This commit is contained in:
2025-11-14 18:44:06 +08:00
parent 10156da245
commit 22e867d077
7013 changed files with 2572882 additions and 1804 deletions

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using System;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
[RequireComponent(typeof(WaterBase))]
public class Displace : MonoBehaviour
{
public void Awake()
{
if (enabled)
{
OnEnable();
}
else
{
OnDisable();
}
}
public void OnEnable()
{
Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_ON");
Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_OFF");
}
public void OnDisable()
{
Shader.EnableKeyword("WATER_VERTEX_DISPLACEMENT_OFF");
Shader.DisableKeyword("WATER_VERTEX_DISPLACEMENT_ON");
}
}
}

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using System;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
[RequireComponent(typeof(WaterBase))]
public class GerstnerDisplace : Displace { }
}

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using System;
using UnityEngine;
namespace UnityStandardAssets.Water
{
public class MeshContainer
{
public Mesh mesh;
public Vector3[] vertices;
public Vector3[] normals;
public MeshContainer(Mesh m)
{
mesh = m;
vertices = m.vertices;
normals = m.normals;
}
public void Update()
{
mesh.vertices = vertices;
mesh.normals = normals;
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
[RequireComponent(typeof(WaterBase))]
public class PlanarReflection : MonoBehaviour
{
public LayerMask reflectionMask;
public bool reflectSkybox = false;
public Color clearColor = Color.grey;
public String reflectionSampler = "_ReflectionTex";
public float clipPlaneOffset = 0.07F;
Vector3 m_Oldpos;
Camera m_ReflectionCamera;
Material m_SharedMaterial;
Dictionary<Camera, bool> m_HelperCameras;
public void Start()
{
m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial;
}
Camera CreateReflectionCameraFor(Camera cam)
{
String reflName = gameObject.name + "Reflection" + cam.name;
GameObject go = GameObject.Find(reflName);
if (!go)
{
go = new GameObject(reflName, typeof(Camera));
}
if (!go.GetComponent(typeof(Camera)))
{
go.AddComponent(typeof(Camera));
}
Camera reflectCamera = go.GetComponent<Camera>();
reflectCamera.backgroundColor = clearColor;
reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
SetStandardCameraParameter(reflectCamera, reflectionMask);
if (!reflectCamera.targetTexture)
{
reflectCamera.targetTexture = CreateTextureFor(cam);
}
return reflectCamera;
}
void SetStandardCameraParameter(Camera cam, LayerMask mask)
{
cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water"));
cam.backgroundColor = Color.black;
cam.enabled = false;
}
RenderTexture CreateTextureFor(Camera cam)
{
RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * 0.5F),
Mathf.FloorToInt(cam.pixelHeight * 0.5F), 24);
rt.hideFlags = HideFlags.DontSave;
return rt;
}
public void RenderHelpCameras(Camera currentCam)
{
if (null == m_HelperCameras)
{
m_HelperCameras = new Dictionary<Camera, bool>();
}
if (!m_HelperCameras.ContainsKey(currentCam))
{
m_HelperCameras.Add(currentCam, false);
}
if (m_HelperCameras[currentCam])
{
return;
}
if (!m_ReflectionCamera)
{
m_ReflectionCamera = CreateReflectionCameraFor(currentCam);
}
RenderReflectionFor(currentCam, m_ReflectionCamera);
m_HelperCameras[currentCam] = true;
}
public void LateUpdate()
{
if (null != m_HelperCameras)
{
m_HelperCameras.Clear();
}
}
public void WaterTileBeingRendered(Transform tr, Camera currentCam)
{
RenderHelpCameras(currentCam);
if (m_ReflectionCamera && m_SharedMaterial)
{
m_SharedMaterial.SetTexture(reflectionSampler, m_ReflectionCamera.targetTexture);
}
}
public void OnEnable()
{
Shader.EnableKeyword("WATER_REFLECTIVE");
Shader.DisableKeyword("WATER_SIMPLE");
}
public void OnDisable()
{
Shader.EnableKeyword("WATER_SIMPLE");
Shader.DisableKeyword("WATER_REFLECTIVE");
}
void RenderReflectionFor(Camera cam, Camera reflectCamera)
{
if (!reflectCamera)
{
return;
}
if (m_SharedMaterial && !m_SharedMaterial.HasProperty(reflectionSampler))
{
return;
}
reflectCamera.cullingMask = reflectionMask & ~(1 << LayerMask.NameToLayer("Water"));
SaneCameraSettings(reflectCamera);
reflectCamera.backgroundColor = clearColor;
reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor;
if (reflectSkybox)
{
if (cam.gameObject.GetComponent(typeof(Skybox)))
{
Skybox sb = (Skybox)reflectCamera.gameObject.GetComponent(typeof(Skybox));
if (!sb)
{
sb = (Skybox)reflectCamera.gameObject.AddComponent(typeof(Skybox));
}
sb.material = ((Skybox)cam.GetComponent(typeof(Skybox))).material;
}
}
GL.invertCulling = true;
Transform reflectiveSurface = transform; //waterHeight;
Vector3 eulerA = cam.transform.eulerAngles;
reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z);
reflectCamera.transform.position = cam.transform.position;
Vector3 pos = reflectiveSurface.transform.position;
pos.y = reflectiveSurface.position.y;
Vector3 normal = reflectiveSurface.transform.up;
float d = -Vector3.Dot(normal, pos) - clipPlaneOffset;
Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
Matrix4x4 reflection = Matrix4x4.zero;
reflection = CalculateReflectionMatrix(reflection, reflectionPlane);
m_Oldpos = cam.transform.position;
Vector3 newpos = reflection.MultiplyPoint(m_Oldpos);
reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f);
Matrix4x4 projection = cam.projectionMatrix;
projection = CalculateObliqueMatrix(projection, clipPlane);
reflectCamera.projectionMatrix = projection;
reflectCamera.transform.position = newpos;
Vector3 euler = cam.transform.eulerAngles;
reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
reflectCamera.Render();
GL.invertCulling = false;
}
void SaneCameraSettings(Camera helperCam)
{
helperCam.depthTextureMode = DepthTextureMode.None;
helperCam.backgroundColor = Color.black;
helperCam.clearFlags = CameraClearFlags.SolidColor;
helperCam.renderingPath = RenderingPath.Forward;
}
static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane)
{
Vector4 q = projection.inverse * new Vector4(
Sgn(clipPlane.x),
Sgn(clipPlane.y),
1.0F,
1.0F
);
Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q)));
// third row = clip plane - fourth row
projection[2] = c.x - projection[3];
projection[6] = c.y - projection[7];
projection[10] = c.z - projection[11];
projection[14] = c.w - projection[15];
return projection;
}
static Matrix4x4 CalculateReflectionMatrix(Matrix4x4 reflectionMat, Vector4 plane)
{
reflectionMat.m00 = (1.0F - 2.0F * plane[0] * plane[0]);
reflectionMat.m01 = (- 2.0F * plane[0] * plane[1]);
reflectionMat.m02 = (- 2.0F * plane[0] * plane[2]);
reflectionMat.m03 = (- 2.0F * plane[3] * plane[0]);
reflectionMat.m10 = (- 2.0F * plane[1] * plane[0]);
reflectionMat.m11 = (1.0F - 2.0F * plane[1] * plane[1]);
reflectionMat.m12 = (- 2.0F * plane[1] * plane[2]);
reflectionMat.m13 = (- 2.0F * plane[3] * plane[1]);
reflectionMat.m20 = (- 2.0F * plane[2] * plane[0]);
reflectionMat.m21 = (- 2.0F * plane[2] * plane[1]);
reflectionMat.m22 = (1.0F - 2.0F * plane[2] * plane[2]);
reflectionMat.m23 = (- 2.0F * plane[3] * plane[2]);
reflectionMat.m30 = 0.0F;
reflectionMat.m31 = 0.0F;
reflectionMat.m32 = 0.0F;
reflectionMat.m33 = 1.0F;
return reflectionMat;
}
static float Sgn(float a)
{
if (a > 0.0F)
{
return 1.0F;
}
if (a < 0.0F)
{
return -1.0F;
}
return 0.0F;
}
Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
{
Vector3 offsetPos = pos + normal * clipPlaneOffset;
Matrix4x4 m = cam.worldToCameraMatrix;
Vector3 cpos = m.MultiplyPoint(offsetPos);
Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
}
}
}

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using System;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[RequireComponent(typeof(WaterBase))]
[ExecuteInEditMode]
public class SpecularLighting : MonoBehaviour
{
public Transform specularLight;
private WaterBase m_WaterBase;
public void Start()
{
m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase));
}
public void Update()
{
if (!m_WaterBase)
{
m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase));
}
if (specularLight && m_WaterBase.sharedMaterial)
{
m_WaterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward);
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode] // Make water live-update even when not in play mode
public class Water : MonoBehaviour
{
public enum WaterMode
{
Simple = 0,
Reflective = 1,
Refractive = 2,
};
public WaterMode waterMode = WaterMode.Refractive;
public bool disablePixelLights = true;
public int textureSize = 256;
public float clipPlaneOffset = 0.07f;
public LayerMask reflectLayers = -1;
public LayerMask refractLayers = -1;
private Dictionary<Camera, Camera> m_ReflectionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
private Dictionary<Camera, Camera> m_RefractionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
private RenderTexture m_ReflectionTexture;
private RenderTexture m_RefractionTexture;
private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
private int m_OldReflectionTextureSize;
private int m_OldRefractionTextureSize;
private static bool s_InsideWater;
// This is called when it's known that the object will be rendered by some
// camera. We render reflections / refractions and do other updates here.
// Because the script executes in edit mode, reflections for the scene view
// camera will just work!
public void OnWillRenderObject()
{
if (!enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial ||
!GetComponent<Renderer>().enabled)
{
return;
}
Camera cam = Camera.current;
if (!cam)
{
return;
}
// Safeguard from recursive water reflections.
if (s_InsideWater)
{
return;
}
s_InsideWater = true;
// Actual water rendering mode depends on both the current setting AND
// the hardware support. There's no point in rendering refraction textures
// if they won't be visible in the end.
m_HardwareWaterSupport = FindHardwareWaterSupport();
WaterMode mode = GetWaterMode();
Camera reflectionCamera, refractionCamera;
CreateWaterObjects(cam, out reflectionCamera, out refractionCamera);
// find out the reflection plane: position and normal in world space
Vector3 pos = transform.position;
Vector3 normal = transform.up;
// Optionally disable pixel lights for reflection/refraction
int oldPixelLightCount = QualitySettings.pixelLightCount;
if (disablePixelLights)
{
QualitySettings.pixelLightCount = 0;
}
UpdateCameraModes(cam, reflectionCamera);
UpdateCameraModes(cam, refractionCamera);
// Render reflection if needed
if (mode >= WaterMode.Reflective)
{
// Reflect camera around reflection plane
float d = -Vector3.Dot(normal, pos) - clipPlaneOffset;
Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
Matrix4x4 reflection = Matrix4x4.zero;
CalculateReflectionMatrix(ref reflection, reflectionPlane);
Vector3 oldpos = cam.transform.position;
Vector3 newpos = reflection.MultiplyPoint(oldpos);
reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
// Setup oblique projection matrix so that near plane is our reflection
// plane. This way we clip everything below/above it for free.
Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f);
reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer
reflectionCamera.targetTexture = m_ReflectionTexture;
GL.invertCulling = true;
reflectionCamera.transform.position = newpos;
Vector3 euler = cam.transform.eulerAngles;
reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
reflectionCamera.Render();
reflectionCamera.transform.position = oldpos;
GL.invertCulling = false;
GetComponent<Renderer>().sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture);
}
// Render refraction
if (mode >= WaterMode.Refractive)
{
refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix;
// Setup oblique projection matrix so that near plane is our reflection
// plane. This way we clip everything below/above it for free.
Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f);
refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer
refractionCamera.targetTexture = m_RefractionTexture;
refractionCamera.transform.position = cam.transform.position;
refractionCamera.transform.rotation = cam.transform.rotation;
refractionCamera.Render();
GetComponent<Renderer>().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture);
}
// Restore pixel light count
if (disablePixelLights)
{
QualitySettings.pixelLightCount = oldPixelLightCount;
}
// Setup shader keywords based on water mode
switch (mode)
{
case WaterMode.Simple:
Shader.EnableKeyword("WATER_SIMPLE");
Shader.DisableKeyword("WATER_REFLECTIVE");
Shader.DisableKeyword("WATER_REFRACTIVE");
break;
case WaterMode.Reflective:
Shader.DisableKeyword("WATER_SIMPLE");
Shader.EnableKeyword("WATER_REFLECTIVE");
Shader.DisableKeyword("WATER_REFRACTIVE");
break;
case WaterMode.Refractive:
Shader.DisableKeyword("WATER_SIMPLE");
Shader.DisableKeyword("WATER_REFLECTIVE");
Shader.EnableKeyword("WATER_REFRACTIVE");
break;
}
s_InsideWater = false;
}
// Cleanup all the objects we possibly have created
void OnDisable()
{
if (m_ReflectionTexture)
{
DestroyImmediate(m_ReflectionTexture);
m_ReflectionTexture = null;
}
if (m_RefractionTexture)
{
DestroyImmediate(m_RefractionTexture);
m_RefractionTexture = null;
}
foreach (var kvp in m_ReflectionCameras)
{
DestroyImmediate((kvp.Value).gameObject);
}
m_ReflectionCameras.Clear();
foreach (var kvp in m_RefractionCameras)
{
DestroyImmediate((kvp.Value).gameObject);
}
m_RefractionCameras.Clear();
}
// This just sets up some matrices in the material; for really
// old cards to make water texture scroll.
void Update()
{
if (!GetComponent<Renderer>())
{
return;
}
Material mat = GetComponent<Renderer>().sharedMaterial;
if (!mat)
{
return;
}
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
float waveScale = mat.GetFloat("_WaveScale");
Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f);
// Time since level load, and do intermediate calculations with doubles
double t = Time.timeSinceLevelLoad / 20.0;
Vector4 offsetClamped = new Vector4(
(float)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0),
(float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0),
(float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0),
(float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0)
);
mat.SetVector("_WaveOffset", offsetClamped);
mat.SetVector("_WaveScale4", waveScale4);
}
void UpdateCameraModes(Camera src, Camera dest)
{
if (dest == null)
{
return;
}
// set water camera to clear the same way as current camera
dest.clearFlags = src.clearFlags;
dest.backgroundColor = src.backgroundColor;
if (src.clearFlags == CameraClearFlags.Skybox)
{
Skybox sky = src.GetComponent<Skybox>();
Skybox mysky = dest.GetComponent<Skybox>();
if (!sky || !sky.material)
{
mysky.enabled = false;
}
else
{
mysky.enabled = true;
mysky.material = sky.material;
}
}
// update other values to match current camera.
// even if we are supplying custom camera&projection matrices,
// some of values are used elsewhere (e.g. skybox uses far plane)
dest.farClipPlane = src.farClipPlane;
dest.nearClipPlane = src.nearClipPlane;
dest.orthographic = src.orthographic;
dest.fieldOfView = src.fieldOfView;
dest.aspect = src.aspect;
dest.orthographicSize = src.orthographicSize;
}
// On-demand create any objects we need for water
void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera)
{
WaterMode mode = GetWaterMode();
reflectionCamera = null;
refractionCamera = null;
if (mode >= WaterMode.Reflective)
{
// Reflection render texture
if (!m_ReflectionTexture || m_OldReflectionTextureSize != textureSize)
{
if (m_ReflectionTexture)
{
DestroyImmediate(m_ReflectionTexture);
}
m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16);
m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID();
m_ReflectionTexture.isPowerOfTwo = true;
m_ReflectionTexture.hideFlags = HideFlags.DontSave;
m_OldReflectionTextureSize = textureSize;
}
// Camera for reflection
m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera);
if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
{
GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox));
reflectionCamera = go.GetComponent<Camera>();
reflectionCamera.enabled = false;
reflectionCamera.transform.position = transform.position;
reflectionCamera.transform.rotation = transform.rotation;
reflectionCamera.gameObject.AddComponent<FlareLayer>();
go.hideFlags = HideFlags.HideAndDontSave;
m_ReflectionCameras[currentCamera] = reflectionCamera;
}
}
if (mode >= WaterMode.Refractive)
{
// Refraction render texture
if (!m_RefractionTexture || m_OldRefractionTextureSize != textureSize)
{
if (m_RefractionTexture)
{
DestroyImmediate(m_RefractionTexture);
}
m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16);
m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID();
m_RefractionTexture.isPowerOfTwo = true;
m_RefractionTexture.hideFlags = HideFlags.DontSave;
m_OldRefractionTextureSize = textureSize;
}
// Camera for refraction
m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera);
if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
{
GameObject go =
new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(),
typeof(Camera), typeof(Skybox));
refractionCamera = go.GetComponent<Camera>();
refractionCamera.enabled = false;
refractionCamera.transform.position = transform.position;
refractionCamera.transform.rotation = transform.rotation;
refractionCamera.gameObject.AddComponent<FlareLayer>();
go.hideFlags = HideFlags.HideAndDontSave;
m_RefractionCameras[currentCamera] = refractionCamera;
}
}
}
WaterMode GetWaterMode()
{
if (m_HardwareWaterSupport < waterMode)
{
return m_HardwareWaterSupport;
}
return waterMode;
}
WaterMode FindHardwareWaterSupport()
{
if (!GetComponent<Renderer>())
{
return WaterMode.Simple;
}
Material mat = GetComponent<Renderer>().sharedMaterial;
if (!mat)
{
return WaterMode.Simple;
}
string mode = mat.GetTag("WATERMODE", false);
if (mode == "Refractive")
{
return WaterMode.Refractive;
}
if (mode == "Reflective")
{
return WaterMode.Reflective;
}
return WaterMode.Simple;
}
// Given position/normal of the plane, calculates plane in camera space.
Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
{
Vector3 offsetPos = pos + normal * clipPlaneOffset;
Matrix4x4 m = cam.worldToCameraMatrix;
Vector3 cpos = m.MultiplyPoint(offsetPos);
Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
}
// Calculates reflection matrix around the given plane
static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
{
reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
reflectionMat.m01 = (- 2F * plane[0] * plane[1]);
reflectionMat.m02 = (- 2F * plane[0] * plane[2]);
reflectionMat.m03 = (- 2F * plane[3] * plane[0]);
reflectionMat.m10 = (- 2F * plane[1] * plane[0]);
reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
reflectionMat.m12 = (- 2F * plane[1] * plane[2]);
reflectionMat.m13 = (- 2F * plane[3] * plane[1]);
reflectionMat.m20 = (- 2F * plane[2] * plane[0]);
reflectionMat.m21 = (- 2F * plane[2] * plane[1]);
reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
reflectionMat.m23 = (- 2F * plane[3] * plane[2]);
reflectionMat.m30 = 0F;
reflectionMat.m31 = 0F;
reflectionMat.m32 = 0F;
reflectionMat.m33 = 1F;
}
}
}

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using System;
using UnityEngine;
namespace UnityStandardAssets.Water
{
public enum WaterQuality
{
High = 2,
Medium = 1,
Low = 0,
}
[ExecuteInEditMode]
public class WaterBase : MonoBehaviour
{
public Material sharedMaterial;
public WaterQuality waterQuality = WaterQuality.High;
public bool edgeBlend = true;
public void UpdateShader()
{
if (waterQuality > WaterQuality.Medium)
{
sharedMaterial.shader.maximumLOD = 501;
}
else if (waterQuality > WaterQuality.Low)
{
sharedMaterial.shader.maximumLOD = 301;
}
else
{
sharedMaterial.shader.maximumLOD = 201;
}
// If the system does not support depth textures (ie. NaCl), turn off edge bleeding,
// as the shader will render everything as transparent if the depth texture is not valid.
if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
{
edgeBlend = false;
}
if (edgeBlend)
{
Shader.EnableKeyword("WATER_EDGEBLEND_ON");
Shader.DisableKeyword("WATER_EDGEBLEND_OFF");
// just to make sure (some peeps might forget to add a water tile to the patches)
if (Camera.main)
{
Camera.main.depthTextureMode |= DepthTextureMode.Depth;
}
}
else
{
Shader.EnableKeyword("WATER_EDGEBLEND_OFF");
Shader.DisableKeyword("WATER_EDGEBLEND_ON");
}
}
public void WaterTileBeingRendered(Transform tr, Camera currentCam)
{
if (currentCam && edgeBlend)
{
currentCam.depthTextureMode |= DepthTextureMode.Depth;
}
}
public void Update()
{
if (sharedMaterial)
{
UpdateShader();
}
}
}
}

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using System;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode]
public class WaterTile : MonoBehaviour
{
public PlanarReflection reflection;
public WaterBase waterBase;
public void Start()
{
AcquireComponents();
}
void AcquireComponents()
{
if (!reflection)
{
if (transform.parent)
{
reflection = transform.parent.GetComponent<PlanarReflection>();
}
else
{
reflection = transform.GetComponent<PlanarReflection>();
}
}
if (!waterBase)
{
if (transform.parent)
{
waterBase = transform.parent.GetComponent<WaterBase>();
}
else
{
waterBase = transform.GetComponent<WaterBase>();
}
}
}
#if UNITY_EDITOR
public void Update()
{
AcquireComponents();
}
#endif
public void OnWillRenderObject()
{
if (reflection)
{
reflection.WaterTileBeingRendered(transform, Camera.current);
}
if (waterBase)
{
waterBase.WaterTileBeingRendered(transform, Camera.current);
}
}
}
}

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using System;
using UnityEngine;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using UltimateGameTools.MeshSimplifier;
public class LODPreview : MonoBehaviour
{
[Serializable]
public class ShowcaseObject
{
public AutomaticLOD m_automaticLOD;
public Vector3 m_position;
public Vector3 m_angles;
public Vector3 m_rotationAxis = Vector3.up;
public string m_description;
}
public ShowcaseObject[] ShowcaseObjects;
public Material WireframeMaterial;
public float MouseSensitvity = 0.3f;
public float MouseReleaseSpeed = 3.0f;
void Start ()
{
if (ShowcaseObjects != null && ShowcaseObjects.Length > 0)
{
for (int i = 0; i < ShowcaseObjects.Length; i++)
{
ShowcaseObjects[i].m_description = ShowcaseObjects[i].m_description.Replace("\\n", Environment.NewLine);
}
SetActiveObject(0);
}
Simplifier.CoroutineFrameMiliseconds = 20;
}
void Progress(string strTitle, string strMessage, float fT)
{
int nPercent = Mathf.RoundToInt(fT * 100.0f);
if(nPercent != m_nLastProgress || m_strLastTitle != strTitle || m_strLastMessage != strMessage)
{
m_strLastTitle = strTitle;
m_strLastMessage = strMessage;
m_nLastProgress = nPercent;
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.W))
{
m_bWireframe = !m_bWireframe;
SetWireframe(m_bWireframe);
}
if (m_selectedAutomaticLOD != null)
{
if (Input.GetMouseButton(0) && Input.mousePosition.y > 100)
{
Vector3 v3Angles = ShowcaseObjects[m_nSelectedIndex].m_rotationAxis * -((Input.mousePosition.x - m_fLastMouseX) * MouseSensitvity);
m_selectedAutomaticLOD.transform.Rotate(v3Angles, Space.Self);
}
else if(Input.GetMouseButtonUp(0) && Input.mousePosition.y > 100)
{
m_fRotationSpeed = -(Input.mousePosition.x - m_fLastMouseX) * MouseReleaseSpeed;
}
else
{
Vector3 v3Angles = ShowcaseObjects[m_nSelectedIndex].m_rotationAxis * (m_fRotationSpeed * Time.deltaTime);
m_selectedAutomaticLOD.transform.Rotate(v3Angles, Space.Self);
}
}
m_fLastMouseX = Input.mousePosition.x;
}
void OnGUI()
{
int nWidth = 400;
if(ShowcaseObjects == null)
{
return;
}
bool bAllowInteract = true;
if (!string.IsNullOrEmpty(m_strLastTitle) && !string.IsNullOrEmpty(m_strLastMessage))
{
bAllowInteract = false;
}
GUI.Box(new Rect(0, 0, nWidth + 10, 430), "");
GUILayout.Label("Select model:", GUILayout.Width(nWidth));
GUILayout.BeginHorizontal();
for (int i = 0; i < ShowcaseObjects.Length; i++)
{
if (GUILayout.Button(ShowcaseObjects[i].m_automaticLOD.name) && bAllowInteract)
{
if (m_selectedAutomaticLOD != null)
{
DestroyImmediate(m_selectedAutomaticLOD.gameObject);
}
SetActiveObject(i);
}
}
GUILayout.EndHorizontal();
if (m_selectedAutomaticLOD != null)
{
GUILayout.Space(20);
GUILayout.Label(ShowcaseObjects[m_nSelectedIndex].m_description);
GUILayout.Space(20);
GUI.changed = false;
m_bWireframe = GUILayout.Toggle(m_bWireframe, "Show wireframe");
if (GUI.changed && m_selectedAutomaticLOD != null)
{
SetWireframe(m_bWireframe);
}
GUILayout.Space(20);
GUILayout.Label("Select predefined LOD:");
GUILayout.BeginHorizontal();
for (int i = 0; i < m_selectedAutomaticLOD.GetLODLevelCount(); i++)
{
if (GUILayout.Button("LOD " + i) && bAllowInteract)
{
m_selectedAutomaticLOD.SwitchToLOD(i, true);
}
}
GUILayout.EndHorizontal();
GUILayout.Space(20);
GUILayout.Label("Vertex count: " + m_selectedAutomaticLOD.GetCurrentVertexCount(true) + "/" + m_selectedAutomaticLOD.GetOriginalVertexCount(true));
GUILayout.Space(20);
if (!string.IsNullOrEmpty(m_strLastTitle) && !string.IsNullOrEmpty(m_strLastMessage))
{
GUILayout.Label(m_strLastTitle + ": " + m_strLastMessage, GUILayout.MaxWidth(nWidth));
GUI.color = Color.blue;
Rect lastRect = GUILayoutUtility.GetLastRect();
GUI.Box(new Rect(10, lastRect.yMax + 5, 204, 24), "");
GUI.Box(new Rect(12, lastRect.yMax + 7, m_nLastProgress * 2, 20), "");
}
else
{
GUILayout.Label("Vertices: " + (m_fVertexAmount * 100.0f).ToString("0.00") + "%");
m_fVertexAmount = GUILayout.HorizontalSlider(m_fVertexAmount, 0.0f, 1.0f, GUILayout.Width(200));
GUILayout.BeginHorizontal();
GUILayout.Space(3);
if (GUILayout.Button("Compute custom LOD", GUILayout.Width(200)))
{
StartCoroutine(ComputeLODWithVertices(m_fVertexAmount));
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
}
}
private void SetActiveObject(int index)
{
m_nSelectedIndex = index;
AutomaticLOD automaticLOD = Instantiate(ShowcaseObjects[index].m_automaticLOD);
automaticLOD.transform.position = ShowcaseObjects[index].m_position;
automaticLOD.transform.rotation = Quaternion.Euler(ShowcaseObjects[index].m_angles);
m_selectedAutomaticLOD = automaticLOD;
automaticLOD.SetAutomaticCameraLODSwitch(false);
m_objectMaterials = new Dictionary<GameObject, Material[]>();
AddMaterials(automaticLOD.gameObject, m_objectMaterials);
m_bWireframe = false;
}
private void AddMaterials(GameObject theGameObject, Dictionary<GameObject, Material[]> dicMaterials)
{
Renderer theRenderer = theGameObject.GetComponent<Renderer>();
AutomaticLOD automaticLOD = theGameObject.GetComponent<AutomaticLOD>();
if (theRenderer != null && theRenderer.sharedMaterials != null && automaticLOD != null)
{
dicMaterials.Add(theGameObject, theRenderer.sharedMaterials);
}
for (int i = 0; i < theGameObject.transform.childCount; i++)
{
AddMaterials(theGameObject.transform.GetChild(i).gameObject, dicMaterials);
}
}
private void SetWireframe(bool bEnabled)
{
m_bWireframe = bEnabled;
foreach (KeyValuePair<GameObject, Material[]> pair in m_objectMaterials)
{
Renderer theRenderer = pair.Key.GetComponent<Renderer>();
if (bEnabled)
{
Material[] materials = new Material[pair.Value.Length];
for (int i = 0; i < pair.Value.Length; i++)
{
materials[i] = WireframeMaterial;
}
theRenderer.sharedMaterials = materials;
}
else
{
theRenderer.sharedMaterials = pair.Value;
}
}
}
private IEnumerator ComputeLODWithVertices(float fAmount)
{
foreach (KeyValuePair<GameObject, Material[]> pair in m_objectMaterials)
{
AutomaticLOD automaticLOD = pair.Key.GetComponent<AutomaticLOD>();
MeshFilter meshFilter = pair.Key.GetComponent<MeshFilter>();
SkinnedMeshRenderer skin = pair.Key.GetComponent<SkinnedMeshRenderer>();
if (automaticLOD && (meshFilter != null || skin != null))
{
Mesh newMesh = null;
if (meshFilter != null)
{
newMesh = Mesh.Instantiate(meshFilter.sharedMesh);
}
else if (skin != null)
{
newMesh = Mesh.Instantiate(skin.sharedMesh);
}
automaticLOD.GetMeshSimplifier().CoroutineEnded = false;
StartCoroutine(automaticLOD.GetMeshSimplifier().ComputeMeshWithVertexCount(pair.Key, newMesh, Mathf.RoundToInt(fAmount * automaticLOD.GetMeshSimplifier().GetOriginalMeshUniqueVertexCount()), automaticLOD.name, Progress));
while (automaticLOD.GetMeshSimplifier().CoroutineEnded == false)
{
yield return null;
}
if (meshFilter != null)
{
meshFilter.mesh = newMesh;
}
else if (skin != null)
{
skin.sharedMesh = newMesh;
}
}
}
m_strLastTitle = "";
m_strLastMessage = "";
m_nLastProgress = 0;
}
Dictionary<GameObject, Material[]> m_objectMaterials;
AutomaticLOD m_selectedAutomaticLOD;
int m_nSelectedIndex = -1;
bool m_bWireframe;
float m_fRotationSpeed = 10.0f;
float m_fLastMouseX;
Mesh m_newMesh;
int m_nLastProgress = -1;
string m_strLastTitle = "";
string m_strLastMessage = "";
float m_fVertexAmount = 1.0f;
}

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using System;
using UnityEngine;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using UltimateGameTools.MeshSimplifier;
public class LODSampleLODScene : MonoBehaviour
{
[Serializable]
public class SceneCamera
{
public Camera m_camera;
public float m_near;
public float m_far;
[HideInInspector]
public Vector3 m_v3InitialCameraPosition;
[HideInInspector]
public Vector3 m_v3ViewDir;
}
public SceneCamera[] SceneCameras;
public Material WireframeMaterial;
void Start ()
{
// Enumerate all our objects with automatic LOD components
AutomaticLOD[] automaticLODObjects = FindObjectsOfType<AutomaticLOD>();
m_sceneLODObjects = new List<AutomaticLOD>();
m_objectMaterials = new Dictionary<GameObject, Material[]>();
m_nMaxLODLevels = 0;
foreach (AutomaticLOD automaticLOD in automaticLODObjects)
{
if (automaticLOD.IsRootAutomaticLOD())
{
m_sceneLODObjects.Add(automaticLOD);
if (automaticLOD.GetLODLevelCount() > m_nMaxLODLevels)
{
m_nMaxLODLevels = automaticLOD.GetLODLevelCount();
}
AddMaterials(automaticLOD.gameObject, m_objectMaterials);
}
}
// Setup camera
if (SceneCameras != null && SceneCameras.Length > 0)
{
foreach(SceneCamera sceneCamera in SceneCameras)
{
sceneCamera.m_v3InitialCameraPosition = sceneCamera.m_camera.transform.position;
sceneCamera.m_v3ViewDir = sceneCamera.m_camera.transform.forward;
}
SetActiveCamera(0);
}
m_bWireframe = false;
}
void Update()
{
m_nCamMode = 0;
if(Input.GetKey(KeyCode.I))
{
m_nCamMode = 1;
}
else if (Input.GetKey(KeyCode.O))
{
m_nCamMode = -1;
}
if (m_nCamMode != 0)
{
m_fCurrentDistanceSlider -= Time.deltaTime * 0.1f * m_nCamMode;
m_fCurrentDistanceSlider = Mathf.Clamp01(m_fCurrentDistanceSlider);
UpdateCamera(m_fCurrentDistanceSlider);
}
if (Input.GetKeyDown(KeyCode.W))
{
m_bWireframe = !m_bWireframe;
SetWireframe(m_bWireframe);
}
}
void OnGUI()
{
int nWidth = 400;
if(SceneCameras == null)
{
return;
}
if (SceneCameras.Length == 0)
{
return;
}
GUI.Box(new Rect(0, 0, nWidth + 10, 260), "");
GUILayout.Space(20);
GUILayout.Label("Select camera:", GUILayout.Width(nWidth));
GUILayout.BeginHorizontal();
for (int i = 0; i < SceneCameras.Length; i++)
{
if (GUILayout.Button(SceneCameras[i].m_camera.name))
{
SetActiveCamera(i);
}
}
GUILayout.EndHorizontal();
GUILayout.Label("Camera distance:", GUILayout.Width(nWidth));
GUI.changed = false;
m_fCurrentDistanceSlider = GUILayout.HorizontalSlider(m_fCurrentDistanceSlider, 0.0f, 1.0f);
if (GUI.changed)
{
UpdateCamera(m_fCurrentDistanceSlider);
}
GUI.changed = false;
m_bWireframe = GUILayout.Toggle(m_bWireframe, "Show wireframe");
if (GUI.changed)
{
SetWireframe(m_bWireframe);
}
GUILayout.Space(20);
GUILayout.Label("Select LOD:");
GUILayout.BeginHorizontal();
if (GUILayout.Button("Automatic LOD"))
{
foreach(AutomaticLOD automaticLOD in m_sceneLODObjects)
{
automaticLOD.SetAutomaticCameraLODSwitch(true);
}
}
for (int i = 0; i < m_nMaxLODLevels; i++)
{
if (GUILayout.Button("LOD " + i))
{
foreach(AutomaticLOD automaticLOD in m_sceneLODObjects)
{
automaticLOD.SetAutomaticCameraLODSwitch(false);
automaticLOD.SwitchToLOD(i, true);
}
}
}
GUILayout.EndHorizontal();
GUILayout.Space(20);
int nLODVertexCount = 0;
int nTotalVertexCount = 0;
foreach(AutomaticLOD automaticLOD in m_sceneLODObjects)
{
nLODVertexCount += automaticLOD.GetCurrentVertexCount(true);
nTotalVertexCount += automaticLOD.GetOriginalVertexCount(true);
}
GUILayout.Label("Vertex count: " + nLODVertexCount + "/" + nTotalVertexCount + " " + Mathf.RoundToInt(100.0f * ((float)nLODVertexCount / (float)nTotalVertexCount)).ToString() + "%");
GUILayout.Space(20);
}
private void SetActiveCamera(int index)
{
foreach (SceneCamera sceneCamera in SceneCameras)
{
sceneCamera.m_camera.gameObject.SetActive(false);
}
m_selectedCamera = SceneCameras[index];
m_selectedCamera.m_camera.gameObject.SetActive(true);
m_selectedCamera.m_camera.transform.position = m_selectedCamera.m_v3InitialCameraPosition;
m_fCurrentDistanceSlider = m_selectedCamera.m_near / (m_selectedCamera.m_near - m_selectedCamera.m_far);
}
private void UpdateCamera(float fPos)
{
Vector3 v3Position = Vector3.Lerp(m_selectedCamera.m_v3InitialCameraPosition + (m_selectedCamera.m_v3ViewDir * m_selectedCamera.m_near),
m_selectedCamera.m_v3InitialCameraPosition + (m_selectedCamera.m_v3ViewDir * m_selectedCamera.m_far),
fPos);
m_selectedCamera.m_camera.transform.position = v3Position;
}
private void AddMaterials(GameObject theGameObject, Dictionary<GameObject, Material[]> dicMaterials)
{
Renderer theRenderer = theGameObject.GetComponent<Renderer>();
AutomaticLOD automaticLOD = theGameObject.GetComponent<AutomaticLOD>();
if (theRenderer != null && theRenderer.sharedMaterials != null && automaticLOD != null && automaticLOD != null)
{
dicMaterials.Add(theGameObject, theRenderer.sharedMaterials);
}
for (int i = 0; i < theGameObject.transform.childCount; i++)
{
AddMaterials(theGameObject.transform.GetChild(i).gameObject, dicMaterials);
}
}
private void SetWireframe(bool bEnabled)
{
m_bWireframe = bEnabled;
foreach (KeyValuePair<GameObject, Material[]> pair in m_objectMaterials)
{
Renderer theRenderer = pair.Key.GetComponent<Renderer>();
if (bEnabled)
{
Material[] materials = new Material[pair.Value.Length];
for (int i = 0; i < pair.Value.Length; i++)
{
materials[i] = WireframeMaterial;
}
theRenderer.sharedMaterials = materials;
}
else
{
theRenderer.sharedMaterials = pair.Value;
}
}
}
Dictionary<GameObject, Material[]> m_objectMaterials;
SceneCamera m_selectedCamera;
bool m_bWireframe;
List<AutomaticLOD> m_sceneLODObjects;
int m_nMaxLODLevels;
float m_fCurrentDistanceSlider;
int m_nCamMode = 0; // -1 = zoom out, 1 = zoom in
}

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using UnityEngine;
using System.Collections;
public class LODSceneSelection : MonoBehaviour
{
[System.Serializable]
public class SceneOption
{
public string m_sceneName;
public string m_sceneDisplayName;
}
public int BoxWidth = 300;
public int BoxHeight = 50;
public int MarginH = 20;
public int MarginV = 20;
public SceneOption[] SceneOptions;
void OnGUI()
{
Rect boxRect = new Rect((Screen.width / 2) - (BoxWidth / 2), 0, BoxWidth, BoxHeight);
Rect areaRect = new Rect(boxRect.x + MarginH, boxRect.y + MarginV, BoxWidth - (MarginH * 2), BoxHeight - (MarginV * 2));
GUI.Box(boxRect, "");
GUI.Box(boxRect, "");
GUILayout.BeginArea(areaRect);
GUILayout.Label("Scene selection:");
GUILayout.BeginHorizontal();
foreach(SceneOption sceneOption in SceneOptions)
{
if(GUILayout.Button(sceneOption.m_sceneDisplayName))
{
UnityEngine.SceneManagement.SceneManager.LoadScene(sceneOption.m_sceneName);
}
}
if (GUILayout.Button("Exit"))
{
Application.Quit();
}
GUILayout.EndHorizontal();
GUILayout.EndArea();
}
}

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