); + UpdateTagList (); + } + + public static void ClearTags() + { + tagfield = new Dictionary<string, TagField> (); + + foreach (string t in taglist) { + tagfield.Add (t, new TagField (true, Color.gray)); + } + } + + public static TagField GetTagField(string tag) + { + if (tagfield != null && tagfield.ContainsKey (tag)) { + return tagfield [tag]; + } else { + UpdateTags (); + if (tagfield.ContainsKey (tag)) { + return tagfield [tag]; + } + Debug.LogError ("tag " + tag + " not found!"); + return null; + } + } + + public static Color GetColor(string tag) + { + TagField field = GetTagField (tag); + if (field == null) + return Color.gray; + else + return field.color; + } + + public static void SetColor(string tag, Color color) + { + TagField field = GetTagField (tag); + if (field == null) + return; + else + field.color = color; + } + + public static bool GetValid(string tag) + { + TagField field = GetTagField (tag); + if (field == null) + return false; + else + return field.valid; + } + + public static void SetValid(string tag, bool valid) + { + TagField field = GetTagField (tag); + if (field == null) + return; + else + field.valid = valid; + } + + public static void SetAllValid() + { + foreach (var pair in tagfield) { + pair.Value.valid = true; + } + } + + public static void SetRevertAllValid() + { + foreach (var pair in tagfield) { + pair.Value.valid = !pair.Value.valid; + } + } + + public static void SetRandomColor() + { + int count = 0; + + foreach (var pair in tagfield) { + float hue = (float)count / (float)tagfield.Count*3; + float value = Mathf.Lerp (1, 0, Mathf.Floor(hue) / 5.0f * 0.8f); + hue = hue - Mathf.Floor(hue) * 0.9f; + + pair.Value.color = Color.HSVToRGB (hue, 1, value); + + count++; + } + } + + public static void AutoColor (){ + SetRandomColor (); + } + + public static void SaveToResourcesFolder(string path){ + if (!Directory.Exists (savingPath)) { + Directory.CreateDirectory (savingPath); + } + + Save (Path.Combine(savingPath, path)); + } + + + + public static void LoadFromResourcesFolder(string path){ + if (!Directory.Exists (savingPath)) { + Directory.CreateDirectory (savingPath); + SaveToResourcesFolder (path); + return; + } + + Load (Path.Combine(savingPath, path)); + } + + public static void Save(string path) + { + try{ + BinaryFormatter bf = new BinaryFormatter (); + FileStream file = File.Create (path); + + var arr = new SerializableKeyValuePair<string, TagField>[tagfield.Count]; + int start_count = 0; + foreach(var pair in tagfield){ + arr [start_count] = new SerializableKeyValuePair<string, TagField> (); + arr [start_count].Key = pair.Key; + arr [start_count++].Value = pair.Value; + } + + bf.Serialize (file, arr); + + file.Close (); + } + catch(FileNotFoundException e) + { + Debug.LogException (e); + } + catch(IOException e) + { + Debug.LogException (e); + } + } + + public static void Load(string path) + { + + if(tagfield == null) + tagfield = new Dictionary<string, TagField>(); + + try{ + BinaryFormatter bf = new BinaryFormatter (); + FileStream file = File.Open (path, FileMode.Open); + var arr = (SerializableKeyValuePair<string, TagField>[])bf.Deserialize (file); + file.Close (); + + + + foreach (var pair in arr) { + + // Convert Serialized Color to unity color + pair.Value.OnAfterDeserialize(); + + if(tagfield.ContainsKey(pair.Key)) + { + tagfield[pair.Key] = pair.Value; + } + else + { + tagfield.Add (pair.Key, pair.Value); + } + } + + }catch{ + + Debug.LogError ("Cannot load file " + path); + } + + UpdateTags (); + } +} diff --git a/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs.meta b/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..7f84a9e98c61b8c8dce15c34e402443b0684f88f --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/script/TagsManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 301735e7150ad804298b069f8662fbaa +timeCreated: 1500544889 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools/shader.meta b/A.H.V(BETA)/Assets/zex/cvtools/shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..82fa9e9073a743e99d2e8a0265644106d71aa68f --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: db898c122f5f5de43a04b898eb1f50f4 +folderAsset: yes +timeCreated: 1506347173 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader b/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader new file mode 100644 index 0000000000000000000000000000000000000000..1a64dafeb85bf958880b353fa8b75c124396c259 --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader @@ -0,0 +1,38 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Unlit/SingleColor" +{ + Properties + { + // Color property for material inspector, default to white + _Color ("Main Color", Color) = (1,1,1,1) + } + SubShader + { + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + // vertex shader + // this time instead of using "appdata" struct, just spell inputs manually, + // and instead of returning v2f struct, also just return a single output + // float4 clip position + float4 vert (float4 vertex : POSITION) : SV_POSITION + { + return UnityObjectToClipPos(vertex); + } + + // color from the material + fixed4 _Color; + + // pixel shader, no inputs needed + fixed4 frag () : SV_Target + { + return _Color; // just return it + } + ENDCG + } + } +} \ No newline at end of file diff --git a/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader.meta b/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader.meta new file mode 100644 index 0000000000000000000000000000000000000000..de59d28ca78a269a890ababa11673185a87ef293 --- /dev/null +++ b/A.H.V(BETA)/Assets/zex/cvtools/shader/SegmentationShader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b991bd31ee651764cb790f2872c85bab +timeCreated: 1500626710 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity/Packages/manifest.json b/A.H.V(BETA)/Packages/manifest.json similarity index 100% rename from Unity/Packages/manifest.json rename to A.H.V(BETA)/Packages/manifest.json diff --git a/Unity/Packages/packages-lock.json b/A.H.V(BETA)/Packages/packages-lock.json similarity index 100% rename from Unity/Packages/packages-lock.json rename to A.H.V(BETA)/Packages/packages-lock.json diff --git a/Unity/Project.sln.DotSettings b/A.H.V(BETA)/Project.sln.DotSettings similarity index 100% rename from Unity/Project.sln.DotSettings rename to A.H.V(BETA)/Project.sln.DotSettings diff --git a/Unity/ProjectSettings/AudioManager.asset b/A.H.V(BETA)/ProjectSettings/AudioManager.asset similarity index 100% rename from Unity/ProjectSettings/AudioManager.asset rename to A.H.V(BETA)/ProjectSettings/AudioManager.asset diff --git a/Unity/ProjectSettings/ClusterInputManager.asset b/A.H.V(BETA)/ProjectSettings/ClusterInputManager.asset similarity index 100% rename from Unity/ProjectSettings/ClusterInputManager.asset rename to A.H.V(BETA)/ProjectSettings/ClusterInputManager.asset diff --git a/Unity/ProjectSettings/DynamicsManager.asset b/A.H.V(BETA)/ProjectSettings/DynamicsManager.asset similarity index 100% rename from Unity/ProjectSettings/DynamicsManager.asset rename to A.H.V(BETA)/ProjectSettings/DynamicsManager.asset diff --git a/Unity/ProjectSettings/EditorBuildSettings.asset b/A.H.V(BETA)/ProjectSettings/EditorBuildSettings.asset similarity index 100% rename from Unity/ProjectSettings/EditorBuildSettings.asset rename to A.H.V(BETA)/ProjectSettings/EditorBuildSettings.asset diff --git a/Unity/ProjectSettings/EditorSettings.asset b/A.H.V(BETA)/ProjectSettings/EditorSettings.asset similarity index 100% rename from Unity/ProjectSettings/EditorSettings.asset rename to A.H.V(BETA)/ProjectSettings/EditorSettings.asset diff --git a/Unity/ProjectSettings/GraphicsSettings.asset b/A.H.V(BETA)/ProjectSettings/GraphicsSettings.asset similarity index 100% rename from Unity/ProjectSettings/GraphicsSettings.asset rename to A.H.V(BETA)/ProjectSettings/GraphicsSettings.asset diff --git a/Unity/ProjectSettings/InputManager.asset b/A.H.V(BETA)/ProjectSettings/InputManager.asset similarity index 100% rename from Unity/ProjectSettings/InputManager.asset rename to A.H.V(BETA)/ProjectSettings/InputManager.asset diff --git a/Unity/ProjectSettings/MemorySettings.asset b/A.H.V(BETA)/ProjectSettings/MemorySettings.asset similarity index 100% rename from Unity/ProjectSettings/MemorySettings.asset rename to A.H.V(BETA)/ProjectSettings/MemorySettings.asset diff --git a/Unity/ProjectSettings/NavMeshAreas.asset b/A.H.V(BETA)/ProjectSettings/NavMeshAreas.asset similarity index 100% rename from Unity/ProjectSettings/NavMeshAreas.asset rename to A.H.V(BETA)/ProjectSettings/NavMeshAreas.asset diff --git a/Unity/ProjectSettings/PackageManagerSettings.asset b/A.H.V(BETA)/ProjectSettings/PackageManagerSettings.asset similarity index 100% rename from Unity/ProjectSettings/PackageManagerSettings.asset rename to A.H.V(BETA)/ProjectSettings/PackageManagerSettings.asset diff --git a/Unity/ProjectSettings/Physics2DSettings.asset b/A.H.V(BETA)/ProjectSettings/Physics2DSettings.asset similarity index 100% rename from Unity/ProjectSettings/Physics2DSettings.asset rename to A.H.V(BETA)/ProjectSettings/Physics2DSettings.asset diff --git a/Unity/ProjectSettings/PresetManager.asset b/A.H.V(BETA)/ProjectSettings/PresetManager.asset similarity index 100% rename from Unity/ProjectSettings/PresetManager.asset rename to A.H.V(BETA)/ProjectSettings/PresetManager.asset diff --git a/Unity/ProjectSettings/ProjectSettings.asset b/A.H.V(BETA)/ProjectSettings/ProjectSettings.asset similarity index 91% rename from Unity/ProjectSettings/ProjectSettings.asset rename to A.H.V(BETA)/ProjectSettings/ProjectSettings.asset index 0685899de93a8b2d145c64b7d8c07a77a305a2f7..e6a6eadd3967052474769b6012842d6ea7267f55 100644 --- a/Unity/ProjectSettings/ProjectSettings.asset +++ b/A.H.V(BETA)/ProjectSettings/ProjectSettings.asset @@ -17,7 +17,7 @@ PlayerSettings: defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} - m_ShowUnitySplashScreen: 0 + m_ShowUnitySplashScreen: 1 m_ShowUnitySplashLogo: 1 m_SplashScreenOverlayOpacity: 1 m_SplashScreenAnimation: 1 @@ -271,7 +271,99 @@ PlayerSettings: AndroidValidateAppBundleSize: 1 AndroidAppBundleSizeToValidate: 150 m_BuildTargetIcons: [] - m_BuildTargetPlatformIcons: [] + m_BuildTargetPlatformIcons: + - m_BuildTarget: Android + m_Icons: + - m_Textures: [] + m_Width: 432 + m_Height: 432 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 324 + m_Height: 324 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 216 + m_Height: 216 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 162 + m_Height: 162 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 108 + m_Height: 108 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 81 + m_Height: 81 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 192 + m_Height: 192 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 144 + m_Height: 144 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 96 + m_Height: 96 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 72 + m_Height: 72 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 48 + m_Height: 48 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 36 + m_Height: 36 + m_Kind: 1 + m_SubKind: + - 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+ m_Image: {fileID: -2667387946076563598, guid: 0000000000000000d000000000000000, + type: 0} + m_Tooltip: + m_Pos: + serializedVersion: 2 + x: 1957 + y: 73 + width: 602 + height: 1278 + m_ViewDataDictionary: {fileID: 0} + m_OverlayCanvas: + m_LastAppliedPresetName: Default + m_SaveData: [] + m_ObjectsLockedBeforeSerialization: [] + m_InstanceIDsLockedBeforeSerialization: + m_PreviewResizer: + m_CachedPref: 160 + m_ControlHash: -371814159 + m_PrefName: Preview_InspectorPreview + m_LastInspectedObjectInstanceID: -1 + m_LastVerticalScrollValue: 0 + m_GlobalObjectId: + m_InspectorMode: 0 + m_LockTracker: + m_IsLocked: 0 + m_PreviewWindow: {fileID: 0} diff --git a/A.H.V(BETA)/UserSettings/Search.index b/A.H.V(BETA)/UserSettings/Search.index new file mode 100644 index 0000000000000000000000000000000000000000..dba62d53ab2f5874fb8abd18037e2f2bde62dc27 --- /dev/null +++ b/A.H.V(BETA)/UserSettings/Search.index @@ -0,0 +1,13 @@ +{ + "name": "Assets", + "roots": ["Assets"], + "includes": [], + "excludes": [], + "options": { + "types": true, + "properties": true, + "extended": false, + "dependencies": false + }, + "baseScore": 999 +} \ No newline at end of file diff --git a/A.H.V(BETA)/UserSettings/Search.settings b/A.H.V(BETA)/UserSettings/Search.settings new file mode 100644 index 0000000000000000000000000000000000000000..3bba45f5f8cb7bb05e6847e84e6cc9073641f4b1 --- /dev/null +++ b/A.H.V(BETA)/UserSettings/Search.settings @@ -0,0 +1,66 @@ +trackSelection = true +fetchPreview = true +defaultFlags = 0 +keepOpen = false +queryFolder = "Assets" +onBoardingDoNotAskAgain = true +showPackageIndexes = false +showStatusBar = false +scopes = { +} +providers = { + adb = { + active = false + priority = 2500 + defaultAction = null + } + asset = { + active = true + priority = 25 + defaultAction = null + } + store = { + active = true + priority = 100 + defaultAction = null + } + find = { + active = true + priority = 25 + defaultAction = null + } + log = { + active = false + priority = 210 + defaultAction = null + } + packages = { + active = true + priority = 90 + defaultAction = null + } + performance = { + active = false + priority = 100 + defaultAction = null + } + scene = { + active = true + priority = 50 + defaultAction = null + } +} +objectSelectors = { +} +recentSearches = [ +] +searchItemFavorites = [ +] +savedSearchesSortOrder = 0 +showSavedSearchPanel = false +expandedQueries = [ +] +queryBuilder = false +ignoredProperties = "id;name;classname;imagecontentshash" +helperWidgetCurrentArea = "all" +disabledIndexers = "" \ No newline at end of file diff --git a/README.md b/README.md index cbe73cabde2b48f4ad1b974362e8e0e98b154de7..4349314df06f6fe830f56c91489faf410ca6461c 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,6 @@ # Artificial_Hunter_Vision Hunter chase the target using computer-vision in UNITY + +# Guide +A.H.V(BETA) : Unity3D Project Folder +SegmentationModel : Start ImageProcessor.py before play Unity3D \ No newline at end of file diff --git a/SegmentationModel/ImageProcessor.py b/SegmentationModel/ImageProcessor.py new file mode 100644 index 0000000000000000000000000000000000000000..3cc48e644604a7dc0134f0edb9974c63ffc1da2d --- /dev/null +++ b/SegmentationModel/ImageProcessor.py @@ -0,0 +1,109 @@ +from flask import Flask, request, jsonify, make_response +import os +import torch, gc +import torch.nn as nn +import numpy as np +import segmentation_models_pytorch as smp +from PIL import Image +import io +from io import BytesIO + +app = Flask(__name__) + +app.config['UPLOAD_FOLDER'] = 'C:\\Users\\copom\\Artificial_Hunter_Vision\\SegmentationModel\\ProcessedImg\\' + +mean = torch.tensor([0.3230084478855133, 0.3013632297515869, 0.29226961731910706, 0.6981670260429382]).view(4,1,1) +std = torch.tensor([0.10305266082286835, 0.06567802280187607, 0.13611936569213867, 0.4313824474811554]).view(4,1,1) + +# 모델 +model = smp.Unet( + encoder_name="mobilenet_v2", + in_channels=4, + classes=5, + encoder_depth=4, + decoder_channels = [256,128,64,32], +) +device = "cuda" if torch.cuda.is_available() else "cpu" +model = model.to(device) + +# 로드하기 +model_pts = ["10_17.pt", "100_segmentcheckpoint.pt", "200_optimal_segmentcheckpoint.pt", + "200_segmentcheckpoint.pt", "500_optimal_segmentcheckpoint.pt", "segmentcheckpoint.pt" +] +ptdir = "C:\\Users\\copom\\Artificial_Hunter_Vision\\SegmentationModel\\PT\\" + +# 파라미터 로드 +checkpoint = torch.load(os.path.join(ptdir, "500_optimal_segmentcheckpoint.pt")).to(device) +model.load_state_dict(checkpoint) + +def do_predict(image): + img = Image.open(io.BytesIO(image)) + input_np = np.array(img) + # print(f"shape: {input_np.shape}") + + input_tensor = torch.from_numpy(input_np).float() + input_tensor = input_tensor.permute(2, 0, 1) + # print(f"input_tensor shape: {input_tensor.shape}") + input_tensor = (input_tensor - mean) / std # 학습에 사용한 통계로 정규화 + + # print(f"input_tensor shape: {input_tensor.shape}") + output = model(input_tensor.unsqueeze(0)) + + # print(f"output shape: {output.shape}") + prediction = output.argmax(dim = 1, keepdim = False) # 모델의 출력으로부터 segmantation map 도출, 현재 (1, 64, 64) 크기의 텐서 + # print(f"output shape: {output.shape}") + sky, wall, floor, box, target = range(5) + rgb = { + sky : (67,116,217), # blue + wall : (100,100,100), # gray + floor : (25,25,25), # black + box : (236,239,240), # yellow + target: (190,58,39) # green + } + label = prediction.squeeze() + map = torch.zeros((64,64,3)) + for l in range(5): + map += (label == l).view(64,64,1) * torch.tensor(rgb[l]).view(1,-1) + map = map.int() + # print(f"map shape: {map.shape}") + + label_map = map.detach().numpy() + # print(f"label_map shape: {label_map.shape}") + label_map = label_map.astype(np.float32) + label_map = Image.fromarray(np.uint8(label_map)) + + results = BytesIO() + label_map.save(results, format='png') + return results.getvalue() + +@app.route('/upload', methods=['POST']) +def upload_image(): + # POST 요청에서 이미지 데이터 가져오기 + # byte[] + image_data = request.files['image'].read() + + + + # img = Image.open(BytesIO(image_data)) + # buffered = BytesIO() + # img.save(buffered, format="PNG") + # restored_image_data = buffered.getvalue() + # print(f"restored len: {len(restored_image_data)}") + # # image_data = np.array(raw_data).reshape(64, 64, 4) + + # 이미지 처리 + if image_data != None: + processed_image = do_predict(image_data) + # # 혹시 저장할 필요가 있을 때 사용 + # filename = generate_unique_filename() + # processed_image.save(os.path.join(app.config['UPLOAD_FOLDER'], "img")) + # 응답 + response = make_response(processed_image) + response.headers['Content-Type'] = 'application/octet-stream' + return response + + return "Invalid file format." + +if __name__ == '__main__': + # 개발 서버 실행 + app.run(debug=True, port=5555) \ No newline at end of file diff --git a/SegmentationModel/PT/100_segmentcheckpoint.pt b/SegmentationModel/PT/100_segmentcheckpoint.pt new file mode 100644 index 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+ gamma: 0.99 + strength: 1.0 + network_settings: + normalize: false + hidden_units: 128 + num_layers: 2 + vis_encode_type: simple + memory: null + goal_conditioning_type: hyper + deterministic: false + init_path: null + keep_checkpoints: 5 + checkpoint_interval: 500000 + max_steps: 500000 + time_horizon: 64 + summary_freq: 50000 + threaded: false + self_play: null + behavioral_cloning: null +env_settings: + env_path: null + env_args: null + base_port: 5005 + num_envs: 1 + num_areas: 1 + seed: -1 + max_lifetime_restarts: 10 + restarts_rate_limit_n: 1 + restarts_rate_limit_period_s: 60 +engine_settings: + width: 84 + height: 84 + quality_level: 5 + time_scale: 20 + target_frame_rate: -1 + capture_frame_rate: 60 + no_graphics: false +environment_parameters: null +checkpoint_settings: + run_id: ppo + initialize_from: null + load_model: false + resume: true + force: false + train_model: false + inference: false + results_dir: results +torch_settings: + device: null +debug: false diff --git 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"metadata": { + "stats_format_version": "0.3.0", + "mlagents_version": "0.30.0", + "torch_version": "2.1.0+cpu" + } +} \ No newline at end of file diff --git a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs b/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs deleted file mode 100644 index 5371a33d8412ee01e26159eb76a35f8d54244f98..0000000000000000000000000000000000000000 --- a/Unity/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAgent.cs +++ /dev/null @@ -1,115 +0,0 @@ -using System; -using System.Linq; -using UnityEngine; -using Random = UnityEngine.Random; -using Unity.MLAgents; -using Unity.MLAgents.Actuators; -using Unity.MLAgents.Sensors; - -public class PyramidAgent : Agent -{ - public GameObject area; - PyramidArea m_MyArea; - Rigidbody m_AgentRb; - PyramidSwitch m_SwitchLogic; - public GameObject areaSwitch; - public bool useVectorObs; - - public override void Initialize() - { - m_AgentRb = GetComponent<Rigidbody>(); - m_MyArea = area.GetComponent<PyramidArea>(); - m_SwitchLogic = areaSwitch.GetComponent<PyramidSwitch>(); - } - - public override void CollectObservations(VectorSensor sensor) - { - if (useVectorObs) - { - sensor.AddObservation(m_SwitchLogic.GetState()); - sensor.AddObservation(transform.InverseTransformDirection(m_AgentRb.velocity)); - } - } - - public void MoveAgent(ActionSegment<int> act) - { - var dirToGo = Vector3.zero; - var rotateDir = Vector3.zero; - - var action = act[0]; - switch (action) - { - case 1: - dirToGo = transform.forward * 1f; - break; - case 2: - dirToGo = transform.forward * -1f; - break; - case 3: - rotateDir = transform.up * 1f; - break; - case 4: - rotateDir = transform.up * -1f; - break; - } - transform.Rotate(rotateDir, Time.deltaTime * 200f); - m_AgentRb.AddForce(dirToGo * 2f, ForceMode.VelocityChange); - } - - public override void OnActionReceived(ActionBuffers actionBuffers) - - { - AddReward(-1f / MaxStep); - MoveAgent(actionBuffers.DiscreteActions); - } - - public override void Heuristic(in ActionBuffers actionsOut) - { - var discreteActionsOut = actionsOut.DiscreteActions; - if (Input.GetKey(KeyCode.D)) - { - discreteActionsOut[0] = 3; - } - else if (Input.GetKey(KeyCode.W)) - { - discreteActionsOut[0] = 1; - } - else if (Input.GetKey(KeyCode.A)) - { - discreteActionsOut[0] = 4; - } - else if (Input.GetKey(KeyCode.S)) - { - discreteActionsOut[0] = 2; - } - } - - public override void OnEpisodeBegin() - { - var enumerable = Enumerable.Range(0, 9).OrderBy(x => Guid.NewGuid()).Take(9); - var items = enumerable.ToArray(); - - m_MyArea.CleanPyramidArea(); - - m_AgentRb.velocity = Vector3.zero; - m_MyArea.PlaceObject(gameObject, items[0]); - transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360))); - - m_SwitchLogic.ResetSwitch(items[1], items[2]); - m_MyArea.CreateStonePyramid(1, items[3]); - m_MyArea.CreateStonePyramid(1, items[4]); - m_MyArea.CreateStonePyramid(1, items[5]); - m_MyArea.CreateStonePyramid(1, items[6]); - m_MyArea.CreateStonePyramid(1, items[7]); - m_MyArea.CreateStonePyramid(1, items[8]); - } - - void OnCollisionEnter(Collision collision) - { - if (collision.gameObject.CompareTag("goal")) - { - SetReward(2f); - EndEpisode(); - } - } -} diff --git a/sssss b/sssss new file mode 100644 index 0000000000000000000000000000000000000000..376a490c92c954609d4c9bfe3b45001189bec62b --- /dev/null +++ b/sssss @@ -0,0 +1,104 @@ +[33mcommit 17fb01a850b2cd21c2d5b2ea5ca112343f4f1870[m[33m ([m[1;36mHEAD -> [m[1;32mMr.you[m[33m)[m +Author: h0dol9805] <h0dol9805@gmail.com> +Date: Tue Oct 24 00:23:26 2023 +0900 + + 0.1 + +[33mcommit c4c9199c746def1e7ac4aa62efbba2a7e93d1182[m +Author: h0dol9805] <h0dol9805@gmail.com> +Date: Tue Oct 24 00:14:59 2023 +0900 + + 128 128 size + +[33mcommit 372c3597e8ffd36552188cca3395e8d95aa388a1[m +Author: h0dol9805] <h0dol9805@gmail.com> +Date: Mon Oct 23 23:51:06 2023 +0900 + + 128 128 size + +[33mcommit 92132c60a9f04c170402277faf49dd55700f5921[m[33m ([m[1;31morigin/Mr.you[m[33m)[m +Author: h0dol9805 <h0dol9805@gmail.com> +Date: Sat Oct 21 12:25:54 2023 +0900 + + FBeta + +[33mcommit 9561d669d6215756a3830361f89aa2b2abed8707[m +Author: h0dol9805 <h0dol9805@gmail.com> +Date: Sun Oct 15 14:11:29 2023 +0900 + + BETA + +[33mcommit bb3b1e7f3f4c190758d50899f1fb7ab029ee0f4e[m +Author: unknown <h0dol9805@gmail.com> +Date: Thu Sep 28 17:26:09 2023 +0900 + + FSample + +[33mcommit 6b4197ae2cff422e4e586944dc8845dc3880f9d4[m +Author: unknown <h0dol9805@gmail.com> +Date: Thu Sep 28 17:25:40 2023 +0900 + + FSample + +[33mcommit e344fa72a569771994f8b810fb61f3041ffad355[m +Author: unknown <h0dol9805@gmail.com> +Date: Tue Sep 26 14:38:47 2023 +0900 + + FSAMPLE-9383 + +[33mcommit f915460f69ae0f2dc9165460da7f9b640fea3c8e[m +Author: unknown <h0dol9805@gmail.com> +Date: Sat Sep 23 22:09:13 2023 +0900 + + ver 0.0 + +[33mcommit 4741d47ab422bfd1f174ad5c0a9cdcd857622d71[m +Author: unknown <h0dol9805@gmail.com> +Date: Mon Sep 18 19:11:15 2023 +0900 + + s + s + : + with '#' will be ignored, and an empty message aborts the commit. + +[33mcommit ff31b909f3b987862381c9096c0aecd7812b977b[m +Author: h0dol9805 <145313806+h0dol9805@users.noreply.github.com> +Date: Mon Sep 18 18:41:44 2023 +0900 + + Delete TestImgSet directory + +[33mcommit ce526f8a25efe369265366defb9f044d791b8354[m +Author: h0dol9805 <145313806+h0dol9805@users.noreply.github.com> +Date: Mon Sep 18 18:41:26 2023 +0900 + + Delete TestImgSet_NO_LIGHT directory + +[33mcommit 6338d3d32f1c878bad344410d47f317b399a0d2e[m +Author: unknown <h0dol9805@gmail.com> +Date: Mon Sep 18 16:59:21 2023 +0900 + + This imgset used to SAMPLE PROGRAM + +[33mcommit a12331ebe3fdb7a48ed19aadda99d8a4e7cf190e[m +Author: unknown <h0dol9805@gmail.com> +Date: Mon Sep 18 15:30:31 2023 +0900 + + image + +[33mcommit dffa019118bffc49a9eded8e2073e79b330220cd[m +Author: unknown <h0dol9805@gmail.com> +Date: Mon Sep 18 14:04:40 2023 +0900 + + change + +[33mcommit 1f5d3eaff9d0759a96d21341e1c149e2d681f107[m +Author: unknown <h0dol9805@gmail.com> +Date: Mon Sep 18 13:49:05 2023 +0900 + + project upload + +[33mcommit ae6275ec591f9fd4c28a4a8b458b50f96d537476[m +Author: h0dol9805 <145313806+h0dol9805@users.noreply.github.com> +Date: Mon Sep 18 13:28:56 2023 +0900 + + Initial commit