Performance Optimization
Improved volumetric flow performance by orders of magnitude Cleaned up old raymarching support code Moved asteroid height calculation to vertex shader Manual culling for asteroid field render update
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52 changed files with 1150 additions and 967 deletions
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BIN
Assets/Resources/Settings.asset
(Stored with Git LFS)
BIN
Assets/Resources/Settings.asset
(Stored with Git LFS)
Binary file not shown.
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type: 3}
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EntityFadeTime: 3
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@ -16370,8 +16371,8 @@ MonoBehaviour:
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MaximumSize: 0.75
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Spacing: 6
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Ceiling: -250
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Floor: -20
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Floor: -10
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|
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|
|
@ -58,7 +58,7 @@ public class MiningTool : Behavior
|
|||
var belt = Entity.Zone.AsteroidBelts[AsteroidBelt];
|
||||
if (AsteroidBelt != Guid.Empty &&
|
||||
Entity.Zone.AsteroidExists(AsteroidBelt, Asteroid) &&
|
||||
length(Entity.Position.xz - belt.Positions[Asteroid].xz) - belt.Scales[Asteroid] < Range)
|
||||
length(Entity.Position.xz - belt.Transforms[Asteroid].xy) - belt.Transforms[Asteroid].w < Range)
|
||||
{
|
||||
Entity.Zone.MineAsteroid(
|
||||
Entity,
|
||||
|
|
|
|||
|
|
@ -76,7 +76,7 @@ public class ResourceScanner : Behavior, IAlwaysUpdatedBehavior
|
|||
{
|
||||
if(Asteroid > -1 &&
|
||||
Asteroid < beltData.Asteroids.Length &&
|
||||
length(Entity.Position.xz - Entity.Zone.AsteroidBelts[ScanTarget].Positions[Asteroid].xz) < Range)
|
||||
length(Entity.Position.xz - Entity.Zone.AsteroidBelts[ScanTarget].Transforms[Asteroid].xy) < Range)
|
||||
{
|
||||
_scanTime += dt;
|
||||
if (_scanTime > ScanDuration)
|
||||
|
|
|
|||
|
|
@ -138,11 +138,9 @@ public class Zone
|
|||
|
||||
foreach (var belt in AsteroidBelts)
|
||||
{
|
||||
Array.Copy(belt.Value.NewPositions, belt.Value.Positions, belt.Value.Positions.Length);
|
||||
Array.Copy(belt.Value.NewVelocities, belt.Value.Velocities, belt.Value.Velocities.Length);
|
||||
Array.Copy(belt.Value.NewScales, belt.Value.Scales, belt.Value.Scales.Length);
|
||||
Array.Copy(belt.Value.NewRotations, belt.Value.Rotations, belt.Value.Rotations.Length);
|
||||
BeltUpdates.Add(Task.Run(() => UpdateAsteroidTransformsAsync(belt.Key)));
|
||||
Array.Copy(belt.Value.NewTransforms, belt.Value.Transforms, belt.Value.Transforms.Length);
|
||||
belt.Value.OrbitPosition = belt.Value.NewOrbitPosition;
|
||||
BeltUpdates.Add(Task.Run(() => UpdateAsteroidTransforms(belt.Key)));
|
||||
}
|
||||
|
||||
foreach(var agent in Agents)
|
||||
|
|
@ -200,7 +198,7 @@ public class Zone
|
|||
{
|
||||
var beltData = Planets[planetDataID] as AsteroidBeltData;
|
||||
|
||||
var asteroidPositions = AsteroidBelts[planetDataID].Positions;
|
||||
var asteroidPositions = AsteroidBelts[planetDataID].Transforms;
|
||||
|
||||
int nearest = 0;
|
||||
float nearestDistance = Single.MaxValue;
|
||||
|
|
@ -219,14 +217,14 @@ public class Zone
|
|||
|
||||
public bool AsteroidExists(Guid planetDataID, int asteroid) => ((AsteroidBeltData) Planets[planetDataID]).Asteroids.Length > asteroid && asteroid >= 0;
|
||||
|
||||
private void UpdateAsteroidTransformsAsync(Guid planetDataID)
|
||||
private void UpdateAsteroidTransforms(Guid planetDataID)
|
||||
{
|
||||
var beltData = Planets[planetDataID] as AsteroidBeltData;
|
||||
|
||||
var belt = AsteroidBelts[planetDataID];
|
||||
|
||||
var orbitData = Orbits[beltData.Orbit].Data;
|
||||
var orbitPosition = GetOrbitPosition(orbitData.Parent);
|
||||
belt.NewOrbitPosition = GetOrbitPosition(orbitData.Parent);
|
||||
for (var i = 0; i < beltData.Asteroids.Length; i++)
|
||||
{
|
||||
float size;
|
||||
|
|
@ -239,12 +237,11 @@ public class Zone
|
|||
}
|
||||
else size = Settings.AsteroidSize.Evaluate(beltData.Asteroids[i].Size);
|
||||
|
||||
belt.NewRotations[i] = (float) (_time * beltData.Asteroids[i].RotationSpeed % (PI * 2));
|
||||
belt.NewScales[i] = size;
|
||||
var rot = (float) (_time * beltData.Asteroids[i].RotationSpeed % (PI * 2));
|
||||
var pos = OrbitData.Evaluate((float) frac(_time / Settings.OrbitPeriod.Evaluate(beltData.Asteroids[i].Distance) +
|
||||
beltData.Asteroids[i].Phase)) * beltData.Asteroids[i].Distance + orbitPosition;
|
||||
belt.NewVelocities[i] = pos - belt.Positions[i].xz;
|
||||
belt.NewPositions[i] = float3(pos.x, GetHeight(pos) + Settings.AsteroidVerticalOffset, pos.y);
|
||||
beltData.Asteroids[i].Phase)) * beltData.Asteroids[i].Distance + belt.NewOrbitPosition;
|
||||
//belt.NewPositions[i] = float3(pos.x, GetHeight(pos) + Settings.AsteroidVerticalOffset, pos.y);
|
||||
belt.NewTransforms[i] = float4(pos.x, pos.y, rot, size);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -470,14 +467,11 @@ public class Sun : GasGiant
|
|||
public class AsteroidBelt
|
||||
{
|
||||
public AsteroidBeltData Data;
|
||||
public float3[] Positions; // x, y, rotation, scale
|
||||
public float3[] NewPositions; // x, y, rotation, scale
|
||||
public float2[] Velocities;
|
||||
public float2[] NewVelocities;
|
||||
public float[] Rotations;
|
||||
public float[] NewRotations;
|
||||
public float[] Scales;
|
||||
public float[] NewScales;
|
||||
public float4[] Transforms; // x, y, rotation, scale
|
||||
public float4[] NewTransforms; // x, y, rotation, scale
|
||||
public float Radius { get; }
|
||||
public float2 OrbitPosition;
|
||||
public float2 NewOrbitPosition;
|
||||
public Dictionary<int, float> RespawnTimers = new Dictionary<int, float>();
|
||||
public Dictionary<int, float> Damage = new Dictionary<int, float>();
|
||||
public Dictionary<(Entity, int), float> MiningAccumulator = new Dictionary<(Entity, int), float>();
|
||||
|
|
@ -485,14 +479,9 @@ public class AsteroidBelt
|
|||
public AsteroidBelt(AsteroidBeltData data)
|
||||
{
|
||||
Data = data;
|
||||
Positions = new float3[data.Asteroids.Length];
|
||||
NewPositions = new float3[data.Asteroids.Length];
|
||||
Velocities = new float2[data.Asteroids.Length];
|
||||
NewVelocities = new float2[data.Asteroids.Length];
|
||||
Rotations = new float[data.Asteroids.Length];
|
||||
NewRotations = new float[data.Asteroids.Length];
|
||||
Scales = new float[data.Asteroids.Length];
|
||||
NewScales = new float[data.Asteroids.Length];
|
||||
Transforms = new float4[data.Asteroids.Length];
|
||||
NewTransforms = new float4[data.Asteroids.Length];
|
||||
Radius = data.Asteroids.Max(a => a.Distance);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -18,6 +18,7 @@ using float2 = Unity.Mathematics.float2;
|
|||
|
||||
public class ZoneRenderer : MonoBehaviour
|
||||
{
|
||||
public Camera MainCamera;
|
||||
public Transform WormholePrefab;
|
||||
public float EntityFadeTime;
|
||||
public Transform FogCameraParent;
|
||||
|
|
@ -169,6 +170,8 @@ public class ZoneRenderer : MonoBehaviour
|
|||
|
||||
void Start()
|
||||
{
|
||||
var bigBounds = new Bounds(Vector3.zero, Vector3.one * 1024);
|
||||
foreach (var mesh in AsteroidMeshes) mesh.Mesh.bounds = bigBounds;
|
||||
ViewDistance = Settings.DefaultViewDistance;
|
||||
MinimapDistance = Settings.MinimapZoomLevels[Settings.DefaultMinimapZoom];
|
||||
|
||||
|
|
@ -462,29 +465,42 @@ public class ZoneRenderer : MonoBehaviour
|
|||
// {
|
||||
// SlimeRenderer.SpawnPositions[i] = _suns[i].Body.transform.position.Flatland();
|
||||
// }
|
||||
|
||||
Shader.SetGlobalFloat("_AsteroidVerticalOffset", ActionGameManager.Instance.Settings.PlanetSettings.AsteroidVerticalOffset);
|
||||
|
||||
foreach (var belt in Zone.AsteroidBelts)
|
||||
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(MainCamera);
|
||||
bool isVisible(Bounds bounds) => GeometryUtility.TestPlanesAABB(planes, bounds);
|
||||
|
||||
foreach (var (key, belt) in Zone.AsteroidBelts)
|
||||
{
|
||||
var meshes = _beltMeshes[belt.Key];
|
||||
var count = belt.Value.Positions.Length / meshes.Length;
|
||||
for (int i = 0; i < meshes.Length; i++)
|
||||
var height = Zone.GetHeight(belt.OrbitPosition);
|
||||
if(isVisible(new Bounds(
|
||||
new Vector3(belt.OrbitPosition.x,height,belt.OrbitPosition.y),
|
||||
new Vector3(belt.Radius * 2,100,belt.Radius * 2))))
|
||||
{
|
||||
for (int t = 0; t < _beltMatrices[belt.Key][i].Length; t++)
|
||||
var meshes = _beltMeshes[key];
|
||||
var matrices = _beltMatrices[key];
|
||||
var count = belt.Transforms.Length / meshes.Length;
|
||||
for (int i = 0; i < meshes.Length; i++)
|
||||
{
|
||||
var tx = t + i * count;
|
||||
_beltMatrices[belt.Key][i][t] = Matrix4x4.TRS(belt.Value.Positions[tx],
|
||||
Quaternion.Euler(
|
||||
cos(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100,
|
||||
sin(belt.Value.Rotations[tx] + (float) i / meshes.Length) * 100,
|
||||
(float) tx / belt.Value.Positions.Length * 360),
|
||||
Vector3.one * belt.Value.Scales[tx]);
|
||||
}
|
||||
for (int t = 0; t < matrices[i].Length; t++)
|
||||
{
|
||||
var tx = t + i * count;
|
||||
var transform = belt.Transforms[tx];
|
||||
matrices[i][t] = Matrix4x4.TRS(new Vector3(transform.x,0,transform.y),
|
||||
Quaternion.Euler(
|
||||
cos(transform.z + (float)i / meshes.Length) * 100,
|
||||
sin(transform.z + (float)i / meshes.Length) * 100,
|
||||
(float)tx / belt.Transforms.Length * 360),
|
||||
Vector3.one * transform.w);
|
||||
}
|
||||
|
||||
Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, _beltMatrices[belt.Key][i]);
|
||||
Graphics.DrawMeshInstanced(meshes[i].Mesh, 0, meshes[i].Material, matrices[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if(_showAsteroidUI)
|
||||
_beltObjects[belt.Key].Update(belt.Value.Positions);
|
||||
_beltObjects[key].Update(belt.Transforms, height);
|
||||
}
|
||||
|
||||
foreach (var planet in Planets)
|
||||
|
|
@ -661,17 +677,18 @@ public class AsteroidBeltUI
|
|||
//_collider.sharedMesh = _mesh;
|
||||
}
|
||||
|
||||
public void Update(float3[] positions)
|
||||
public void Update(float4[] transforms, float height)
|
||||
{
|
||||
var parentPosition = _zone.GetOrbitPosition(_orbitParent);
|
||||
for (var i = 0; i < _belt.Data.Asteroids.Length; i++)
|
||||
var parentPosition = _belt.OrbitPosition;
|
||||
for (var i = 0; i < transforms.Length; i++)
|
||||
{
|
||||
var rotation = Quaternion.Euler(90, _belt.Rotations[i], 0);
|
||||
//var position = new Vector3(_belt.Transforms[i].x, _zone.GetHeight(parentPosition), _belt.Transforms[i].y);
|
||||
_vertices[i * 4] = rotation * new Vector3(-_belt.Scales[i] * _scale, -_belt.Scales[i] * _scale, 0) + (Vector3) positions[i];
|
||||
_vertices[i * 4 + 1] = rotation * new Vector3(-_belt.Scales[i] * _scale, _belt.Scales[i] * _scale, 0) + (Vector3) positions[i];
|
||||
_vertices[i * 4 + 2] = rotation * new Vector3(_belt.Scales[i] * _scale, _belt.Scales[i] * _scale, 0) + (Vector3) positions[i];
|
||||
_vertices[i * 4 + 3] = rotation * new Vector3(_belt.Scales[i] * _scale, -_belt.Scales[i] * _scale, 0) + (Vector3) positions[i];
|
||||
var transform = transforms[i];
|
||||
var rotation = Quaternion.Euler(90, transform.z, 0);
|
||||
var position = new Vector3(transform.x, height, transform.y);
|
||||
_vertices[i * 4] = rotation * new Vector3(-transform.w * _scale, -transform.w * _scale, 0) + position;
|
||||
_vertices[i * 4 + 1] = rotation * new Vector3(-transform.w * _scale, transform.w * _scale, 0) + position;
|
||||
_vertices[i * 4 + 2] = rotation * new Vector3(transform.w * _scale, transform.w * _scale, 0) + position;
|
||||
_vertices[i * 4 + 3] = rotation * new Vector3(transform.w * _scale, -transform.w * _scale, 0) + position;
|
||||
}
|
||||
|
||||
_mesh.bounds = new Bounds(new Vector3(parentPosition.x, 0, parentPosition.y), Vector3.one * (_size * 2));
|
||||
|
|
|
|||
80
Assets/Shaders/Asteroid.shader
Normal file
80
Assets/Shaders/Asteroid.shader
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
Shader "Aetheria/Asteroid"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
|
||||
}
|
||||
|
||||
CGINCLUDE
|
||||
|
||||
#pragma multi_compile_instancing
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#include "UnityCG.cginc" // for UnityObjectToWorldNormal
|
||||
#include "Assets/Shaders/Volumetric.cginc"
|
||||
uniform float _AsteroidVerticalOffset;
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
half3 ambient : COLOR0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert (appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
float3 worldOrigin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1.0)).xyz;
|
||||
float3 worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;
|
||||
const float2 uv = getUV(worldOrigin.xz);
|
||||
const float surfaceDisp = tex2Dlod(_NebulaSurfaceHeight, half4(uv, 0, 0)).r;
|
||||
worldPos.y += _AsteroidVerticalOffset - surfaceDisp;
|
||||
o.vertex = mul(UNITY_MATRIX_VP, float4(worldPos, 1.0));
|
||||
o.uv = v.texcoord;
|
||||
// get vertex normal in world space
|
||||
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
|
||||
|
||||
o.ambient = VolumeSampleColorSimple(worldPos, worldNormal).rgb * 10;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
// sample texture
|
||||
fixed4 col = tex2D(_MainTex, i.uv);
|
||||
// multiply by lighting
|
||||
col.rgb *= i.ambient;
|
||||
return col;
|
||||
}
|
||||
|
||||
float4 frag_shadow(v2f i) : COLOR
|
||||
{
|
||||
SHADOW_CASTER_FRAGMENT(i)
|
||||
}
|
||||
|
||||
ENDCG
|
||||
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Tags {"LightMode"="ForwardBase"}
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
ENDCG
|
||||
}
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag_shadow
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,10 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c7e80b274d611c144b9c2cebb238550b
|
||||
timeCreated: 1521965851
|
||||
licenseType: Free
|
||||
guid: 7cbba296f87f57940a560e1645b402f2
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -1,5 +1,41 @@
|
|||
#pragma once
|
||||
#include "./CloudShaderHelper.cginc"
|
||||
#include "Assets/Shaders/Volumetric.cginc"
|
||||
|
||||
float _ExtinctionCoefficient;
|
||||
|
||||
struct RaymarchStatus {
|
||||
float3 intensity;
|
||||
float depth;
|
||||
float depthweightsum;
|
||||
float intTransmittance;
|
||||
};
|
||||
|
||||
void InitRaymarchStatus(inout RaymarchStatus result){
|
||||
result.intTransmittance = 1.0f;
|
||||
result.intensity = 0.0f;
|
||||
result.depthweightsum = 0.00001f;
|
||||
result.depth = 0.0f;
|
||||
}
|
||||
|
||||
void IntegrateRaymarch(float3 startPos, float3 rayPos, float fade, float stepsize, inout RaymarchStatus result){
|
||||
float4 c = VolumeSampleColor(rayPos);
|
||||
float density = c.a;
|
||||
if (density <= 0.0f)
|
||||
return;
|
||||
float extinction = _ExtinctionCoefficient * density / (1-fade);
|
||||
|
||||
float clampedExtinction = max(extinction, 1e-7);
|
||||
float transmittance = exp(-extinction * stepsize);
|
||||
|
||||
float3 luminance = c.rgb;
|
||||
float3 integScatt = (luminance - luminance * transmittance) / clampedExtinction;
|
||||
float depthWeight = result.intTransmittance * (1-transmittance); //Is it a better idead to use (1-transmittance) * intTransmittance as depth weight?
|
||||
|
||||
result.intensity += result.intTransmittance * integScatt;
|
||||
result.depth += depthWeight * length(rayPos - startPos);
|
||||
result.depthweightsum += depthWeight;
|
||||
result.intTransmittance *= transmittance;
|
||||
}
|
||||
|
||||
float GetDensity(float3 startPos, float3 dir, float maxSampleDistance, float raymarchOffset, out float3 intensity,out float depth) {
|
||||
float raymarchDistance = 0;
|
||||
|
|
@ -14,7 +50,7 @@ float GetDensity(float3 startPos, float3 dir, float maxSampleDistance, float ray
|
|||
if(raymarchDistance > maxSampleDistance) break;
|
||||
float step = raymarchDistance - prevRayDist;
|
||||
float3 rayPos = startPos + dir * raymarchDistance;
|
||||
float fade = smoothstep(_ProjectionParams.z*.95,_ProjectionParams.z, raymarchDistance);
|
||||
float fade = smoothstep(_ProjectionParams.z*.9,_ProjectionParams.z, raymarchDistance);
|
||||
IntegrateRaymarch(startPos, rayPos, fade, step, result);
|
||||
if (result.intTransmittance < 0.01f) {
|
||||
result.intTransmittance = 0;
|
||||
|
|
|
|||
|
|
@ -123,7 +123,6 @@ Shader "Aetheria/CloudShader"
|
|||
#pragma fragment frag
|
||||
#pragma multi_compile LOW_QUALITY MEDIUM_QUALITY HIGH_QUALITY
|
||||
|
||||
#include "./CloudShaderHelper.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#include "Assets/Shaders/PackFloat.cginc"
|
||||
|
||||
|
|
|
|||
|
|
@ -1,257 +0,0 @@
|
|||
#include "UnityCG.cginc"
|
||||
|
||||
#define EARTH_RADIUS 6371000.0
|
||||
#define EARTH_CENTER float3(0, -EARTH_RADIUS, 0)
|
||||
|
||||
#ifndef SAMPLE_COUNT
|
||||
#define SAMPLE_COUNT 64
|
||||
#endif
|
||||
|
||||
#define TRANSMITTANCE_SAMPLE_STEP 512.0f
|
||||
|
||||
static const float bayerOffsets[3][3] = {
|
||||
{0, 7, 3},
|
||||
{6, 5, 2},
|
||||
{4, 1, 8}
|
||||
};
|
||||
|
||||
//Base shape
|
||||
float _CloudStartHeight;
|
||||
float _CloudEndHeight;
|
||||
sampler3D _BaseTex;
|
||||
float _BaseTile;
|
||||
sampler2D _HeightDensity;
|
||||
//Detal shape
|
||||
sampler3D _DetailTex;
|
||||
float _DetailTile;
|
||||
float _DetailStrength;
|
||||
//Curl distortion
|
||||
sampler2D _CurlNoise;
|
||||
float _CurlTile;
|
||||
float _CurlStrength;
|
||||
//Top offset
|
||||
float _CloudTopOffset;
|
||||
|
||||
//Overall cloud size.
|
||||
float _CloudSize;
|
||||
//Overall Density
|
||||
float _CloudOverallDensity;
|
||||
float _CloudCoverageModifier;
|
||||
float _CloudTypeModifier;
|
||||
|
||||
half4 _WindDirection;
|
||||
sampler2D _WeatherTex;
|
||||
float _WeatherTexSize;
|
||||
|
||||
//Lighting
|
||||
float _ScatteringCoefficient;
|
||||
float _ExtinctionCoefficient;
|
||||
float _SilverIntensity;
|
||||
float _SilverSpread;
|
||||
|
||||
float SampleDensity(float3 worldPos, int lod, bool cheap, out float wetness);
|
||||
|
||||
float Remap(float original_value, float original_min, float original_max, float new_min, float new_max)
|
||||
{
|
||||
return new_min + (((original_value - original_min) / (original_max - original_min)) * (new_max - new_min));
|
||||
}
|
||||
|
||||
float RemapClamped(float original_value, float original_min, float original_max, float new_min, float new_max)
|
||||
{
|
||||
return new_min + (saturate((original_value - original_min) / (original_max - original_min)) * (new_max - new_min));
|
||||
}
|
||||
|
||||
float HeightPercent(float3 worldPos) {
|
||||
float sqrMag = worldPos.x * worldPos.x + worldPos.z * worldPos.z;
|
||||
|
||||
float heightOffset = EARTH_RADIUS - sqrt(max(0.0, EARTH_RADIUS * EARTH_RADIUS - sqrMag));
|
||||
|
||||
return saturate((worldPos.y + heightOffset - _CloudStartHeight) / (_CloudEndHeight-_CloudStartHeight));
|
||||
}
|
||||
|
||||
static float4 cloudGradients[3] = {
|
||||
float4(0, 0.07, 0.08, 0.15),
|
||||
float4(0, 0.2, 0.42, 0.6),
|
||||
float4(0, 0.08, 0.75, 1)
|
||||
};
|
||||
|
||||
float SampleHeight(float heightPercent,float cloudType) {
|
||||
float4 gradient;
|
||||
float cloudTypeVal;
|
||||
if (cloudType < 0.5) {
|
||||
gradient = lerp(cloudGradients[0], cloudGradients[1], cloudType*2.0);
|
||||
}
|
||||
else {
|
||||
gradient = lerp(cloudGradients[1], cloudGradients[2], (cloudType - 0.5)*2.0);
|
||||
}
|
||||
|
||||
return RemapClamped(heightPercent, gradient.x, gradient.y, 0.0, 1.0)
|
||||
* RemapClamped(heightPercent, gradient.z, gradient.w, 1.0, 0.0);
|
||||
}
|
||||
|
||||
float3 ApplyWind(float3 worldPos) {
|
||||
float heightPercent = HeightPercent(worldPos);
|
||||
|
||||
// skew in wind direction
|
||||
worldPos.xz -= (heightPercent) * _WindDirection.xy * _CloudTopOffset;
|
||||
|
||||
//animate clouds in wind direction and add a small upward bias to the wind direction
|
||||
worldPos.xz -= (_WindDirection.xy + float3(0.0, 0.1, 0.0)) * _Time.y * _WindDirection.z;
|
||||
worldPos.y -= _WindDirection.z * 0.4 * _Time.y;
|
||||
return worldPos;
|
||||
}
|
||||
|
||||
float HenryGreenstein(float g, float cosTheta) {
|
||||
|
||||
float k = 3.0 / (8.0 * 3.1415926f) * (1.0 - g * g) / (2.0 + g * g);
|
||||
return k * (1.0 + cosTheta * cosTheta) / pow(abs(1.0 + g * g - 2.0 * g * cosTheta), 1.5);
|
||||
}
|
||||
|
||||
float ApplyCoverageToDensity(float sampleResult, float coverage){
|
||||
sampleResult = RemapClamped(sampleResult, 1.0 - coverage, 1.0, 0.0, 1.0);
|
||||
sampleResult *= coverage;
|
||||
return sampleResult;
|
||||
}
|
||||
|
||||
#include "Assets/Shaders/Volumetric.cginc"
|
||||
|
||||
float _MultiScatteringA;
|
||||
float _MultiScatteringB;
|
||||
float _MultiScatteringC;
|
||||
|
||||
//We raymarch to sun using length of pattern 1,2,4,8, corresponding to step value.
|
||||
//First sample(length 1) should sample at length 0.5, meaning an average inside length 1.
|
||||
//Second sample should sample at 1.5, meaning an average inside [1, 2],
|
||||
//Third should sample at 3.0, which is [2, 4]
|
||||
//Forth at 6.0, meaning [4, 8]
|
||||
static const float shadowSampleDistance[5] = {
|
||||
0.5, 1.5, 3.0, 6.0, 12.0
|
||||
};
|
||||
|
||||
static const float shadowSampleContribution[5] = {
|
||||
1.0f, 1.0f, 2.0f, 4.0f, 8.0f
|
||||
};
|
||||
|
||||
float SampleOpticsDistanceToSun(float3 worldPos) {
|
||||
int mipmapOffset = 0.5;
|
||||
float opticsDistance = 0.0f;
|
||||
[unroll]
|
||||
for (int i = 0; i < 5; i++) {
|
||||
half3 direction = _WorldSpaceLightPos0;
|
||||
float3 samplePoint = worldPos + direction * shadowSampleDistance[i] * TRANSMITTANCE_SAMPLE_STEP;
|
||||
float wetness;
|
||||
float sampleResult = SampleDensity(samplePoint, mipmapOffset, true, wetness);
|
||||
opticsDistance += shadowSampleContribution[i] * TRANSMITTANCE_SAMPLE_STEP * sampleResult;
|
||||
mipmapOffset += 0.5;
|
||||
}
|
||||
return opticsDistance;
|
||||
}
|
||||
|
||||
float SampleEnergy(float3 worldPos, float3 viewDir) {
|
||||
float opticsDistance = SampleOpticsDistanceToSun(worldPos);
|
||||
float result = 0.0f;
|
||||
float cosTheta = dot(viewDir, _WorldSpaceLightPos0);
|
||||
[unroll]
|
||||
for (int octaveIndex = 0; octaveIndex < 2; octaveIndex++) { //Multi scattering approximation from Frostbite.
|
||||
float transmittance = exp(-_ExtinctionCoefficient * pow(_MultiScatteringB, octaveIndex) * opticsDistance);
|
||||
float ecMult = pow(_MultiScatteringC, octaveIndex);
|
||||
float phase = lerp(HenryGreenstein(.1f * ecMult, cosTheta), HenryGreenstein((0.99 - _SilverSpread) * ecMult, cosTheta), 0.5f);
|
||||
result += phase * transmittance * _ScatteringCoefficient * pow(_MultiScatteringA, octaveIndex);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
//Code from https://area.autodesk.com/blogs/game-dev-blog/volumetric-clouds/.
|
||||
bool ray_trace_sphere(float3 center, float3 rd, float3 offset, float radius, out float t1, out float t2) {
|
||||
float3 p = center - offset;
|
||||
float b = dot(p, rd);
|
||||
float c = dot(p, p) - (radius * radius);
|
||||
|
||||
float f = b * b - c;
|
||||
if (f >= 0.0) {
|
||||
float dem = sqrt(f);
|
||||
t1 = -b - dem;
|
||||
t2 = -b + dem;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool resolve_ray_start_end(float3 ws_origin, float3 ws_ray, out float start, out float end) {
|
||||
//case includes on ground, inside atm, above atm.
|
||||
float ot1, ot2, it1, it2;
|
||||
bool outIntersected = ray_trace_sphere(ws_origin, ws_ray, EARTH_CENTER, EARTH_RADIUS + _CloudEndHeight, ot1, ot2);
|
||||
if (!outIntersected || ot2 < 0.0f)
|
||||
return false; //you see nothing.
|
||||
|
||||
bool inIntersected = ray_trace_sphere(ws_origin, ws_ray, EARTH_CENTER, EARTH_RADIUS + _CloudStartHeight, it1, it2);
|
||||
|
||||
if (inIntersected) {
|
||||
if (it1 * it2 < 0) {
|
||||
//we're on ground.
|
||||
start = max(it2, 0);
|
||||
end = ot2;
|
||||
}
|
||||
else {
|
||||
//we're inside atm, or above atm.
|
||||
if (ot1 * ot2 < 0) { //Inside atm.
|
||||
if (it1 > 0.0) {
|
||||
//Look down.
|
||||
end = it1;
|
||||
}
|
||||
else {
|
||||
//Look up.
|
||||
end = ot2;
|
||||
}
|
||||
start = 0.0f;
|
||||
} else { //Outside atm
|
||||
if (ot1 < 0.0) {
|
||||
return false;
|
||||
}
|
||||
else {
|
||||
start = ot1;
|
||||
end = it1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
end = ot2;
|
||||
start = max(ot1, 0);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
struct RaymarchStatus {
|
||||
float3 intensity;
|
||||
float depth;
|
||||
float depthweightsum;
|
||||
float intTransmittance;
|
||||
};
|
||||
|
||||
void InitRaymarchStatus(inout RaymarchStatus result){
|
||||
result.intTransmittance = 1.0f;
|
||||
result.intensity = 0.0f;
|
||||
result.depthweightsum = 0.00001f;
|
||||
result.depth = 0.0f;
|
||||
}
|
||||
|
||||
void IntegrateRaymarch(float3 startPos, float3 rayPos, float fade, float stepsize, inout RaymarchStatus result){
|
||||
float4 c = VolumeSampleColor(rayPos);
|
||||
float density = c.a;
|
||||
if (density <= 0.0f)
|
||||
return;
|
||||
float extinction = _ExtinctionCoefficient * density;
|
||||
|
||||
float clampedExtinction = max(extinction, 1e-7);
|
||||
float transmittance = exp(-extinction * stepsize);
|
||||
|
||||
float3 luminance = c.rgb * (1-fade);
|
||||
float3 integScatt = (luminance - luminance * transmittance) / clampedExtinction;
|
||||
float depthWeight = result.intTransmittance * (1-transmittance); //Is it a better idead to use (1-transmittance) * intTransmittance as depth weight?
|
||||
|
||||
result.intensity += result.intTransmittance * integScatt;
|
||||
result.depth += depthWeight * length(rayPos - startPos);
|
||||
result.depthweightsum += depthWeight;
|
||||
result.intTransmittance *= transmittance;
|
||||
}
|
||||
|
|
@ -142,14 +142,9 @@ void Adjust(uint2 tid : SV_DispatchThreadID)
|
|||
W_out.GetDimensions(dim.x, dim.y);
|
||||
|
||||
float2 uv = (tid + float2(.5,.5)) / dim;
|
||||
float2 globalPosXZ = (uv - .5) * _FluidTransform.z + _FluidTransform.xy;
|
||||
float2 gravUV = getUV(globalPosXZ);
|
||||
float3 globalPos = float3(globalPosXZ.x, -tex2Dlod(_NebulaSurfaceHeight, float4(gravUV, 0, 0)).x, globalPosXZ.y);
|
||||
float2 f = flow(globalPos).xz * (_FluidTransform.z / dim.x);
|
||||
|
||||
float2 prevUV = uv - Delta;
|
||||
|
||||
//if(any(prevUV<0)||any(prevUV>1))
|
||||
W_out[tid] = f;
|
||||
//else W_out[tid] = lerp(U_in.SampleLevel(samplerU_in, prevUV, 0), f, Damping);
|
||||
if(any(prevUV<0)||any(prevUV>1))
|
||||
W_out[tid] = 0;
|
||||
else W_out[tid] = U_in.SampleLevel(samplerU_in, prevUV, 0);
|
||||
}
|
||||
|
|
@ -1,41 +1,5 @@
|
|||
#include "UnityCG.cginc"
|
||||
|
||||
//
|
||||
// Value Noise 3D Deriv
|
||||
// Return value range of 0.0->1.0, with format float4( value, xderiv, yderiv, zderiv )
|
||||
//
|
||||
float4 Value3D_Deriv( float3 P )
|
||||
{
|
||||
// https://github.com/BrianSharpe/Wombat/blob/master/Value3D_Deriv.glsl
|
||||
|
||||
// establish our grid cell and unit position
|
||||
float3 Pi = floor(P);
|
||||
float3 Pf = P - Pi;
|
||||
float3 Pf_min1 = Pf - 1.0;
|
||||
|
||||
// clamp the domain
|
||||
Pi.xyz = Pi.xyz - floor(Pi.xyz * ( 1.0 / 69.0 )) * 69.0;
|
||||
float3 Pi_inc1 = step( Pi, float3( (69.0 - 1.5).xxx ) ) * ( Pi + 1.0 );
|
||||
|
||||
// calculate the hash
|
||||
float4 Pt = float4( Pi.xy, Pi_inc1.xy ) + float2( 50.0, 161.0 ).xyxy;
|
||||
Pt *= Pt;
|
||||
Pt = Pt.xzxz * Pt.yyww;
|
||||
float2 hash_mod = float2( 1.0 / ( 635.298681 + float2( Pi.z, Pi_inc1.z ) * 48.500388 ) );
|
||||
float4 hash_lowz = frac( Pt * hash_mod.xxxx );
|
||||
float4 hash_highz = frac( Pt * hash_mod.yyyy );
|
||||
|
||||
// blend the results and return
|
||||
float3 blend = Pf * Pf * Pf * (Pf * (Pf * 6.0 - 15.0) + 10.0);
|
||||
float3 blendDeriv = Pf * Pf * (Pf * (Pf * 30.0 - 60.0) + 30.0);
|
||||
float4 res0 = lerp( hash_lowz, hash_highz, blend.z );
|
||||
float4 res1 = lerp( res0.xyxz, res0.zwyw, blend.yyxx );
|
||||
float4 res3 = lerp( float4( hash_lowz.xy, hash_highz.xy ), float4( hash_lowz.zw, hash_highz.zw ), blend.y );
|
||||
float2 res4 = lerp( res3.xz, res3.yw, blend.x );
|
||||
return float4( res1.x, 0.0, 0.0, 0.0 ) + ( float4( res1.yyw, res4.y ) - float4( res1.xxz, res4.x ) ) * float4( blend.x, blendDeriv );
|
||||
return float4(1,1,1,1);
|
||||
}
|
||||
|
||||
uniform sampler2D _NebulaSurfaceHeight;
|
||||
float4 _NebulaSurfaceHeight_TexelSize;
|
||||
uniform sampler2D _NebulaPatch;
|
||||
|
|
@ -73,8 +37,8 @@ uniform half _NebulaFillDensity,
|
|||
_DynamicIntensity,
|
||||
_DynamicSkyBoost;
|
||||
|
||||
float tri(in float x){return abs(frac(x)-.5);}
|
||||
float3 tri3(in float3 p){return float3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));}
|
||||
inline float tri(in float x){return abs(frac(x)-.5);}
|
||||
inline float3 tri3(in float3 p){return float3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));}
|
||||
|
||||
float triNoise3d(in float3 p)
|
||||
{
|
||||
|
|
@ -90,12 +54,19 @@ float triNoise3d(in float3 p)
|
|||
z *= 1.5;
|
||||
p *= 1.2;
|
||||
|
||||
rz+= (tri(p.z+tri(p.x+tri(p.y))))/z;
|
||||
rz+= tri(p.z+tri(p.x+tri(p.y)))/z;
|
||||
bp += 0.14;
|
||||
}
|
||||
return rz;
|
||||
}
|
||||
|
||||
float3 Tri3D( float3 P )
|
||||
{
|
||||
float3 t1 = normalize(tri3(P));
|
||||
float3 t2 = normalize(tri3(P * 1.61803398875));
|
||||
return cross(t1,t2);
|
||||
}
|
||||
|
||||
float parabola( float x, float k )
|
||||
{
|
||||
return pow( 4.0*x*(1.0-x), k );
|
||||
|
|
@ -120,7 +91,7 @@ float cloudDensity(float3 pos, float surfaceDisp)
|
|||
|
||||
const float patchDensity = saturate((-abs(pos.y+patchDisp - _NebulaFloorOffset)+patch)/_NebulaPatchBlend)*_NebulaPatchDensity;
|
||||
const float floorDist = -dist;
|
||||
const float floorDensity = floorDist/_NebulaFloorBlend*_NebulaFloorDensity;
|
||||
const float floorDensity = floorDist/_NebulaFloorBlend;
|
||||
return patchDensity + max(0,floorDensity);
|
||||
}
|
||||
|
||||
|
|
@ -134,18 +105,31 @@ float2 flowTex(float3 pos)
|
|||
return float3(fluidSample.x,0,fluidSample.y) * (512 / _FluidTransform.z);
|
||||
}
|
||||
|
||||
float2 gravGradient (float2 uv)
|
||||
{
|
||||
return float2(
|
||||
tex2Dlod(_NebulaSurfaceHeight, float4(uv.x + _NebulaSurfaceHeight_TexelSize.x, uv.y, 0, 0)).r - tex2Dlod(_NebulaSurfaceHeight, float4(uv.x - _NebulaSurfaceHeight_TexelSize.x, uv.y, 0, 0)).r,
|
||||
tex2Dlod(_NebulaSurfaceHeight, float4(uv.x, uv.y + _NebulaSurfaceHeight_TexelSize.y, 0, 0)).r - tex2Dlod(_NebulaSurfaceHeight, float4(uv.x, uv.y - _NebulaSurfaceHeight_TexelSize.y, 0, 0)).r
|
||||
);
|
||||
}
|
||||
|
||||
float3 flow(float3 pos)
|
||||
{
|
||||
const float4 noiseSample1 = Value3D_Deriv( pos / _FlowScale - float3(0,_FlowScroll,0) );
|
||||
const float4 noiseSample2 = Value3D_Deriv( pos / (_FlowScale * 1.61803398875) - float3(0,_FlowScroll,0) ); // make it golden
|
||||
return cross(normalize(noiseSample2.yzw), normalize(noiseSample1.yzw)) * _FlowAmplitude;
|
||||
float3 flowSample = Tri3D( pos / _FlowScale - float3(0,_FlowScroll,0) );
|
||||
//float2 grad = normalize(gravGradient(getUV(pos.xz)));
|
||||
flowSample.xyz *= .5;
|
||||
flowSample.y *= .5;
|
||||
// flowSample.x += grad.y;
|
||||
// flowSample.z += -grad.x;
|
||||
flowSample.xyz *= _FlowAmplitude;
|
||||
return flowSample;
|
||||
}
|
||||
|
||||
float tri2(in float x){return 1-2*abs(frac(x)-.5);}
|
||||
|
||||
float density(float3 pos)
|
||||
{
|
||||
float2 uv = getUV(pos.xz);
|
||||
const float2 uv = getUV(pos.xz);
|
||||
const float surfaceDisp = tex2Dlod(_NebulaSurfaceHeight, half4(uv, 0, 0)).r;
|
||||
const float dist = pos.y + surfaceDisp;
|
||||
float d = pow(abs(dist+_NebulaFillOffset)/_NebulaFillDistance,-_NebulaFillExponent) * _NebulaFillDensity;
|
||||
|
|
@ -156,13 +140,13 @@ float density(float3 pos)
|
|||
const float3 fl = flow(pos);
|
||||
const float lerp1 = frac(_Time.y / _FlowPeriod);
|
||||
const float lerp2 = frac(_Time.y / _FlowPeriod + .5);
|
||||
const float noise1 = pow(triNoise3d((pos+fl * (lerp1 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp1);
|
||||
const float noise2 = pow(triNoise3d((pos+fl * (lerp2 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp2);
|
||||
const float noise1 = pow(triNoise3d((pos+fl.xyz * (lerp1 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp1);
|
||||
const float noise2 = pow(triNoise3d((pos+fl.xyz * (lerp2 - .5) * _FlowPeriod) / _NebulaNoiseScale),_NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp2);
|
||||
pos.y += (noise1 + noise2) * heightFade;
|
||||
const float lerp3 = frac(_Time.y / _FlowPeriod * 2 + .25);
|
||||
const float lerp4 = frac(_Time.y / _FlowPeriod * 2 + .75);
|
||||
const float noise3 = pow(triNoise3d((pos+fl * (lerp3 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp3) / 2;
|
||||
const float noise4 = pow(triNoise3d((pos+fl * (lerp4 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp4) / 2;
|
||||
const float noise3 = pow(triNoise3d((pos+fl.xyz * (lerp3 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp3) / 2;
|
||||
const float noise4 = pow(triNoise3d((pos+fl.xyz * (lerp4 - .5) * _FlowPeriod / 2) / _NebulaNoiseScale * 8), _NebulaNoiseExponent) * _NebulaNoiseAmplitude * tri2(lerp4) / 2;
|
||||
pos.y -= (noise3 + noise4) * heightFade;
|
||||
d += cloudDensity(pos, surfaceDisp);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"MonoBehaviour": {
|
||||
"Version": 3,
|
||||
"Version": 4,
|
||||
"EnableBurstCompilation": true,
|
||||
"EnableOptimisations": true,
|
||||
"EnableSafetyChecks": false,
|
||||
|
|
@ -11,6 +11,7 @@
|
|||
"CpuMinTargetX64": 0,
|
||||
"CpuMaxTargetX64": 0,
|
||||
"CpuTargetsX32": 6,
|
||||
"CpuTargetsX64": 72
|
||||
"CpuTargetsX64": 72,
|
||||
"OptimizeFor": 0
|
||||
}
|
||||
}
|
||||
|
|
|
|||
6
ProjectSettings/CommonBurstAotSettings.json
Normal file
6
ProjectSettings/CommonBurstAotSettings.json
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
{
|
||||
"MonoBehaviour": {
|
||||
"Version": 4,
|
||||
"DisabledWarnings": ""
|
||||
}
|
||||
}
|
||||
BIN
ProjectSettings/EditorSettings.asset
(Stored with Git LFS)
BIN
ProjectSettings/EditorSettings.asset
(Stored with Git LFS)
Binary file not shown.
|
|
@ -24,7 +24,7 @@ MonoBehaviour:
|
|||
m_MinSize: {x: 400, y: 200}
|
||||
m_MaxSize: {x: 32384, y: 16192}
|
||||
vertical: 0
|
||||
controlID: -1
|
||||
controlID: 91929
|
||||
--- !u!114 &2
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 52
|
||||
|
|
@ -47,9 +47,9 @@ MonoBehaviour:
|
|||
m_Pos:
|
||||
serializedVersion: 2
|
||||
x: 71
|
||||
y: 394
|
||||
y: 401
|
||||
width: 1109
|
||||
height: 645
|
||||
height: 638
|
||||
m_ViewDataDictionary: {fileID: 0}
|
||||
m_OverlayCanvas:
|
||||
m_LastAppliedPresetName: Default
|
||||
|
|
@ -64,11 +64,11 @@ MonoBehaviour:
|
|||
m_TextureFilterMode: 0
|
||||
m_TextureHideFlags: 61
|
||||
m_RenderIMGUI: 1
|
||||
m_EnterPlayModeBehavior: 0
|
||||
m_EnterPlayModeBehavior: 1
|
||||
m_UseMipMap: 0
|
||||
m_VSyncEnabled: 0
|
||||
m_Gizmos: 0
|
||||
m_Stats: 0
|
||||
m_Stats: 1
|
||||
m_SelectedSizes: 0a000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
m_ZoomArea:
|
||||
m_HRangeLocked: 0
|
||||
|
|
@ -97,22 +97,22 @@ MonoBehaviour:
|
|||
x: 0
|
||||
y: 21
|
||||
width: 1109
|
||||
height: 624
|
||||
m_Scale: {x: 0.5776042, y: 0.5776042}
|
||||
m_Translation: {x: 554.5, y: 312}
|
||||
height: 617
|
||||
m_Scale: {x: 0.5712963, y: 0.5712963}
|
||||
m_Translation: {x: 554.5, y: 308.5}
|
||||
m_MarginLeft: 0
|
||||
m_MarginRight: 0
|
||||
m_MarginTop: 0
|
||||
m_MarginBottom: 0
|
||||
m_LastShownAreaInsideMargins:
|
||||
serializedVersion: 2
|
||||
x: -960
|
||||
y: -540.1623
|
||||
width: 1920
|
||||
height: 1080.3246
|
||||
x: -970.59973
|
||||
y: -540
|
||||
width: 1941.1995
|
||||
height: 1080
|
||||
m_MinimalGUI: 1
|
||||
m_defaultScale: 0.5776042
|
||||
m_LastWindowPixelSize: {x: 1109, y: 645}
|
||||
m_defaultScale: 0.5712963
|
||||
m_LastWindowPixelSize: {x: 1109, y: 638}
|
||||
m_ClearInEditMode: 1
|
||||
m_NoCameraWarning: 1
|
||||
m_LowResolutionForAspectRatios: 01000000000000000000
|
||||
|
|
@ -142,7 +142,7 @@ MonoBehaviour:
|
|||
m_MinSize: {x: 300, y: 200}
|
||||
m_MaxSize: {x: 24288, y: 16192}
|
||||
vertical: 0
|
||||
controlID: -1
|
||||
controlID: 91930
|
||||
--- !u!114 &4
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 52
|
||||
|
|
@ -167,7 +167,7 @@ MonoBehaviour:
|
|||
m_MinSize: {x: 200, y: 200}
|
||||
m_MaxSize: {x: 16192, y: 16192}
|
||||
vertical: 1
|
||||
controlID: -1
|
||||
controlID: 91931
|
||||
--- !u!114 &5
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 52
|
||||
|
|
@ -188,11 +188,11 @@ MonoBehaviour:
|
|||
x: 0
|
||||
y: 0
|
||||
width: 1110
|
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height: 321
|
||||
height: 328
|
||||
m_MinSize: {x: 200, y: 100}
|
||||
m_MaxSize: {x: 16192, y: 8096}
|
||||
vertical: 0
|
||||
controlID: 15553
|
||||
controlID: 91932
|
||||
--- !u!114 &6
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 52
|
||||
|
|
@ -211,7 +211,7 @@ MonoBehaviour:
|
|||
x: 0
|
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y: 0
|
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width: 708
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height: 321
|
||||
height: 328
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m_MinSize: {x: 201, y: 221}
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m_MaxSize: {x: 4001, y: 4021}
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m_ActualView: {fileID: 7}
|
||||
|
|
@ -243,7 +243,7 @@ MonoBehaviour:
|
|||
x: 71
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||||
y: 73
|
||||
width: 707
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||||
height: 300
|
||||
height: 307
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||||
m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
|
||||
m_LastAppliedPresetName: Default
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||||
|
|
@ -467,9 +467,9 @@ MonoBehaviour:
|
|||
m_PlayAudio: 0
|
||||
m_AudioPlay: 0
|
||||
m_Position:
|
||||
m_Target: {x: 40.814148, y: -860.6872, z: -1186.4028}
|
||||
m_Target: {x: -5936.0327, y: -395.84363, z: 5086.9893}
|
||||
speed: 2
|
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m_Value: {x: 40.814148, y: -860.6872, z: -1186.4028}
|
||||
m_Value: {x: -5936.0327, y: -395.84363, z: 5086.9893}
|
||||
m_RenderMode: 0
|
||||
m_CameraMode:
|
||||
drawMode: 0
|
||||
|
|
@ -516,13 +516,13 @@ MonoBehaviour:
|
|||
m_GridAxis: 1
|
||||
m_gridOpacity: 0.5
|
||||
m_Rotation:
|
||||
m_Target: {x: -0.15218943, y: 0.08171465, z: -0.012626634, w: -0.9849056}
|
||||
m_Target: {x: -0.010432282, y: -0.98870355, z: -0.08294214, w: 0.124663696}
|
||||
speed: 2
|
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m_Value: {x: -0.15218659, y: 0.081713125, z: -0.012626397, w: -0.9848872}
|
||||
m_Value: {x: 0.010432282, y: 0.9887036, z: 0.08294214, w: -0.124663696}
|
||||
m_Size:
|
||||
m_Target: 395.6218
|
||||
m_Target: 192.96298
|
||||
speed: 2
|
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m_Value: 395.6218
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m_Value: 192.96298
|
||||
m_Ortho:
|
||||
m_Target: 0
|
||||
speed: 2
|
||||
|
|
@ -537,8 +537,8 @@ MonoBehaviour:
|
|||
m_AccelerationEnabled: 1
|
||||
m_FieldOfViewHorizontalOrVertical: 60
|
||||
m_NearClip: 0.03
|
||||
m_FarClip: 10000
|
||||
m_DynamicClip: 1
|
||||
m_FarClip: 4096
|
||||
m_DynamicClip: 0
|
||||
m_OcclusionCulling: 0
|
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m_LastSceneViewRotation: {x: 0, y: 0, z: 0, w: 0}
|
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m_LastSceneViewOrtho: 0
|
||||
|
|
@ -565,7 +565,7 @@ MonoBehaviour:
|
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x: 708
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y: 0
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width: 402
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height: 321
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height: 328
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m_MinSize: {x: 102, y: 121}
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m_MaxSize: {x: 4002, y: 4021}
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m_ActualView: {fileID: 9}
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|
|
@ -597,7 +597,7 @@ MonoBehaviour:
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x: 779
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y: 73
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width: 400
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height: 300
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height: 307
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m_ViewDataDictionary: {fileID: 0}
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m_OverlayCanvas:
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m_LastAppliedPresetName: Default
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|
|
@ -618,9 +618,9 @@ MonoBehaviour:
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m_Position:
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serializedVersion: 2
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x: 0
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y: 321
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y: 328
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width: 1110
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height: 666
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height: 659
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m_MinSize: {x: 201, y: 221}
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m_MaxSize: {x: 4001, y: 4021}
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m_ActualView: {fileID: 2}
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|
|
@ -652,7 +652,7 @@ MonoBehaviour:
|
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m_MinSize: {x: 100, y: 200}
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m_MaxSize: {x: 8096, y: 16192}
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vertical: 1
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controlID: 15490
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||||
controlID: 91874
|
||||
--- !u!114 &12
|
||||
MonoBehaviour:
|
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m_ObjectHideFlags: 52
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||||
|
|
@ -672,8 +672,8 @@ MonoBehaviour:
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y: 0
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width: 392
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height: 534
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m_MinSize: {x: 202, y: 221}
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m_MaxSize: {x: 4002, y: 4021}
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m_MinSize: {x: 201, y: 221}
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m_MaxSize: {x: 4001, y: 4021}
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m_ActualView: {fileID: 13}
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m_Panes:
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- {fileID: 13}
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|
|
@ -711,9 +711,9 @@ MonoBehaviour:
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m_SceneHierarchy:
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m_TreeViewState:
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scrollPos: {x: 0, y: 0}
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m_SelectedIDs:
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m_SelectedIDs: 066b0000
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m_LastClickedID: 0
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m_ExpandedIDs: c87bfaff5eacfaff96cafaff8c29fcffac29fcff5c5dfcff34fcfcffc033fdffa0a4fdffaaccfdff6c5cfefffa14ffff9422ffff7c24ffffa827ffffde28ffff8a2cffffa653ffff0891ffffdcfaffff82ae0000deae000062b40000f2b400001cc80000e6e20000bce5000020eb000008ec000030ef00008cef0000dc630100f8e10100906b02007a940200a4c7020080cc0200b4ce0200c2cf0200b8d3020016d40200382e0300e22e03009a330300
|
||||
m_ExpandedIDs: 5e71f1ffe454f2ff2082f6ff1e92f7ffac95f7ff1a99f7ff80f8f7ffae6af8ff6670f8ffda91f9ff1897f9ffd0bff9ff22c0f9ff8ec8f9fff4c9f9ffa26dfaffc87bfaff5eacfaff96cafaff8c29fcffac29fcff5c5dfcff34fcfcffc033fdffa0a4fdffaaccfdff6c5cfefffa14ffff9422ffff7c24ffffa827ffffde28ffff8a2cffffa653ffff0891ffffdcfaffff82ae0000deae000062b40000f2b400001cc80000e6e20000bce5000020eb000008ec000030ef00008cef0000dc630100f8e10100906b02007a940200a4c7020080cc0200b4ce0200c2cf0200b8d3020016d40200382e0300e22e03009a33030088520300d8ef03007c3804009680040056830400f4c90400b4cc0400a001050052f00500
|
||||
m_RenameOverlay:
|
||||
m_UserAcceptedRename: 0
|
||||
m_Name:
|
||||
|
|
@ -805,22 +805,22 @@ MonoBehaviour:
|
|||
m_SkipHidden: 0
|
||||
m_SearchArea: 1
|
||||
m_Folders:
|
||||
- Assets/Scenes
|
||||
- Assets/Resources
|
||||
m_Globs: []
|
||||
m_OriginalText:
|
||||
m_ViewMode: 1
|
||||
m_StartGridSize: 16
|
||||
m_LastFolders:
|
||||
- Assets/Scenes
|
||||
- Assets/Resources
|
||||
m_LastFoldersGridSize: 16
|
||||
m_LastProjectPath: E:\Projects\Aetheria-Economy
|
||||
m_LockTracker:
|
||||
m_IsLocked: 0
|
||||
m_FolderTreeState:
|
||||
scrollPos: {x: 0, y: 479}
|
||||
m_SelectedIDs: 247f0000
|
||||
m_LastClickedID: 32548
|
||||
m_ExpandedIDs: 00000000b27e0000b47e0000b67e0000b87e0000ba7e0000bc7e0000be7e0000267f0000287f0000c8910000e298000000ca9a3b
|
||||
scrollPos: {x: 0, y: 447}
|
||||
m_SelectedIDs: bc7e0000
|
||||
m_LastClickedID: 32444
|
||||
m_ExpandedIDs: 00000000b27e0000b47e0000b67e0000b87e0000ba7e0000bc7e0000be7e0000f07e0000287f000082810000388a0000c891000000ca9a3b
|
||||
m_RenameOverlay:
|
||||
m_UserAcceptedRename: 0
|
||||
m_Name:
|
||||
|
|
@ -848,7 +848,7 @@ MonoBehaviour:
|
|||
scrollPos: {x: 0, y: 0}
|
||||
m_SelectedIDs:
|
||||
m_LastClickedID: 0
|
||||
m_ExpandedIDs: 00000000b27e0000b47e0000b67e0000b87e0000ba7e0000bc7e0000be7e0000287f0000c891000000ca9a3b
|
||||
m_ExpandedIDs: 00000000b27e0000b47e0000b67e0000b87e0000ba7e0000bc7e0000be7e0000f07e0000287f000082810000388a0000c891000000ca9a3b
|
||||
m_RenameOverlay:
|
||||
m_UserAcceptedRename: 0
|
||||
m_Name:
|
||||
|
|
@ -873,8 +873,8 @@ MonoBehaviour:
|
|||
m_Icon: {fileID: 0}
|
||||
m_ResourceFile:
|
||||
m_ListAreaState:
|
||||
m_SelectedInstanceIDs:
|
||||
m_LastClickedInstanceID: 0
|
||||
m_SelectedInstanceIDs: 066b0000
|
||||
m_LastClickedInstanceID: 27398
|
||||
m_HadKeyboardFocusLastEvent: 1
|
||||
m_ExpandedInstanceIDs: c6230000b2db0000fefa00000cfb0000
|
||||
m_RenameOverlay:
|
||||
|
|
@ -900,7 +900,7 @@ MonoBehaviour:
|
|||
m_Icon: {fileID: 0}
|
||||
m_ResourceFile:
|
||||
m_NewAssetIndexInList: -1
|
||||
m_ScrollPosition: {x: 0, y: 0}
|
||||
m_ScrollPosition: {x: 0, y: 79}
|
||||
m_GridSize: 16
|
||||
m_SkipHiddenPackages: 0
|
||||
m_DirectoriesAreaWidth: 177
|
||||
|
|
|
|||
File diff suppressed because it is too large
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Reference in a new issue