- Added trees outside the stable.
- Added a video player with horse songs preloaded. - Adjusted post-processing to be less harsh outdoors, and more visible indoors.
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using UnityEngine;
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using System.Collections.Generic;
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//-----------------------------------------------------------------------------
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// Copyright 2015-2021 RenderHeads Ltd. All rights reserved.
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//-----------------------------------------------------------------------------
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namespace RenderHeads.Media.AVProVideo.Demos
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{
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/// <summary>
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/// Rotate the transform (usually with Camera attached) to look around during playback of 360/180 videos.
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/// Unity will rotate the camera automatically if VR is enabled, in which case this script does nothing.
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/// Otherwise if there is a gyroscope it will be used, otherwise the mouse/touch can be used.
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public class LookAround360 : MonoBehaviour
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{
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[SerializeField] bool _lockPitch = false;
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[SerializeField] float _maxSpinSpeed = 40f;
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|
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private float _spinX;
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private float _spinY;
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private static bool IsVrPresent()
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{
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bool result = false;
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#if UNITY_2019_3_OR_NEWER
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var xrDisplaySubsystems = new List<UnityEngine.XR.XRDisplaySubsystem>();
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SubsystemManager.GetInstances<UnityEngine.XR.XRDisplaySubsystem>(xrDisplaySubsystems);
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foreach (var xrDisplay in xrDisplaySubsystems)
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{
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{
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break;
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}
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}
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#else
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result = (UnityEngine.XR.XRDevice.isPresent);
|
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#else
|
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result = (UnityEngine.VR.VRDevice.isPresent);
|
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#endif
|
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#endif
|
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return result;
|
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}
|
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void Start()
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{
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if (IsVrPresent())
|
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{
|
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this.enabled = false;
|
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return;
|
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}
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|
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if (SystemInfo.supportsGyroscope)
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{
|
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Input.gyro.enabled = true;
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}
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}
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|
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void Update()
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{
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if (SystemInfo.supportsGyroscope && Input.gyro.enabled)
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{
|
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RotateFromGyro();
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}
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else
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{
|
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RotateFromMouseOrTouch();
|
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}
|
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}
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void OnDestroy()
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{
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if (SystemInfo.supportsGyroscope)
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{
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Input.gyro.enabled = false;
|
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}
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}
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void RotateFromGyro()
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{
|
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// Invert the z and w of the gyro attitude
|
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this.transform.localRotation = new Quaternion(Input.gyro.attitude.x, Input.gyro.attitude.y, -Input.gyro.attitude.z, -Input.gyro.attitude.w);
|
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}
|
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|
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void RotateFromMouseOrTouch()
|
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{
|
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if (Input.GetMouseButton(0))
|
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{
|
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float h = _maxSpinSpeed * -Input.GetAxis("Mouse X") * Time.deltaTime;
|
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float v = 0f;
|
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if (!_lockPitch)
|
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{
|
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v = _maxSpinSpeed * Input.GetAxis("Mouse Y") * Time.deltaTime;
|
||||
}
|
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h = Mathf.Clamp(h, -0.5f, 0.5f);
|
||||
v = Mathf.Clamp(v, -0.5f, 0.5f);
|
||||
_spinX += h;
|
||||
_spinY += v;
|
||||
}
|
||||
if (!Mathf.Approximately(_spinX, 0f) || !Mathf.Approximately(_spinY, 0f))
|
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{
|
||||
this.transform.Rotate(Vector3.up, _spinX);
|
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this.transform.Rotate(Vector3.right, _spinY);
|
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|
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_spinX = Mathf.MoveTowards(_spinX, 0f, _spinDamping * Time.deltaTime);
|
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_spinY = Mathf.MoveTowards(_spinY, 0f, _spinDamping * Time.deltaTime);
|
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|
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@@ -0,0 +1,89 @@
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// UnityEngine.UI was moved to a package in 2019.2.0
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// Unfortunately no way to test for this across all Unity versions yet
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// You can set up the asmdef to reference the new package, but the package doesn't
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// existing in Unity 2017 etc, and it throws an error due to missing reference
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#if (UNITY_2019_2_OR_NEWER && AVPRO_PACKAGE_UNITYUI) || (!UNITY_2019_2_OR_NEWER)
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using UnityEngine;
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using UnityEngine.UI;
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namespace RenderHeads.Media.AVProVideo.Demos.UI
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{
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/// Fill a rectangle region with horizontal segments along it
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[ExecuteInEditMode]
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public class HorizontalSegmentsPrimitive : Graphic
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{
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private float[] _segments = { 0f, 0f };
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public float[] Segments { get { return _segments; } set { SetSegments(value); } }
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private void SetSegments(float[] segments)
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{
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if (segments != null && segments.Length > 1)
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{
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_segments = segments;
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}
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else
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{
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_segments = new float[] { 0f, 0f };
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}
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// TODO: detect whether a change actually occured before setting to dirty
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SetVerticesDirty();
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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Vector2 corner1 = Vector2.zero;
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Vector2 corner2 = Vector2.zero;
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corner1.x = 0f;
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corner1.y = 0f;
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corner2.x = 1f;
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corner2.y = 1f;
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corner1.x -= rectTransform.pivot.x;
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corner1.y -= rectTransform.pivot.y;
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corner2.x -= rectTransform.pivot.x;
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corner2.y -= rectTransform.pivot.y;
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corner1.x *= rectTransform.rect.width;
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corner1.y *= rectTransform.rect.height;
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corner2.x *= rectTransform.rect.width;
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corner2.y *= rectTransform.rect.height;
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vh.Clear();
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int numQuads = _segments.Length / 2;
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UIVertex vert = UIVertex.simpleVert;
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int vi = 0;
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for (int i = 0; i < numQuads; i++)
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{
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float x1 = _segments[i * 2 + 0] * (corner2.x - corner1.x) + corner1.x;
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float x2 = _segments[i * 2 + 1] * (corner2.x - corner1.x) + corner1.x;
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vert.position = new Vector2(x1, corner1.y);
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vert.color = color;
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vh.AddVert(vert);
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vert.position = new Vector2(x1, corner2.y);
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vert.color = color;
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vh.AddVert(vert);
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vert.position = new Vector2(x2, corner2.y);
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vert.color = color;
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vh.AddVert(vert);
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vert.position = new Vector2(x2, corner1.y);
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vert.color = color;
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vh.AddVert(vert);
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vh.AddTriangle(0 + vi, 1 + vi, 2 + vi);
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vh.AddTriangle(2 + vi, 3 + vi, 0 + vi);
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vi += 4;
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}
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}
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}
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}
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|
||||
float4 worldPosition : TEXCOORD1;
|
||||
};
|
||||
|
||||
uniform fixed4 _Color;
|
||||
uniform float _Morph;
|
||||
uniform float _Volume;
|
||||
uniform float _Mute;
|
||||
uniform float _OutlineSize;
|
||||
uniform float _OutlineOpacity;
|
||||
uniform float _OutlineSoftness;
|
||||
#if UI_SPECTRUM
|
||||
#if SHADER_API_GLES
|
||||
uniform float _Spectrum[4];
|
||||
#else
|
||||
uniform float _Spectrum[128];
|
||||
#endif
|
||||
uniform float _SpectrumRange;
|
||||
uniform float _SpectrumMax;
|
||||
#endif
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert(appdata_t IN)
|
||||
{
|
||||
v2f OUT;
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1, 1);
|
||||
#endif
|
||||
OUT.uv.xy = IN.texcoord.xy;
|
||||
OUT.color = IN.color * _Color;
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float ndot(float2 a, float2 b) { return a.x*b.x - a.y*b.y; }
|
||||
|
||||
float opU(float d1, float d2) { return min(d1, d2); }
|
||||
|
||||
float opS(float d1, float d2) { return max(-d1, d2); }
|
||||
|
||||
float opI(float d1, float d2) { return max(d1, d2); }
|
||||
|
||||
float sdCircle(in float2 p, float r)
|
||||
{
|
||||
return length(p) - r;
|
||||
}
|
||||
|
||||
float sdRhombus(in float2 p, in float2 b)
|
||||
{
|
||||
float2 q = abs(p);
|
||||
float h = clamp((-2.0*ndot(q, b) + ndot(b, b)) / dot(b, b), -1.0, 1.0);
|
||||
float d = length(q - 0.5*b*float2(1.0 - h, 1.0 + h));
|
||||
return d * sign(q.x*b.y + q.y*b.x - b.x*b.y);
|
||||
}
|
||||
|
||||
float sdEquilateralTriangle(in float2 p)
|
||||
{
|
||||
const float k = sqrt(3.0);
|
||||
|
||||
p.x = abs(p.x) - 1.0;
|
||||
p.y = p.y + 1.0 / k;
|
||||
if (p.x + k*p.y > 0.0) p = float2(p.x - k*p.y, -k*p.x - p.y) / 2.0;
|
||||
p.x -= clamp(p.x, -2.0, 0.0);
|
||||
return -length(p)*sign(p.y);
|
||||
}
|
||||
|
||||
float sdTriangle(in float2 p, in float2 p0, in float2 p1, in float2 p2)
|
||||
{
|
||||
float2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
|
||||
float2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
|
||||
|
||||
float2 pq0 = v0 - e0*clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);
|
||||
float2 pq1 = v1 - e1*clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);
|
||||
float2 pq2 = v2 - e2*clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);
|
||||
|
||||
float s = sign(e0.x*e2.y - e0.y*e2.x);
|
||||
float2 d = min(min(float2(dot(pq0, pq0), s*(v0.x*e0.y - v0.y*e0.x)),
|
||||
float2(dot(pq1, pq1), s*(v1.x*e1.y - v1.y*e1.x))),
|
||||
float2(dot(pq2, pq2), s*(v2.x*e2.y - v2.y*e2.x)));
|
||||
|
||||
return -sqrt(d.x)*sign(d.y);
|
||||
}
|
||||
|
||||
|
||||
float sdTriangleIsosceles(in float2 p, in float2 q)
|
||||
{
|
||||
p.x = abs(p.x);
|
||||
|
||||
float2 a = p - q*clamp(dot(p, q) / dot(q, q), 0.0, 1.0);
|
||||
float2 b = p - q*float2(clamp(p.x / q.x, 0.0, 1.0), 1.0);
|
||||
float s = -sign(q.y);
|
||||
float2 d = min(float2(dot(a, a), s*(p.x*q.y - p.y*q.x)),
|
||||
float2(dot(b, b), s*(p.y - q.y)));
|
||||
|
||||
return -sqrt(d.x)*sign(d.y);
|
||||
}
|
||||
|
||||
float sdBox(in float2 p, in float2 b)
|
||||
{
|
||||
float2 d = abs(p) - b;
|
||||
return length(max(d, float2(0.0, 0.0))) + min(max(d.x, d.y), 0.0);
|
||||
}
|
||||
|
||||
float sdRoundedBox(in float2 p, in float2 b, in float4 r)
|
||||
{
|
||||
r.xy = (p.x>0.0)?r.xy : r.zw;
|
||||
r.x = (p.y>0.0)?r.x : r.y;
|
||||
float2 q = abs(p)-b+r.x;
|
||||
return min(max(q.x,q.y),0.0) + length(max(q,0.0)) - r.x;
|
||||
}
|
||||
|
||||
float sdArc(in float2 p, in float2 sca, in float2 scb, in float ra, float rb)
|
||||
{
|
||||
p = mul(float2x2(sca.x,sca.y,-sca.y,sca.x), p);
|
||||
p.x = abs(p.x);
|
||||
float k = (scb.y*p.x>scb.x*p.y) ? dot(p.xy,scb) : length(p.xy);
|
||||
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
|
||||
}
|
||||
|
||||
float2 rotate2d(float2 v, float a)
|
||||
{
|
||||
float s = sin(a);
|
||||
float c = cos(a);
|
||||
float2x2 m = float2x2(c, -s, s, c);
|
||||
return mul(m,v);
|
||||
}
|
||||
|
||||
#if UI_FORWARD || UI_BACK
|
||||
float forward(float2 uv)
|
||||
{
|
||||
float r1 = 100000.0;
|
||||
r1 = sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333), float2(0.666, 0.666));
|
||||
r1 = opS(r1, sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333 * 1.5), float2(0.666, 0.666)));
|
||||
|
||||
uv.x += 0.2;
|
||||
|
||||
float r2 = 100000.0;
|
||||
r2 = sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333), float2(0.666, 0.666));
|
||||
//r2 = opS(r2, sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333 * 1.5), float2(0.666, 0.666)));
|
||||
|
||||
float r = opU(r1, r2);
|
||||
|
||||
return r;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if UI_VOLUME
|
||||
float volume(float2 uv)
|
||||
{
|
||||
float r = 100000.0;
|
||||
|
||||
uv.x += 0.25;
|
||||
|
||||
// Cone
|
||||
r = opU(r, sdBox(uv + float2(0.1, 0.0), float2(0.25, 0.25)));
|
||||
r = opU(r, sdTriangleIsosceles(float2(uv.y, uv.x) + float2(0.0, 0.3), float2(0.6, 0.6)));
|
||||
|
||||
// Ripple occluder
|
||||
float s = sdBox(uv + float2(0, 0.0), float2(0.4, 0.7));
|
||||
|
||||
// Ripple thickness
|
||||
float rt = 0.15;
|
||||
|
||||
// Ripple 1
|
||||
float offset = -0.25;
|
||||
if (_Volume > 0.0)
|
||||
{
|
||||
float t = saturate(_Volume / 0.5);
|
||||
r = opU(r, opS(s, sdCircle(uv + float2(offset, 0.0), rt*lerp(1, 2, t))));
|
||||
}
|
||||
|
||||
// Ripple 2
|
||||
float a;
|
||||
//a = sdCircle(uv + float2(offset, 0.0), 0.6 - rt * 3);
|
||||
//a = opS(a, opS(s, sdCircle(uv + float2(offset, 0.0), 0.6 - rt * 2)));
|
||||
//r = opU(a, r);
|
||||
|
||||
// Ripple 3
|
||||
if (_Volume > 0.5)
|
||||
{
|
||||
float t = saturate((_Volume - 0.5) / 0.5);
|
||||
a = sdCircle(uv + float2(offset, 0.0), (0.6 - rt));
|
||||
a = opS(a, opS(s, sdCircle(uv + float2(offset, 0.0), lerp(0.6-rt, 0.6, t))));
|
||||
r = opU(a, r);
|
||||
}
|
||||
|
||||
// Crossout
|
||||
if (_Mute > 0.0)
|
||||
{
|
||||
float maxLength = 0.8;
|
||||
float length = _Mute * maxLength;
|
||||
{
|
||||
// Cutout
|
||||
r = opS(-r, -sdBox(rotate2d(uv - float2(0.25, 0), -3.14/4) + float2(-0.1, length/1 - maxLength/1), float2(0.1, length*1)));
|
||||
|
||||
// Line
|
||||
r = opU(r, sdBox(rotate2d(uv - float2(0.25, 0), -3.14/4) + float2(0.0, length/1 - maxLength/1), float2(0.1, length*1)));
|
||||
}
|
||||
}
|
||||
|
||||
return r;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#if UI_CC
|
||||
float ccbutton(float2 uv)
|
||||
{
|
||||
float r = 100000.0;
|
||||
|
||||
float barHeight = 0.1;
|
||||
|
||||
float boxSize = 0.65;
|
||||
float r3 = sdRoundedBox(uv, float2(boxSize, boxSize * 0.9), float4(0.25, 0.25, 0.25, 0.25));
|
||||
|
||||
float angle1 = 0.0;
|
||||
float angle2 = 2.3;
|
||||
float thickeness = 0.08;
|
||||
float size = 0.25;
|
||||
float rLeftC = sdArc(float2(0.35 + uv.x*1.5, uv.y), float2(sin(angle1), cos(angle1)), float2(sin(angle2), cos(angle2)), size, thickeness);
|
||||
float rRightC = sdArc(float2(-0.40 + uv.x*1.5, uv.y), float2(sin(angle1), cos(angle1)), float2(sin(angle2), cos(angle2)), size, thickeness);
|
||||
|
||||
r = opU(rLeftC, rRightC);
|
||||
r = opS(r, r3);
|
||||
|
||||
if (_Morph > 0.0)
|
||||
{
|
||||
float barWidth = lerp(0.0, boxSize, _Morph);
|
||||
float r4 = sdBox(uv + float2(0.0, boxSize + barHeight * 2.0), float2(barWidth, barHeight));
|
||||
r = opU(r, r4);
|
||||
}
|
||||
|
||||
return r;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if UI_OPTIONS
|
||||
float optionsgear(float2 uv, float radius, float discRatio, float holeRatio, float spokeRatio)
|
||||
{
|
||||
float r = 100000.0;
|
||||
|
||||
float r1 = sdCircle(uv, radius * holeRatio);
|
||||
float r2 = sdCircle(uv, radius * discRatio);
|
||||
|
||||
float rotationOffset = lerp(0.0, 3.141592654/6.0, _Morph);
|
||||
|
||||
float b1 = sdBox(rotate2d(uv, (3.141592654 / 2.0) + rotationOffset), float2(radius, radius * spokeRatio));
|
||||
float b2 = sdBox(rotate2d(uv, (3.141592654 / 6.0) + rotationOffset), float2(radius, radius * spokeRatio));
|
||||
float b3 = sdBox(rotate2d(uv,-(3.141592654 / 6.0) + rotationOffset), float2(radius, radius * spokeRatio));
|
||||
|
||||
r = r2; // Base circle
|
||||
r = opU(r, b1); // Spoke 1
|
||||
r = opU(r, b2); // Spoke 2
|
||||
r = opU(r, b3); // Spoke 3
|
||||
r = opS(r1, r); // Hole
|
||||
|
||||
return r;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if UI_BUFFERING
|
||||
float CircularDistance(float a, float b, float range)
|
||||
{
|
||||
float d1 = abs(a-b);
|
||||
//float d2 = range - d1;
|
||||
//return lerp((a-b), d2, d1 / (range/2));
|
||||
if (d1 > range/2)
|
||||
{
|
||||
d1 = (range - d1);
|
||||
}
|
||||
else
|
||||
{
|
||||
d1 = a-b;
|
||||
}
|
||||
return d1;
|
||||
}
|
||||
#endif
|
||||
|
||||
fixed4 getColorWithOutline(float d, float3 shapeColor, float3 outlineColor)
|
||||
{
|
||||
float dw = fwidth(d) * 0.5;
|
||||
float shapeAlpha = smoothstep(dw, -dw, d);
|
||||
|
||||
#if !DRAW_OUTLINE
|
||||
return float4(shapeColor, shapeAlpha);
|
||||
#else
|
||||
|
||||
float od = (d - _OutlineSize);
|
||||
float dw2 = fwidth(od) * 0.5;
|
||||
float outlineAlpha = smoothstep(dw2 + _OutlineSoftness, -dw2 - _OutlineSoftness, od);
|
||||
|
||||
return lerp(float4(outlineColor, outlineAlpha * _OutlineOpacity), float4(shapeColor, shapeAlpha), shapeAlpha);
|
||||
#endif
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
#if UI_SPECTRUM
|
||||
// In GLES2.0 indexing from the _Spectrum[] array is not supported
|
||||
#if SHADER_API_GLES
|
||||
float v = 0.0;
|
||||
float d = 0.0;
|
||||
#else
|
||||
float x = (pow(i.uv.x, 1.0) * _SpectrumRange)-1.0;
|
||||
//_Spectrum[0] = 0.0;
|
||||
// Bilinear sample the values
|
||||
float scale = (1.0+i.uv.x * 8.0); // Scale higher freqs to give them more movement
|
||||
float v1 = 0.0;
|
||||
float v2 = 0.0;
|
||||
int t1 = floor(x);
|
||||
int t2 = ceil(x);
|
||||
if (t1 >= 0)
|
||||
{
|
||||
v1 = (_Spectrum[t1] * scale);
|
||||
}
|
||||
if (t2 >= 0)
|
||||
{
|
||||
v2 = (_Spectrum[t2] * scale);
|
||||
}
|
||||
v1 = max(v1, 0.01);
|
||||
v2 = max(v2, 0.01);
|
||||
float2 uvn = float2(0.0, i.uv.y);
|
||||
// Get vertical distance
|
||||
float d1 = (abs(i.uv.y - 0.5) - (v1/1.0));
|
||||
float d2 = (abs(i.uv.y - 0.5) - (v2/1.0));
|
||||
// Interpolate
|
||||
float xf = frac(x);
|
||||
float v = saturate(lerp(v1, v2, xf));
|
||||
float d = lerp(d1, d2, xf);
|
||||
#endif
|
||||
// Get colour from texture
|
||||
float yy2 = abs(i.uv.y - 0.5) * 2.0;
|
||||
float yy = v;
|
||||
float level = i.uv.y;// + pow(yy2+v, 8);
|
||||
float3 col = level;//tex2D(_MainTex, float2(level, 0.0f));
|
||||
//col.g += abs(i.uv.x);
|
||||
return getColorWithOutline(d, col, float3(0.0, 0.0, 0.0)) * i.color;
|
||||
#else
|
||||
#if UI_CIRCLE
|
||||
float2 uvn = (i.uv.xy - 0.5) / 0.5;
|
||||
float d = sdCircle(uvn, 1.0);
|
||||
#elif UI_PLAY
|
||||
float2 uvn = (i.uv.xy - float2(0.5, 0.5)) / 0.5;
|
||||
float d = sdTriangle(uvn, float2(-0.6, 0.6), float2(0.6, 0), float2(-0.6, -0.6));
|
||||
|
||||
#elif UI_PAUSE
|
||||
float d1 = sdBox(i.uv - 0.5 + float2(0.2, 0.0), float2(0.1, 0.3));
|
||||
float d2 = sdBox(i.uv - 0.5 - float2(0.2, 0.0), float2(0.1, 0.3));
|
||||
float d = min(d1, d2);
|
||||
//c = 1.0 - saturate(smoothstep(dw-0.022, -dw, d))*0.2;
|
||||
#elif UI_PLAYPAUSE
|
||||
float2 uvn = (i.uv.xy - float2(0.5, 0.5)) / 0.5;
|
||||
float d3 = sdTriangle(uvn, float2(-0.6, 0.6), float2(0.6, 0), float2(-0.6, -0.6));
|
||||
|
||||
float d1 = sdBox(i.uv - 0.5 + float2(0.2, 0.0), float2(0.1, 0.3));
|
||||
float d2 = sdBox(i.uv - 0.5 - float2(0.2, 0.0), float2(0.1, 0.3));
|
||||
float d = min(d1, d2);
|
||||
|
||||
float dw1 = fwidth(d) * 0.5;
|
||||
float dw3 = fwidth(d3) * 0.5;
|
||||
float dw = lerp(dw1, dw3, _Morph);
|
||||
//a = smoothstep(dw, -dw, lerp(d, d3, _Morph));
|
||||
d = lerp(d, d3, _Morph);
|
||||
//c = 1.0 - saturate(smoothstep(-0.025, 0, lerp(d, d3, _Morph)))*0.2;
|
||||
#elif UI_BUFFERING
|
||||
float rsize = 0.05;
|
||||
float r = 0.5;
|
||||
float2 uvn = (i.uv.xy - 0.5) / 0.5;
|
||||
|
||||
// Inner radius
|
||||
float d = sdCircle(uvn, r - rsize);
|
||||
|
||||
// Outer radius
|
||||
d = opS(d, sdCircle(uvn, r + rsize));
|
||||
|
||||
// Animation angle
|
||||
float za = -(_Time.x * 160) + cos(_Time.y*2.0);
|
||||
float zz = sin(_Time.y);
|
||||
|
||||
// Create point at the animated angle, at the same radius as this UV
|
||||
float2 dp = float2(sin(za), cos(za)) * length(uvn);
|
||||
|
||||
// Calculate angle between the UV and the new point and subtract offset
|
||||
float dy = abs(atan((dp.x - uvn.x)/(dp.y - uvn.y))) - abs(zz);
|
||||
d = opI(d, dy);
|
||||
|
||||
#elif UI_VOLUME
|
||||
float2 uvn = (i.uv.xy - 0.5) / 0.5;
|
||||
float d = volume(uvn);
|
||||
#elif UI_FORWARD
|
||||
float2 uvn = (i.uv.xy - 0.5) / 0.5;
|
||||
float d = forward(uvn);
|
||||
#elif UI_BACK
|
||||
float2 uvn = (i.uv.xy - 0.5) / 0.5;
|
||||
float d = forward(float2(-uvn.x, uvn.y));
|
||||
#elif UI_CC
|
||||
float2 uvn = (i.uv.xy - 0.5) / 0.5;
|
||||
float d = ccbutton(uvn);
|
||||
#elif UI_OPTIONS
|
||||
float2 uvn = (i.uv.xy - 0.5) / 0.5;
|
||||
float d = optionsgear(uvn, 0.75, 0.75, 0.35, 0.25);
|
||||
#endif
|
||||
|
||||
return getColorWithOutline(d, float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0)) * i.color;
|
||||
#endif
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b83f1522b53ad44a9a271e7db8aa527
|
||||
timeCreated: 1546682502
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,154 @@
|
||||
// UnityEngine.UI was moved to a package in 2019.2.0
|
||||
// Unfortunately no way to test for this across all Unity versions yet
|
||||
// You can set up the asmdef to reference the new package, but the package doesn't
|
||||
// existing in Unity 2017 etc, and it throws an error due to missing reference
|
||||
#define AVPRO_PACKAGE_UNITYUI
|
||||
#if (UNITY_2019_2_OR_NEWER && AVPRO_PACKAGE_UNITYUI) || (!UNITY_2019_2_OR_NEWER)
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Copyright 2018-2021 RenderHeads Ltd. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
namespace RenderHeads.Media.AVProVideo.Demos.UI
|
||||
{
|
||||
public class OverlayManager : MonoBehaviour
|
||||
{
|
||||
public enum Feedback
|
||||
{
|
||||
Play,
|
||||
Pause,
|
||||
SeekForward,
|
||||
SeekBack,
|
||||
VolumeUp,
|
||||
VolumeDown,
|
||||
VolumeMute,
|
||||
}
|
||||
|
||||
[SerializeField] Image _stalledImage = null;
|
||||
[SerializeField] Image _feedbackImage = null;
|
||||
[SerializeField] CanvasGroup _feedbackCanvas = null;
|
||||
[SerializeField] float _startScale = 0.25f;
|
||||
[SerializeField] float _endScale = 1.0f;
|
||||
[SerializeField] float _animationSpeed = 1.5f;
|
||||
|
||||
private Material _feedbackMaterial;
|
||||
private float _feedbackTimer;
|
||||
|
||||
private readonly LazyShaderProperty _propMute = new LazyShaderProperty("_Mute");
|
||||
private readonly LazyShaderProperty _propVolume = new LazyShaderProperty("_Volume");
|
||||
|
||||
void Start()
|
||||
{
|
||||
_feedbackMaterial = new Material(_feedbackImage.material);
|
||||
_feedbackImage.material = _feedbackMaterial;
|
||||
_feedbackCanvas.alpha = 0f;
|
||||
_feedbackTimer = 1f;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (_feedbackMaterial)
|
||||
{
|
||||
Material.Destroy(_feedbackMaterial);
|
||||
_feedbackMaterial = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_stalledImage.enabled = false;
|
||||
}
|
||||
|
||||
public void TriggerStalled()
|
||||
{
|
||||
_stalledImage.enabled = true;
|
||||
}
|
||||
|
||||
private const string KeywordPlay = "UI_PLAY";
|
||||
private const string KeywordPause = "UI_PAUSE";
|
||||
private const string KeywordSeekBack = "UI_BACK";
|
||||
private const string KeywordSeekForward = "UI_FORWARD";
|
||||
private const string KeywordVolume = "UI_VOLUME";
|
||||
private const string KeywordVolumeUp = "UI_VOLUMEUP";
|
||||
private const string KeywordVolumeDown = "UI_VOLUMEDOWN";
|
||||
private const string KeywordVolumeMute = "UI_VOLUMEMUTE";
|
||||
|
||||
public void TriggerFeedback(Feedback feedback)
|
||||
{
|
||||
_feedbackMaterial.DisableKeyword(KeywordPlay);
|
||||
_feedbackMaterial.DisableKeyword(KeywordPause);
|
||||
_feedbackMaterial.DisableKeyword(KeywordSeekBack);
|
||||
_feedbackMaterial.DisableKeyword(KeywordSeekForward);
|
||||
_feedbackMaterial.DisableKeyword(KeywordVolume);
|
||||
_feedbackMaterial.DisableKeyword(KeywordVolumeUp);
|
||||
_feedbackMaterial.DisableKeyword(KeywordVolumeDown);
|
||||
_feedbackMaterial.DisableKeyword(KeywordVolumeMute);
|
||||
|
||||
string keyword = null;
|
||||
switch (feedback)
|
||||
{
|
||||
case Feedback.Play:
|
||||
keyword = KeywordPlay;
|
||||
break;
|
||||
case Feedback.Pause:
|
||||
keyword = KeywordPause;
|
||||
break;
|
||||
case Feedback.SeekBack:
|
||||
keyword = KeywordSeekBack;
|
||||
break;
|
||||
case Feedback.SeekForward:
|
||||
keyword = KeywordSeekForward;
|
||||
break;
|
||||
case Feedback.VolumeUp:
|
||||
keyword = KeywordVolume;
|
||||
_feedbackMaterial.SetFloat(_propMute.Id, 0f);
|
||||
_feedbackMaterial.SetFloat(_propVolume.Id, 1f);
|
||||
break;
|
||||
case Feedback.VolumeDown:
|
||||
keyword = KeywordVolume;
|
||||
_feedbackMaterial.SetFloat(_propMute.Id, 0f);
|
||||
_feedbackMaterial.SetFloat(_propVolume.Id, 0.5f);
|
||||
break;
|
||||
case Feedback.VolumeMute:
|
||||
keyword = KeywordVolume;
|
||||
_feedbackMaterial.SetFloat(_propVolume.Id, 1f);
|
||||
_feedbackMaterial.SetFloat(_propMute.Id, 1f);
|
||||
break;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(keyword))
|
||||
{
|
||||
_feedbackMaterial.EnableKeyword(keyword);
|
||||
}
|
||||
|
||||
_feedbackCanvas.alpha = 1f;
|
||||
_feedbackCanvas.transform.localScale = new Vector3(_startScale, _startScale, _startScale);
|
||||
_feedbackTimer = 0f;
|
||||
Update();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// Update scaling and fading
|
||||
float t2 = Mathf.Clamp01(_feedbackTimer);
|
||||
float t = Mathf.Clamp01((_feedbackTimer - 0.5f) * 2f);
|
||||
_feedbackCanvas.alpha = Mathf.Lerp(1f, 0f, PowerEaseOut(t, 1f));
|
||||
if (_feedbackCanvas.alpha > 0f)
|
||||
{
|
||||
float scale = Mathf.Lerp(_startScale, _endScale, PowerEaseOut(t2, 2f));
|
||||
_feedbackCanvas.transform.localScale = new Vector3(scale, scale, scale);
|
||||
}
|
||||
|
||||
_feedbackTimer += Time.deltaTime * _animationSpeed;
|
||||
}
|
||||
|
||||
private static float PowerEaseOut(float t, float power)
|
||||
{
|
||||
return 1f - Mathf.Abs(Mathf.Pow(t - 1f, power));
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 382afb28aa5a7f1428ffeab5b7d15625
|
||||
timeCreated: 1546863408
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because one or more lines are too long
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ea26c1ee23534e45906e4c8dd184883
|
||||
timeCreated: 1609503535
|
||||
licenseType: Pro
|
||||
NativeFormatImporter:
|
||||
mainObjectFileID: -1
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user