- Floor maps were made a more appropriate size, and gameplay timing adjusted.
- Markers now become entirely vertical when dropped by non-VR players. - Created more music loops.
This commit is contained in:
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{
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Properties
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{
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// TODO: This has questionable performance impact on Mobile but very little discernable impact on PC. Should
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// make a toggle once we have properly branched compilation between those platforms, that's PC-only
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SubShader
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{
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LOD 200
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CGPROGRAM
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#define SAMPLE_TEXTURE2D(tex,samplertex,coord) tex.Sample (samplertex,coord)
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#define SAMPLE_TEXTURE2D_GRAD(tex,samplertex,coord,ddx,ddy) tex.SampleGrad(samplertex, coord, ddx, ddy)
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#define TEXTURE2D_PARAM(textureName, samplerName) Texture2D textureName, SamplerState samplerName
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#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
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#else
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#define SAMPLE_TEXTURE2D(tex,samplertex,coord) tex2D (tex,coord)
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#define SAMPLE_TEXTURE2D_GRAD(tex,samplertex,coord,ddx,ddy) tex2Dgrad(tex, coord, ddx, ddy)
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#define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName
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#define TEXTURE2D_ARGS(textureName, samplerName) textureName
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// Use our squeezed BRDF on mobile
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// In general we want FLOAT_MIN to be the smallest value such that (1.0f + FLOAT_MIN) != FLOAT_MIN
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#define VRC_BRDF_PBS BRDF2_VRC_PBS
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#define FLOAT_MIN 1e-4
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#define VRC_BRDF_PBS UNITY_BRDF_PBS
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float BakeryBicubic_w0(float a)
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{
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return (1.0f/6.0f)*(a*(a*(-a + 3.0f) - 3.0f) + 1.0f);
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}
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float BakeryBicubic_w1(float a)
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{
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return (1.0f/6.0f)*(a*a*(3.0f*a - 6.0f) + 4.0f);
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}
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float BakeryBicubic_w2(float a)
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{
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return (1.0f/6.0f)*(a*(a*(-3.0f*a + 3.0f) + 3.0f) + 1.0f);
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}
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float BakeryBicubic_w3(float a)
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{
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return (1.0f/6.0f)*(a*a*a);
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}
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float BakeryBicubic_g0(float a)
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{
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return BakeryBicubic_w0(a) + BakeryBicubic_w1(a);
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}
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float BakeryBicubic_g1(float a)
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{
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return BakeryBicubic_w2(a) + BakeryBicubic_w3(a);
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}
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float BakeryBicubic_h0(float a)
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{
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return -1.0f + BakeryBicubic_w1(a) / (BakeryBicubic_w0(a) + BakeryBicubic_w1(a)) + 0.5f;
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}
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float BakeryBicubic_h1(float a)
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{
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return 1.0f + BakeryBicubic_w3(a) / (BakeryBicubic_w2(a) + BakeryBicubic_w3(a)) + 0.5f;
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}
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// Bicubic
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float4 SampleTexture2DBicubicFilter(TEXTURE2D_PARAM(tex, smp), float2 coord)
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{
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#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))
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float width, height;
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tex.GetDimensions(width, height);
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float4 texelSize = float4(width, height, 1/width, 1/height);
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#else
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float2 theSize = textureSize(tex, 0);
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float4 texelSize = float4(
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float(theSize.x),
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float(theSize.y),
|
||||
1/float(theSize.x),
|
||||
1/float(theSize.y));;
|
||||
#endif
|
||||
|
||||
float x = coord.x * texelSize.z;
|
||||
float y = coord.y * texelSize.z;
|
||||
|
||||
x -= 0.5f;
|
||||
y -= 0.5f;
|
||||
|
||||
float px = floor(x);
|
||||
float py = floor(y);
|
||||
|
||||
float fx = x - px;
|
||||
float fy = y - py;
|
||||
|
||||
float g0x = BakeryBicubic_g0(fx);
|
||||
float g1x = BakeryBicubic_g1(fx);
|
||||
float h0x = BakeryBicubic_h0(fx);
|
||||
float h1x = BakeryBicubic_h1(fx);
|
||||
float h0y = BakeryBicubic_h0(fy);
|
||||
float h1y = BakeryBicubic_h1(fy);
|
||||
|
||||
return BakeryBicubic_g0(fy) * ( g0x * SAMPLE_TEXTURE2D(tex, smp, (float2(px + h0x, py + h0y) * texelSize.x)) +
|
||||
g1x * SAMPLE_TEXTURE2D(tex, smp, (float2(px + h1x, py + h0y) * texelSize.x))) +
|
||||
BakeryBicubic_g1(fy) * ( g0x * SAMPLE_TEXTURE2D(tex, smp, (float2(px + h0x, py + h1y) * texelSize.x)) +
|
||||
g1x * SAMPLE_TEXTURE2D(tex, smp, (float2(px + h1x, py + h1y) * texelSize.x)));
|
||||
}
|
||||
#define MAYBE_BICUBIC_SAMPLE(texture, smp, uv) SampleTexture2DBicubicFilter(TEXTURE2D_ARGS(texture, smp), uv)
|
||||
#else
|
||||
#define MAYBE_BICUBIC_SAMPLE(texture, smp, uv) SAMPLE_TEXTURE2D(texture, smp, uv)
|
||||
#endif
|
||||
|
||||
inline half3 VRC_SafeNormalize(half3 value)
|
||||
{
|
||||
float lenSqr = max((float)dot(value, value), FLOAT_MIN);
|
||||
return value * (half) rsqrt(lenSqr);
|
||||
}
|
||||
|
||||
inline half shEvaluateDiffuseL1Geomerics(half L0, half3 L1, half3 n)
|
||||
{
|
||||
// avg direction of incoming light
|
||||
half3 R1 = 0.5f * L1;
|
||||
|
||||
// directional brightness
|
||||
half lenR1 = length(R1);
|
||||
|
||||
// linear angle between normal and direction 0-1, saturate fix from filamented
|
||||
half q = dot(VRC_SafeNormalize(R1), n) * 0.5 + 0.5;
|
||||
q = isnan(q) ? 1 : q;
|
||||
q = saturate(q);
|
||||
|
||||
// power for q
|
||||
// lerps from 1 (linear) to 3 (cubic) based on directionality
|
||||
//half p = 1.0f + 2.0f * lenR1 / L0;
|
||||
|
||||
// dynamic range constant
|
||||
// should vary between 4 (highly directional) and 0 (ambient)
|
||||
//half a = (1.0f - lenR1 / L0) / (1.0f + lenR1 / L0);
|
||||
|
||||
// negative ambient fix, if L0 <= 0, return 0
|
||||
//return (L0 <= 0.f) ? 0.f : (L0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)));
|
||||
|
||||
// optimized reordering. thanks wolfram
|
||||
return (L0 <= 0.f) ? 0.f : ( 4. * lenR1 * pow(q, (2 * lenR1) / L0 + 1) + ( L0 * (L0 - lenR1) )/(L0 + lenR1));
|
||||
}
|
||||
|
||||
inline half shEvaluateDiffuseL1Normalized(half L0, half3 L1, half3 n)
|
||||
{
|
||||
return shEvaluateDiffuseL1Geomerics(1, L1 / L0, n);
|
||||
}
|
||||
|
||||
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA)
|
||||
float PerceptualSmoothnessToRoughness(float perceptualSmoothness)
|
||||
{
|
||||
float perceptualRoughness = SmoothnessToPerceptualRoughness(perceptualSmoothness);
|
||||
half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
|
||||
return roughness;
|
||||
}
|
||||
|
||||
float RoughnessToPerceptualSmoothness(float roughness)
|
||||
{
|
||||
float perceptualRoughness = RoughnessToPerceptualRoughness(roughness);
|
||||
return 1.0 - perceptualRoughness;
|
||||
}
|
||||
|
||||
float ProjectedSpaceNormalFiltering(half perceptualSmoothness, float variance, float threshold)
|
||||
{
|
||||
float roughness = PerceptualSmoothnessToRoughness(perceptualSmoothness);
|
||||
// Ref: Stable Geometric Specular Antialiasing with Projected-Space NDF Filtering - https://yusuketokuyoshi.com/papers/2021/Tokuyoshi2021SAA.pdf
|
||||
float squaredRoughness = roughness * roughness;
|
||||
float projRoughness2 = squaredRoughness / (1.0 - squaredRoughness);
|
||||
float filteredProjRoughness2 = saturate(projRoughness2 + min(2.0 * variance, threshold * threshold));
|
||||
squaredRoughness = filteredProjRoughness2 / (filteredProjRoughness2 + 1.0f);
|
||||
|
||||
return RoughnessToPerceptualSmoothness(sqrt(squaredRoughness));
|
||||
}
|
||||
|
||||
// Reference: Error Reduction and Simplification for Shading Anti-Aliasing
|
||||
// Specular antialiasing for geometry-induced normal (and NDF) variations: Tokuyoshi / Kaplanyan et al.'s method.
|
||||
// This is the deferred approximation, which works reasonably well so we keep it for forward too for now.
|
||||
// screenSpaceVariance should be at most 0.5^2 = 0.25, as that corresponds to considering
|
||||
// a gaussian pixel reconstruction kernel with a standard deviation of 0.5 of a pixel, thus 2 sigma covering the whole pixel.
|
||||
float GeometricNormalVariance(float3 geometricNormalWS, float screenSpaceVariance)
|
||||
{
|
||||
float3 deltaU = ddx(geometricNormalWS);
|
||||
float3 deltaV = ddy(geometricNormalWS);
|
||||
|
||||
return screenSpaceVariance * (dot(deltaU, deltaU) + dot(deltaV, deltaV));
|
||||
}
|
||||
|
||||
float ProjectedSpaceGeometricNormalFiltering(float perceptualSmoothness, float3 geometricNormalWS, float screenSpaceVariance, float threshold)
|
||||
{
|
||||
float variance = GeometricNormalVariance(geometricNormalWS, screenSpaceVariance);
|
||||
return ProjectedSpaceNormalFiltering(perceptualSmoothness, variance, threshold);
|
||||
}
|
||||
#endif
|
||||
|
||||
//#define OLD_GGX_TERM
|
||||
#if !defined (OLD_GGX_TERM)
|
||||
inline half ComputeSpecularGGX(half3 nL1, half3 viewDir, half3 normalWorld, half smoothness)
|
||||
{
|
||||
nL1 = VRC_SafeNormalize(nL1);
|
||||
|
||||
half3 halfDir = VRC_SafeNormalize(nL1 - viewDir);
|
||||
half nh = saturate(dot(normalWorld, halfDir));
|
||||
|
||||
half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);//* sqrt(focus));
|
||||
half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
|
||||
|
||||
half lh = saturate(dot(nL1, halfDir));
|
||||
// ------------------------
|
||||
// Specular term
|
||||
// GGX Distribution multiplied by combined approximation of Visibility and Fresnel
|
||||
// See "Optimizing PBR for Mobile" from Siggraph 2015 moving mobile graphics course
|
||||
// https://community.arm.com/events/1155
|
||||
|
||||
half a = roughness;
|
||||
half a2 = a*a;
|
||||
|
||||
half d = nh * nh * (a2 - 1.f) + 1.00001f;
|
||||
half specularTerm = a2 / (max(0.1f, lh*lh) * (a + 0.5f) * (d * d) * 4);
|
||||
|
||||
#if defined (SHADER_API_MOBILE)
|
||||
// on mobiles (where half actually means something) denominator have risk of overflow
|
||||
// clamp below was added specifically to "fix" that, but dx compiler (we convert bytecode to metal/gles)
|
||||
// sees that specularTerm have only non-negative terms, so it skips max(0,..) in clamp (leaving only min(100,...))
|
||||
specularTerm = specularTerm - FLOAT_MIN;
|
||||
specularTerm = clamp(specularTerm, 0.0, 100.0); // Prevent FP16 overflow on mobiles
|
||||
#endif
|
||||
|
||||
return specularTerm;
|
||||
}
|
||||
#else
|
||||
inline half ComputeSpecularGGX(half3 nL1, half3 viewDir, half3 normalWorld, half smoothness)
|
||||
{
|
||||
nL1 = VRC_SafeNormalize(nL1);
|
||||
half3 halfDir = VRC_SafeNormalize(nL1 - viewDir);
|
||||
half nh = saturate(dot(normalWorld, halfDir));
|
||||
half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness );//* sqrt(focus));
|
||||
half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
|
||||
return GGXTerm(nh, roughness);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(_MONOSH)
|
||||
// MonoSH by Bakery Lightmapper https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218
|
||||
inline void BakeryMonoSH(out half3 diffuseColor, out half3 specularContrib, float2 lmUV, half3 normalWorld, half3 viewDir, half smoothness, half occlusion)
|
||||
{
|
||||
half3 dominantDir = MAYBE_BICUBIC_SAMPLE(unity_LightmapInd, samplerunity_Lightmap, lmUV).xyz;;
|
||||
half3 L0 = DecodeLightmap(MAYBE_BICUBIC_SAMPLE(unity_Lightmap, samplerunity_Lightmap, lmUV));
|
||||
|
||||
half3 nL1 = dominantDir * 2 - 1;
|
||||
half3x3 L1 = half3x3(nL1.x * L0, nL1.y * L0, nL1.z * L0) * 2;
|
||||
|
||||
half lumaL0 = dot(L0, 1);
|
||||
half3 lumaL1 = mul(L1, half3(1, 1, 1));
|
||||
half lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, lumaL1, normalWorld);
|
||||
|
||||
half3 sh = L0 + mul(normalWorld, L1);
|
||||
half regularLumaSH = dot(sh, 1);
|
||||
sh *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
|
||||
|
||||
diffuseColor = max(sh, 0.0);
|
||||
|
||||
#if defined(_LMSPEC)
|
||||
half L1len = length(mul(L1, half3(1, 1, 1)));
|
||||
half focus = L1len / (length(L0) + L1len);
|
||||
half specularTerm = ComputeSpecularGGX(nL1, viewDir, normalWorld, smoothness * focus);
|
||||
|
||||
sh = L0 + mul(nL1, L1);
|
||||
|
||||
specularContrib = max(specularTerm * sh, 0.0);
|
||||
|
||||
// Reflection Probes use occlusion, direct lights don't. MonoSH and Specular Hack are both somewhere in between,
|
||||
// so we use focus to split the difference - 1.0 is direct, 0.0 is reflection probe, so we invert.
|
||||
specularContrib *= LerpOneTo(occlusion, 1 - focus);
|
||||
#else
|
||||
specularContrib = 0;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
inline UnityGI UnityGI_BaseVRC(UnityGIInput data, half occlusion, half3 normalWorld, half3 eyeVec, half smoothness, half hasReflProbe)
|
||||
{
|
||||
UnityGI o_gi;
|
||||
|
||||
// Base pass with Lightmap support is responsible for handling ShadowMask / blending here for performance reason
|
||||
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
|
||||
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
|
||||
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
|
||||
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
|
||||
data.atten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
|
||||
#endif
|
||||
|
||||
o_gi.light = data.light;
|
||||
o_gi.light.color *= data.atten;
|
||||
|
||||
#if defined(LIGHTMAP_ON)
|
||||
#if defined(_MONOSH)
|
||||
BakeryMonoSH(o_gi.indirect.diffuse, o_gi.indirect.specular, data.lightmapUV.xy, normalWorld, eyeVec, smoothness, occlusion);
|
||||
#else
|
||||
// Baked lightmaps
|
||||
|
||||
half3 bakedColor = half3(1.0, 1.0, 1.0);
|
||||
half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
|
||||
#if defined(FORCE_UNITY_DLDR_LIGHTMAP_ENCODING)
|
||||
bakedColor = DecodeLightmapDoubleLDR(bakedColorTex, unity_Lightmap_HDR);
|
||||
#elif defined(FORCE_UNITY_RGBM_LIGHTMAP_ENCODING)
|
||||
bakedColor = DecodeLightmapRGBM(bakedColorTex, unity_Lightmap_HDR);
|
||||
#elif defined(FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING)
|
||||
bakedColor = bakedColorTex;
|
||||
#else
|
||||
bakedColor = DecodeLightmap(bakedColorTex);
|
||||
#endif
|
||||
|
||||
// Can be set if the renderer has a valid lightmap but the shader doesn't use it
|
||||
#if !defined(UNITY_LIGHTMAP_NONE)
|
||||
#if defined(DIRLIGHTMAP_COMBINED)
|
||||
fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
|
||||
o_gi.indirect.diffuse = DecodeDirectionalLightmap(bakedColor, bakedDirTex, normalWorld);
|
||||
#else // not directional lightmap
|
||||
o_gi.indirect.diffuse = bakedColor;
|
||||
#endif
|
||||
#else
|
||||
o_gi.indirect.diffuse = 1;
|
||||
#endif
|
||||
|
||||
o_gi.indirect.specular = 0;
|
||||
#endif
|
||||
o_gi.indirect.diffuse *= occlusion;
|
||||
#elif defined(UNITY_SHOULD_SAMPLE_SH)
|
||||
o_gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(unity_SHAr.w, unity_SHAr.xyz, normalWorld);
|
||||
o_gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(unity_SHAg.w, unity_SHAg.xyz, normalWorld);
|
||||
o_gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(unity_SHAb.w, unity_SHAb.xyz, normalWorld);
|
||||
|
||||
#if !defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
UNITY_BRANCH
|
||||
#if !defined(_GLOSSYREFLECTIONS_OFF)
|
||||
if(!any(o_gi.light.color) && !hasReflProbe)
|
||||
#else
|
||||
if(!any(o_gi.light.color))
|
||||
#endif
|
||||
{
|
||||
half3 L0rgb = half3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
|
||||
half3x3 L1rgb = half3x3(unity_SHAr.x, unity_SHAg.x, unity_SHAb.x,
|
||||
unity_SHAr.y, unity_SHAg.y, unity_SHAb.y,
|
||||
unity_SHAr.z, unity_SHAg.z, unity_SHAb.z);
|
||||
half3 L1 = unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
|
||||
|
||||
half3 dominantDir = VRC_SafeNormalize(L1);
|
||||
|
||||
// Light can be anywhere from 'fully sparse' to 'completely focused' based on how much of it is L0 or L1rgb.
|
||||
half L1len = length(L1);
|
||||
half focus = L1len / (length(L0rgb) + L1len);
|
||||
half specularTerm = ComputeSpecularGGX(dominantDir, eyeVec, normalWorld, smoothness * focus);
|
||||
|
||||
// L0 + L1, the total light energy expected, is the same over the whole mesh. This is a problem with specular highlights
|
||||
// as they have a second peak in the negative direction - normally hidden by the fact that light energy there is normally zero.
|
||||
// Multiplying by non-linear diffuse gives satisfactory results, though isn't particularly physically accurate.
|
||||
// The brightness vs ground truth (a reflection probe) is too low though... closest we can get appears to be
|
||||
// a dimensionless version, shEvaluateDiffuseL1Geometrics but applied to just the ratio.
|
||||
half energyFactor = shEvaluateDiffuseL1Normalized(dot(L0rgb, 1), L1, normalWorld);
|
||||
half3 sh = (L0rgb + mul(dominantDir, L1rgb)) * energyFactor;
|
||||
|
||||
o_gi.indirect.specular = max(specularTerm * sh, 0.0);
|
||||
|
||||
// Reflection Probes use occlusion, direct lights don't. MonoSH and Specular Hack are both somewhere in between,
|
||||
// so we use focus to split the difference - 1.0 is direct, 0.0 is reflection probe, so we invert.
|
||||
o_gi.indirect.specular *= LerpOneTo(occlusion, 1 - focus);
|
||||
}
|
||||
else
|
||||
{
|
||||
o_gi.indirect.specular = 0;
|
||||
}
|
||||
#else
|
||||
o_gi.indirect.specular = 0;
|
||||
#endif
|
||||
o_gi.indirect.diffuse += data.ambient;
|
||||
o_gi.indirect.diffuse *= occlusion;
|
||||
#else
|
||||
o_gi.indirect.specular = 0;
|
||||
o_gi.indirect.diffuse = 0;
|
||||
#endif
|
||||
|
||||
return o_gi;
|
||||
}
|
||||
|
||||
struct SurfaceOutputStandardVRC
|
||||
{
|
||||
fixed3 Albedo; // base (diffuse or specular) color
|
||||
float3 Normal; // tangent space normal, if written
|
||||
half3 Emission;
|
||||
half Metallic; // 0=non-metal, 1=metal
|
||||
// Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
|
||||
// Everywhere in the code you meet smoothness it is perceptual smoothness
|
||||
half Smoothness; // 0=rough, 1=smooth
|
||||
half Occlusion;
|
||||
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA)
|
||||
half SpecularAAVariance;
|
||||
half SpecularAAThreshold;
|
||||
#endif
|
||||
fixed Alpha; // alpha for transparencies
|
||||
half MinimumBrightness; // minimum brightness regardless of lighting
|
||||
};
|
||||
|
||||
struct SurfaceOutputVRC
|
||||
{
|
||||
fixed3 Albedo;
|
||||
fixed3 Normal;
|
||||
fixed3 Emission;
|
||||
half Specular;
|
||||
fixed Gloss;
|
||||
fixed Alpha;
|
||||
};
|
||||
|
||||
// Based on BRDF2_Unity_PBS
|
||||
// Modified here to re-use calculations for MonoSH and squeeze out all use cases not covered by VRC
|
||||
half4 BRDF2_VRC_PBS (half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness,
|
||||
float3 normal, float3 viewDir,
|
||||
UnityLight light, UnityIndirect gi)
|
||||
{
|
||||
half3 color = gi.diffuse * diffColor;
|
||||
#if !defined(_SPECULARHIGHLIGHTS_OFF) || !defined(_GLOSSYREFLECTIONS_OFF)
|
||||
half nv = saturate(dot(normal, viewDir));
|
||||
half grazingTerm = saturate(smoothness + (1-oneMinusReflectivity));
|
||||
// surfaceReduction = Int D(NdotH) * NdotH * Id(NdotL>0) dH = 1/(realRoughness^2+1)
|
||||
half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness );//* sqrt(focus));
|
||||
half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
|
||||
|
||||
// 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1]
|
||||
// 1-x^3*(0.6-0.08*x) approximation for 1/(x^4+1)
|
||||
half surfaceReduction = (0.6-0.08*perceptualRoughness);
|
||||
|
||||
surfaceReduction = 1.0 - roughness*perceptualRoughness*surfaceReduction;
|
||||
|
||||
color += surfaceReduction * gi.specular * FresnelLerpFast (specColor, grazingTerm, nv);
|
||||
#endif
|
||||
|
||||
// The DIRECTIONAL static branch exists, but in practice it seems like unity never switches back to the non-DIRECTIONAL variant once it switches
|
||||
// Not worth branching for a single dotproduct, i.e. if no specularity
|
||||
#if !defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
UNITY_BRANCH
|
||||
if(any(light.color))
|
||||
#else
|
||||
if (true)
|
||||
#endif
|
||||
{
|
||||
half nl = saturate(dot(normal, light.dir));
|
||||
half3 mergedContrib = diffColor * nl;
|
||||
#if !defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
half specularTerm = ComputeSpecularGGX(light.dir, -viewDir, normal, smoothness);
|
||||
mergedContrib += max(specularTerm * specColor, 0.0);
|
||||
#endif
|
||||
|
||||
color += light.color * mergedContrib;
|
||||
}
|
||||
// Original BRDF's color function.
|
||||
// Interestingly, it doesn't appear as though fresnel is applied to specular highlights caused by lights?
|
||||
// half3 color = (diffColor + specularTerm * specColor) * light.color * nl
|
||||
// + gi.diffuse * diffColor
|
||||
// + surfaceReduction * gi.specular * FresnelLerpFast (specColor, grazingTerm, nv);
|
||||
|
||||
return half4(color, 1);
|
||||
}
|
||||
|
||||
// executed second
|
||||
inline half4 LightingStandardVRC(SurfaceOutputStandardVRC s, float3 viewDir, UnityGI gi)
|
||||
{
|
||||
s.Normal = normalize(s.Normal);
|
||||
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA)
|
||||
s.Smoothness = ProjectedSpaceGeometricNormalFiltering(s.Smoothness, s.Normal, s.SpecularAAVariance, s.SpecularAAThreshold);
|
||||
#endif
|
||||
half3 specularColor;
|
||||
half oneMinusReflectivity;
|
||||
s.Albedo = DiffuseAndSpecularFromMetallic(s.Albedo, s.Metallic, /*out*/ specularColor, /*out*/ oneMinusReflectivity);
|
||||
|
||||
// shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
|
||||
// this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha
|
||||
half outputAlpha;
|
||||
s.Albedo = PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha);
|
||||
|
||||
half4 c = VRC_BRDF_PBS(s.Albedo, specularColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
|
||||
c.a = outputAlpha;
|
||||
|
||||
#ifndef _DEBUG_VRC
|
||||
return c;
|
||||
#else
|
||||
return debugCol;
|
||||
#endif
|
||||
}
|
||||
|
||||
half3 VRC_GlossyEnvironment (UNITY_ARGS_TEXCUBE(tex), half4 hdr, Unity_GlossyEnvironmentData glossIn, out half hasReflProbe)
|
||||
{
|
||||
half perceptualRoughness = glossIn.roughness /* perceptualRoughness */ ;
|
||||
|
||||
// TODO: CAUTION: remap from Morten may work only with offline convolution, see impact with runtime convolution!
|
||||
// For now disabled
|
||||
#if 0
|
||||
float m = PerceptualRoughnessToRoughness(perceptualRoughness); // m is the real roughness parameter
|
||||
const float fEps = 1.192092896e-07F; // smallest such that 1.0+FLT_EPSILON != 1.0 (+1e-4h is NOT good here. is visibly very wrong)
|
||||
float n = (2.0/max(fEps, m*m))-2.0; // remap to spec power. See eq. 21 in --> https://dl.dropboxusercontent.com/u/55891920/papers/mm_brdf.pdf
|
||||
|
||||
n /= 4; // remap from n_dot_h formulatino to n_dot_r. See section "Pre-convolved Cube Maps vs Path Tracers" --> https://s3.amazonaws.com/docs.knaldtech.com/knald/1.0.0/lys_power_drops.html
|
||||
|
||||
perceptualRoughness = pow( 2/(n+2), 0.25); // remap back to square root of real roughness (0.25 include both the sqrt root of the conversion and sqrt for going from roughness to perceptualRoughness)
|
||||
#else
|
||||
// MM: came up with a surprisingly close approximation to what the #if 0'ed out code above does.
|
||||
perceptualRoughness = perceptualRoughness*(1.7 - 0.7*perceptualRoughness);
|
||||
#endif
|
||||
|
||||
half mip = perceptualRoughnessToMipmapLevel(perceptualRoughness);
|
||||
half3 R = glossIn.reflUVW;
|
||||
half4 rgbm = UNITY_SAMPLE_TEXCUBE_LOD(tex, R, mip);
|
||||
hasReflProbe = rgbm.a;
|
||||
|
||||
return DecodeHDR(rgbm, hdr);
|
||||
}
|
||||
|
||||
inline half3 UnityGI_IndirectSpecularVRC(UnityGIInput data, half occlusion, Unity_GlossyEnvironmentData glossIn, out half hasReflProbe)
|
||||
{
|
||||
half3 specular;
|
||||
|
||||
#if defined(_GLOSSYREFLECTIONS_OFF)
|
||||
specular = unity_IndirectSpecColor.rgb;
|
||||
hasReflProbe = 0;
|
||||
#else
|
||||
#if defined(UNITY_SPECCUBE_BOX_PROJECTION)
|
||||
// we will tweak reflUVW in glossIn directly (as we pass it to Unity_GlossyEnvironment twice for probe0 and probe1), so keep original to pass into BoxProjectedCubemapDirection
|
||||
half3 originalReflUVW = glossIn.reflUVW;
|
||||
glossIn.reflUVW = BoxProjectedCubemapDirection (originalReflUVW, data.worldPos, data.probePosition[0], data.boxMin[0], data.boxMax[0]);
|
||||
#endif
|
||||
|
||||
half3 env0 = VRC_GlossyEnvironment (UNITY_PASS_TEXCUBE(unity_SpecCube0), data.probeHDR[0], glossIn, hasReflProbe);
|
||||
#if defined(UNITY_SPECCUBE_BLENDING)
|
||||
const float kBlendFactor = 0.99999;
|
||||
float blendLerp = data.boxMin[0].w;
|
||||
UNITY_BRANCH
|
||||
if (blendLerp < kBlendFactor)
|
||||
{
|
||||
half secondReflProbe = 0;
|
||||
half3 env1 = VRC_GlossyEnvironment (UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1,unity_SpecCube0), data.probeHDR[1], glossIn, secondReflProbe);
|
||||
hasReflProbe += secondReflProbe;
|
||||
specular = lerp(env1, env0, blendLerp);
|
||||
}
|
||||
else
|
||||
{
|
||||
specular = env0;
|
||||
}
|
||||
#else
|
||||
specular = env0;
|
||||
#endif
|
||||
#endif
|
||||
return specular * occlusion;
|
||||
}
|
||||
|
||||
inline void VRC_ApplyMinBrightness(inout UnityGI gi, half minBright)
|
||||
{
|
||||
gi.indirect.diffuse = max(gi.indirect.diffuse, minBright);
|
||||
}
|
||||
|
||||
// executed first
|
||||
inline void LightingStandardVRC_GI(SurfaceOutputStandardVRC s, UnityGIInput data, inout UnityGI gi)
|
||||
{
|
||||
Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, lerp(unity_ColorSpaceDielectricSpec.rgb, s.Albedo, s.Metallic));
|
||||
half hasReflProbe = 0;
|
||||
half3 indirectSpecular = UnityGI_IndirectSpecularVRC(data, s.Occlusion, g, /* out */ hasReflProbe);
|
||||
gi = UnityGI_BaseVRC(data, s.Occlusion, s.Normal, -data.worldViewDir, s.Smoothness, hasReflProbe);
|
||||
VRC_ApplyMinBrightness(gi, s.MinimumBrightness);
|
||||
gi.indirect.specular += indirectSpecular;
|
||||
}
|
||||
|
||||
inline fixed4 UnityLambertVRCLight (SurfaceOutputVRC s, UnityLight light)
|
||||
{
|
||||
fixed diff = max (0, dot (s.Normal, light.dir));
|
||||
|
||||
fixed4 c;
|
||||
c.rgb = s.Albedo * light.color * diff;
|
||||
c.a = s.Alpha;
|
||||
return c;
|
||||
}
|
||||
|
||||
inline fixed4 LightingLambertVRC (SurfaceOutputVRC s, UnityGI gi)
|
||||
{
|
||||
fixed4 c;
|
||||
c = UnityLambertVRCLight (s, gi.light);
|
||||
|
||||
#if defined(UNITY_LIGHT_FUNCTION_APPLY_INDIRECT)
|
||||
c.rgb += s.Albedo * gi.indirect.diffuse;
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
inline void LightingLambertVRC_GI (
|
||||
SurfaceOutputVRC s,
|
||||
UnityGIInput data,
|
||||
inout UnityGI gi)
|
||||
{
|
||||
gi = UnityGI_BaseVRC(data, 1.0, s.Normal, half3(0, 0, 0), half(0), 0);
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#pragma surface surf StandardVRC vertex:vert exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask
|
||||
#pragma skip_variants LIGHTMAP_SHADOW_MIXING
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 texcoord0;
|
||||
#ifdef _DETAIL
|
||||
float2 texcoord1;
|
||||
#endif
|
||||
fixed4 color : COLOR;
|
||||
};
|
||||
|
||||
UNITY_DECLARE_TEX2D(_MainTex);
|
||||
float4 _MainTex_ST;
|
||||
half4 _Color;
|
||||
uniform half _SDFCutoff;
|
||||
|
||||
UNITY_DECLARE_TEX2D(_MetallicGlossMap);
|
||||
uniform half _Glossiness;
|
||||
uniform half _Metallic;
|
||||
|
||||
UNITY_DECLARE_TEX2D(_BumpMap);
|
||||
uniform half _BumpScale;
|
||||
|
||||
UNITY_DECLARE_TEX2D(_OcclusionMap);
|
||||
uniform half _OcclusionStrength;
|
||||
|
||||
uniform half _SpecularAAScreenSpaceVariance;
|
||||
uniform half _SpecularAAThreshold;
|
||||
|
||||
#ifdef _EMISSION
|
||||
UNITY_DECLARE_TEX2D(_EmissionMap);
|
||||
half4 _EmissionColor;
|
||||
#endif
|
||||
|
||||
#ifdef _DETAIL
|
||||
uniform half _UVSec;
|
||||
float4 _DetailAlbedoMap_ST;
|
||||
UNITY_DECLARE_TEX2D(_DetailMask);
|
||||
UNITY_DECLARE_TEX2D(_DetailAlbedoMap);
|
||||
UNITY_DECLARE_TEX2D(_DetailNormalMap);
|
||||
uniform half _DetailNormalMapScale;
|
||||
#endif
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
// -------------------------------------
|
||||
void vert(inout appdata_full v, out Input o)
|
||||
{
|
||||
UNITY_INITIALIZE_OUTPUT(Input,o);
|
||||
o.texcoord0 = TRANSFORM_TEX(v.texcoord.xy, _MainTex); // Always source from uv0
|
||||
#ifdef _DETAIL
|
||||
o.texcoord1 = TRANSFORM_TEX(((_UVSec == 0) ? v.texcoord.xy : v.texcoord1.xy), _DetailAlbedoMap);
|
||||
#endif
|
||||
}
|
||||
|
||||
void surf(Input IN, inout SurfaceOutputStandardVRC o)
|
||||
{
|
||||
half alphastep = step(UNITY_SAMPLE_TEX2D(_MainTex, IN.texcoord0), 0.0020f);
|
||||
if (alphastep < 0.5f) discard;
|
||||
o.Albedo = _Color;
|
||||
o.Alpha = alphastep;
|
||||
|
||||
o.Metallic = 0.0f;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Normal = half3(0, 0, 1);
|
||||
|
||||
#ifdef _EMISSION
|
||||
o.Emission = UNITY_SAMPLE_TEX2D(_EmissionMap, IN.texcoord0) * _EmissionColor;
|
||||
#endif
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
FallBack "VRChat/Mobile/Diffuse"
|
||||
CustomEditor "StandardLiteShaderGUI"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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||||
guid: ee8714d3a4c72874697299893a31f79a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+188
-30
File diff suppressed because one or more lines are too long
Binary file not shown.
|
After Width: | Height: | Size: 2.2 KiB |
@@ -0,0 +1,140 @@
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||||
fileFormatVersion: 2
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||||
guid: f9769dd687fc7b541ac23b1f56c618bb
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
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||||
externalObjects: {}
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||||
serializedVersion: 12
|
||||
mipmaps:
|
||||
mipMapMode: 1
|
||||
enableMipMap: 1
|
||||
sRGBTexture: 0
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
flipGreenChannel: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
ignoreMipmapLimit: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 0
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wrapV: 0
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wrapW: 0
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nPOTScale: 1
|
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lightmap: 0
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compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
|
||||
spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
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alphaIsTransparency: 0
|
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spriteTessellationDetail: -1
|
||||
textureType: 10
|
||||
textureShape: 1
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singleChannelComponent: 1
|
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flipbookRows: 1
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||||
flipbookColumns: 1
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||||
maxTextureSizeSet: 0
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||||
compressionQualitySet: 0
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textureFormatSet: 0
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||||
ignorePngGamma: 0
|
||||
applyGammaDecoding: 0
|
||||
swizzle: 50462976
|
||||
cookieLightType: 0
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
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maxTextureSize: 128
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resizeAlgorithm: 0
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textureFormat: 9
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textureCompression: 3
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
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||||
forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
|
||||
textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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||||
ignorePlatformSupport: 0
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||||
androidETC2FallbackOverride: 0
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||||
forceMaximumCompressionQuality_BC6H_BC7: 0
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||||
- serializedVersion: 3
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buildTarget: iPhone
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maxTextureSize: 64
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resizeAlgorithm: 0
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||||
textureFormat: 9
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textureCompression: 1
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||||
compressionQuality: 0
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||||
crunchedCompression: 0
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||||
allowsAlphaSplitting: 0
|
||||
overridden: 1
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
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||||
forceMaximumCompressionQuality_BC6H_BC7: 0
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||||
- serializedVersion: 3
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||||
buildTarget: Android
|
||||
maxTextureSize: 64
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||||
resizeAlgorithm: 0
|
||||
textureFormat: 9
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||||
textureCompression: 1
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||||
compressionQuality: 0
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 1
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||||
ignorePlatformSupport: 0
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||||
androidETC2FallbackOverride: 0
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||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID:
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internalID: 0
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||||
vertices: []
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indices:
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||||
edges: []
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weights: []
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secondaryTextures: []
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nameFileIdTable: {}
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
+679
-463
File diff suppressed because it is too large
Load Diff
@@ -9,9 +9,18 @@ using VRC.Udon;
|
||||
public enum MusicEventType
|
||||
{
|
||||
None,
|
||||
|
||||
CarmenSandiegoTheme,
|
||||
CarmenSandiegoWindDown,
|
||||
|
||||
TheChase,
|
||||
ThinkAboutIt,
|
||||
|
||||
RecoverTheLoot,
|
||||
|
||||
IFeelGood,
|
||||
CarmenChaseMusic,
|
||||
|
||||
WhereInTheWorld,
|
||||
RockapellaIdent
|
||||
}
|
||||
@@ -38,9 +47,17 @@ public class AudioManager : UdonSharpBehaviour
|
||||
[SerializeField] private AudioSource _SFXPlayer = null;
|
||||
|
||||
[Header("Music")]
|
||||
[SerializeField] private AudioClip _CarmenSandiegoTheme = null;
|
||||
[SerializeField] private AudioClip _CarmenSandiegoWindDown = null;
|
||||
|
||||
[SerializeField] private AudioClip _TheChase = null;
|
||||
[SerializeField] private AudioClip _ThinkAboutIt = null;
|
||||
|
||||
[SerializeField] private AudioClip _RecoverTheLoot = null;
|
||||
|
||||
[SerializeField] private AudioClip _IFeelGood = null;
|
||||
[SerializeField] private AudioClip _CarmenChaseMusic = null;
|
||||
|
||||
[SerializeField] private AudioClip _WhereInTheWorld = null;
|
||||
[SerializeField] private AudioClip _RockapellaIdent = null;
|
||||
|
||||
@@ -92,9 +109,17 @@ public class AudioManager : UdonSharpBehaviour
|
||||
|
||||
switch (MusicEvent)
|
||||
{
|
||||
case MusicEventType.CarmenSandiegoTheme: _MusicPlayer.clip = _CarmenSandiegoTheme; break;
|
||||
case MusicEventType.CarmenSandiegoWindDown: _MusicPlayer.clip = _CarmenSandiegoWindDown; break;
|
||||
|
||||
case MusicEventType.TheChase: _MusicPlayer.clip = _TheChase; break;
|
||||
case MusicEventType.ThinkAboutIt: _MusicPlayer.clip = _ThinkAboutIt; break;
|
||||
|
||||
case MusicEventType.RecoverTheLoot: _MusicPlayer.clip = _RecoverTheLoot; break;
|
||||
|
||||
case MusicEventType.IFeelGood: _MusicPlayer.clip = _IFeelGood; break;
|
||||
case MusicEventType.CarmenChaseMusic: _MusicPlayer.clip = _CarmenChaseMusic; break;
|
||||
|
||||
case MusicEventType.WhereInTheWorld: _MusicPlayer.clip = _WhereInTheWorld; break;
|
||||
case MusicEventType.RockapellaIdent: _MusicPlayer.clip = _RockapellaIdent; break;
|
||||
default: _MusicPlayer.clip = null; break;
|
||||
|
||||
@@ -92,7 +92,7 @@ public class CaseManager : UdonSharpBehaviour
|
||||
ErrorString = "Ensure the 'Round 3' dictionary entry is a dictionary with a key called 'Continent' and an integer value.";
|
||||
}
|
||||
|
||||
ContinueToRound3();
|
||||
ContinueToRound1();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -67,6 +67,8 @@ public class GameManagerRound2 : GameManagerBase
|
||||
(HostCardRecoverTheLootExplainerInterface)GetHostCardInterface(RoundSegmentType.RecoverTheLootExplainer);
|
||||
|
||||
RecoverTheLootInterface.HeaderUI.text = RoundSegmentTypeToString(RoundSegmentType.RecoverTheLootExplainer);
|
||||
|
||||
EnableInteraction("Begin Round");
|
||||
}
|
||||
|
||||
private void PopulateLandmarkDataOnLocationBoard()
|
||||
@@ -191,6 +193,8 @@ public class GameManagerRound2 : GameManagerBase
|
||||
|
||||
NetworkCalling.SendCustomNetworkEvent((IUdonEventReceiver)_AudioManager, NetworkEventTarget.All,
|
||||
"StopMusic");
|
||||
|
||||
EnableInteraction("Continue with the game in whatever way ends up being necessary when this is implemented");
|
||||
}
|
||||
|
||||
|
||||
@@ -246,11 +250,14 @@ public class GameManagerRound2 : GameManagerBase
|
||||
|
||||
protected override void _HostCardUseButtonDown_Internal()
|
||||
{
|
||||
DisableInteraction();
|
||||
|
||||
_StageIndex++;
|
||||
switch(_StageIndex)
|
||||
{
|
||||
case 1: DisplayBriefing(); break;
|
||||
case 2: BeginRound(); break;
|
||||
case 3: _CaseManager.ContinueToRound3(); break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -44,7 +44,7 @@ MonoBehaviour:
|
||||
Data:
|
||||
- Name:
|
||||
Entry: 12
|
||||
Data: 12
|
||||
Data: 13
|
||||
- Name:
|
||||
Entry: 7
|
||||
Data:
|
||||
@@ -578,10 +578,64 @@ MonoBehaviour:
|
||||
Data:
|
||||
- Name: $k
|
||||
Entry: 1
|
||||
Data: _Timer
|
||||
Data: _GameStatus
|
||||
- Name: $v
|
||||
Entry: 7
|
||||
Data: 36|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
|
||||
- Name: <Name>k__BackingField
|
||||
Entry: 1
|
||||
Data: _GameStatus
|
||||
- Name: <UserType>k__BackingField
|
||||
Entry: 7
|
||||
Data: 37|System.RuntimeType, mscorlib
|
||||
- Name:
|
||||
Entry: 1
|
||||
Data: GameStatus, Assembly-CSharp
|
||||
- Name:
|
||||
Entry: 8
|
||||
Data:
|
||||
- Name: <SystemType>k__BackingField
|
||||
Entry: 9
|
||||
Data: 29
|
||||
- Name: <SyncMode>k__BackingField
|
||||
Entry: 7
|
||||
Data: System.Nullable`1[[UdonSharp.UdonSyncMode, UdonSharp.Runtime]], mscorlib
|
||||
- Name:
|
||||
Entry: 6
|
||||
Data:
|
||||
- Name:
|
||||
Entry: 8
|
||||
Data:
|
||||
- Name: <IsSerialized>k__BackingField
|
||||
Entry: 5
|
||||
Data: false
|
||||
- Name: _fieldAttributes
|
||||
Entry: 7
|
||||
Data: 38|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
|
||||
- Name:
|
||||
Entry: 12
|
||||
Data: 0
|
||||
- Name:
|
||||
Entry: 13
|
||||
Data:
|
||||
- Name:
|
||||
Entry: 8
|
||||
Data:
|
||||
- Name:
|
||||
Entry: 8
|
||||
Data:
|
||||
- Name:
|
||||
Entry: 8
|
||||
Data:
|
||||
- Name:
|
||||
Entry: 7
|
||||
Data:
|
||||
- Name: $k
|
||||
Entry: 1
|
||||
Data: _Timer
|
||||
- Name: $v
|
||||
Entry: 7
|
||||
Data: 39|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
|
||||
- Name: <Name>k__BackingField
|
||||
Entry: 1
|
||||
Data: _Timer
|
||||
@@ -605,7 +659,7 @@ MonoBehaviour:
|
||||
Data: false
|
||||
- Name: _fieldAttributes
|
||||
Entry: 7
|
||||
Data: 37|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
|
||||
Data: 40|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
|
||||
- Name:
|
||||
Entry: 12
|
||||
Data: 0
|
||||
@@ -629,7 +683,7 @@ MonoBehaviour:
|
||||
Data: _SuccessCounter
|
||||
- Name: $v
|
||||
Entry: 7
|
||||
Data: 38|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
|
||||
Data: 41|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
|
||||
- Name: <Name>k__BackingField
|
||||
Entry: 1
|
||||
Data: _SuccessCounter
|
||||
@@ -653,7 +707,7 @@ MonoBehaviour:
|
||||
Data: false
|
||||
- Name: _fieldAttributes
|
||||
Entry: 7
|
||||
Data: 39|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
|
||||
Data: 42|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
|
||||
- Name:
|
||||
Entry: 12
|
||||
Data: 0
|
||||
@@ -677,7 +731,7 @@ MonoBehaviour:
|
||||
Data: _FailureCounter
|
||||
- Name: $v
|
||||
Entry: 7
|
||||
Data: 40|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
|
||||
Data: 43|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
|
||||
- Name: <Name>k__BackingField
|
||||
Entry: 1
|
||||
Data: _FailureCounter
|
||||
@@ -701,7 +755,7 @@ MonoBehaviour:
|
||||
Data: false
|
||||
- Name: _fieldAttributes
|
||||
Entry: 7
|
||||
Data: 41|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
|
||||
Data: 44|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
|
||||
- Name:
|
||||
Entry: 12
|
||||
Data: 0
|
||||
|
||||
@@ -15,6 +15,15 @@ public enum ContinentMap
|
||||
SouthAmerica
|
||||
}
|
||||
|
||||
public enum GameStatus
|
||||
{
|
||||
Pregame,
|
||||
Begin,
|
||||
RanOutOfTime,
|
||||
RanOutOfMarkers,
|
||||
Win
|
||||
}
|
||||
|
||||
|
||||
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
|
||||
public class GameManagerRound3 : GameManagerBase
|
||||
@@ -30,7 +39,9 @@ public class GameManagerRound3 : GameManagerBase
|
||||
private DataDictionary _ContinentData;
|
||||
private int _StageIndex = 0;
|
||||
|
||||
private GameStatus _GameStatus = GameStatus.Pregame;
|
||||
private int _Timer = TIMER_LENGTH;
|
||||
private const float LENGTH_OF_ONE_SECOND = 1.04444444444444444f;
|
||||
private const int TIMER_LENGTH = 45;
|
||||
|
||||
private int _SuccessCounter = 0;
|
||||
@@ -69,7 +80,7 @@ public class GameManagerRound3 : GameManagerBase
|
||||
Debug.LogError("Malformed round data. Ensure Round 3 contains a continent to use for the map.");
|
||||
}
|
||||
|
||||
EnableInteraction("Start Game");
|
||||
EnableInteraction("Display Briefing");
|
||||
}
|
||||
|
||||
private void DisplayBriefing()
|
||||
@@ -78,6 +89,8 @@ public class GameManagerRound3 : GameManagerBase
|
||||
(HostCardCaptureCarmenExplainerInterface)GetHostCardInterface(RoundSegmentType.CaptureCarmenExplainer);
|
||||
|
||||
CaptureCarmenExplainerInterface.HeaderUI.text = RoundSegmentTypeToString(RoundSegmentType.CaptureCarmenExplainer);
|
||||
|
||||
EnableInteraction("Begin");
|
||||
}
|
||||
|
||||
|
||||
@@ -86,6 +99,29 @@ public class GameManagerRound3 : GameManagerBase
|
||||
UpdateInterface();
|
||||
|
||||
GetCurrentMarker().EnablePickup(true);
|
||||
|
||||
StartTimer();
|
||||
}
|
||||
|
||||
private void StartTimer()
|
||||
{
|
||||
_AudioManager.PlayMusicLoop(MusicEventType.CarmenChaseMusic);
|
||||
|
||||
_GameStatus = GameStatus.Begin;
|
||||
_Timer = TIMER_LENGTH;
|
||||
SendCustomEventDelayedSeconds(nameof(TickTimer), LENGTH_OF_ONE_SECOND);
|
||||
}
|
||||
|
||||
public void TickTimer()
|
||||
{
|
||||
_Timer--;
|
||||
if (_Timer < 0)
|
||||
{
|
||||
GameHasBeenLost();
|
||||
return;
|
||||
}
|
||||
|
||||
SendCustomEventDelayedSeconds(nameof(TickTimer), LENGTH_OF_ONE_SECOND);
|
||||
}
|
||||
|
||||
public void CorrectResponse()
|
||||
@@ -94,6 +130,7 @@ public class GameManagerRound3 : GameManagerBase
|
||||
|
||||
GetCurrentMarker().EnablePickup(false);
|
||||
|
||||
_FailureCounter = 0;
|
||||
_SuccessCounter++;
|
||||
if (_SuccessCounter >= MAX_SUCCESS_COUNT)
|
||||
{
|
||||
@@ -155,15 +192,43 @@ public class GameManagerRound3 : GameManagerBase
|
||||
|
||||
public void GameHasBeenWon()
|
||||
{
|
||||
if ((int)_GameStatus <= (int)GameStatus.Begin)
|
||||
{
|
||||
GameStatusUpdate(GameStatus.Win);
|
||||
|
||||
HostCardBetweenRoundsInterface GameWinInterface =
|
||||
(HostCardBetweenRoundsInterface)GetHostCardInterface(RoundSegmentType.BetweenSegments);
|
||||
GameWinInterface.HeaderUI.text = "The player has won the game. " + _Timer + " seconds to spare.";
|
||||
|
||||
GameWinInterface.HeaderUI.text = "The player has won the game.";
|
||||
_AudioManager.PlayMusicLoop(MusicEventType.CarmenSandiegoWindDown);
|
||||
}
|
||||
}
|
||||
|
||||
public void GameHasBeenLost(bool RanOutOfMarkers = false)
|
||||
{
|
||||
Debug.LogError("Game was lost. Ran out of " + (RanOutOfMarkers ? "markers" : "time") + ".");
|
||||
if ((int)_GameStatus != (int)GameStatus.Win)
|
||||
{
|
||||
for (int i = 0; i < _Markers.Length; i++)
|
||||
{
|
||||
_Markers[i].EnablePickup(false);
|
||||
}
|
||||
|
||||
GameStatusUpdate(RanOutOfMarkers ? GameStatus.RanOutOfMarkers : GameStatus.RanOutOfTime);
|
||||
|
||||
HostCardBetweenRoundsInterface GameLossInterface =
|
||||
(HostCardBetweenRoundsInterface)GetHostCardInterface(RoundSegmentType.BetweenSegments);
|
||||
GameLossInterface.HeaderUI.text = "The player has lost. " + _SuccessCounter + " countries in " + TIMER_LENGTH + " seconds.";
|
||||
|
||||
_AudioManager.StopMusic();
|
||||
}
|
||||
}
|
||||
|
||||
private void GameStatusUpdate(GameStatus NewStatus)
|
||||
{
|
||||
if ((int)_GameStatus <= (int)GameStatus.Begin)
|
||||
{
|
||||
_GameStatus = NewStatus;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -195,6 +260,8 @@ public class GameManagerRound3 : GameManagerBase
|
||||
|
||||
protected override void _HostCardUseButtonDown_Internal()
|
||||
{
|
||||
DisableInteraction();
|
||||
|
||||
_StageIndex++;
|
||||
switch (_StageIndex)
|
||||
{
|
||||
|
||||
@@ -46,8 +46,6 @@ public class FloorMap : UdonSharpBehaviour
|
||||
_ChosenCountries[i] = Location.Country;
|
||||
_ChosenCities[i] = Location.City;
|
||||
}
|
||||
|
||||
Debug.LogError("Current location: " + _ChosenCities[_CurrentCountry] + ", " + _ChosenCountries[_CurrentCountry]);
|
||||
}
|
||||
|
||||
public int NextCountry()
|
||||
|
||||
@@ -3,7 +3,7 @@ using UdonSharp;
|
||||
using UnityEngine;
|
||||
using VRC.SDK3.Components;
|
||||
using VRC.SDK3.Data;
|
||||
using static UnityEditor.FilePathAttribute;
|
||||
using VRC.SDKBase;
|
||||
|
||||
|
||||
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
|
||||
@@ -60,6 +60,13 @@ public class FloorMapMarker : UdonSharpBehaviour
|
||||
public override void OnDrop()
|
||||
{
|
||||
IsGrabbed = false;
|
||||
|
||||
VRCPlayerApi Owner = Networking.GetOwner(gameObject);
|
||||
if (!Owner.IsUserInVR())
|
||||
{
|
||||
transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f);
|
||||
}
|
||||
|
||||
CheckCollisions();
|
||||
|
||||
base.OnDrop();
|
||||
|
||||
@@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: c333ccfdd0cbdbc4ca30cef2dd6e6b9b, type: 3}
|
||||
m_Name: BoneFollower
|
||||
m_EditorClassIdentifier:
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: ccbda9bf23e2f714c9226283c77a92e5,
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: 52ecc8a73071e8e40928c3609699fcf4,
|
||||
type: 2}
|
||||
udonAssembly:
|
||||
assemblyError:
|
||||
|
||||
@@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: c333ccfdd0cbdbc4ca30cef2dd6e6b9b, type: 3}
|
||||
m_Name: InteractToggle
|
||||
m_EditorClassIdentifier:
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: 405e38d3dfb2f514daeed0e28fbb4864,
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: 873dfce61b1514e429c92e0d2fded7de,
|
||||
type: 2}
|
||||
udonAssembly:
|
||||
assemblyError:
|
||||
|
||||
@@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: c333ccfdd0cbdbc4ca30cef2dd6e6b9b, type: 3}
|
||||
m_Name: PlayerModSetter
|
||||
m_EditorClassIdentifier:
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: f938e6c4ff027a74da405a1f9353fd2b,
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: e81558796a212ab4d88e305e2010f24b,
|
||||
type: 2}
|
||||
udonAssembly:
|
||||
assemblyError:
|
||||
|
||||
@@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: c333ccfdd0cbdbc4ca30cef2dd6e6b9b, type: 3}
|
||||
m_Name: GlobalToggleObject
|
||||
m_EditorClassIdentifier:
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: c49c9265a3ef24642a6a4465d0a78872,
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: 2fe8ced6184000f49bca526cd2c5891c,
|
||||
type: 2}
|
||||
udonAssembly:
|
||||
assemblyError:
|
||||
|
||||
@@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: c333ccfdd0cbdbc4ca30cef2dd6e6b9b, type: 3}
|
||||
m_Name: MasterToggleObject
|
||||
m_EditorClassIdentifier:
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: 04024a76ab1924042ba521e11cb76d91,
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: a2d01d9f36ac6df49831be249e48ecc4,
|
||||
type: 2}
|
||||
udonAssembly:
|
||||
assemblyError:
|
||||
|
||||
@@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: c333ccfdd0cbdbc4ca30cef2dd6e6b9b, type: 3}
|
||||
m_Name: TrackingDataFollower
|
||||
m_EditorClassIdentifier:
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: 17f8fbbe6cc186d4f8dbb057b01a4ec2,
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: 1b89d4552983c0448a7389decec3b555,
|
||||
type: 2}
|
||||
udonAssembly:
|
||||
assemblyError:
|
||||
|
||||
@@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: c333ccfdd0cbdbc4ca30cef2dd6e6b9b, type: 3}
|
||||
m_Name: WorldAudioSettings
|
||||
m_EditorClassIdentifier:
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: 128d924a3066b7546b2d1c73e61006ab,
|
||||
serializedUdonProgramAsset: {fileID: 11400000, guid: 994b559b0f158b4499f8937980ed8694,
|
||||
type: 2}
|
||||
udonAssembly:
|
||||
assemblyError:
|
||||
|
||||
@@ -10,8 +10,8 @@ AudioManager:
|
||||
Default Speaker Mode: 2
|
||||
m_SampleRate: 48000
|
||||
m_DSPBufferSize: 1024
|
||||
m_VirtualVoiceCount: 32
|
||||
m_RealVoiceCount: 24
|
||||
m_VirtualVoiceCount: 64
|
||||
m_RealVoiceCount: 32
|
||||
m_EnableOutputSuspension: 1
|
||||
m_SpatializerPlugin: OculusSpatializer
|
||||
m_AmbisonicDecoderPlugin: OculusSpatializer
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user