Add water shader by Atlas and, flip some faces and experiment with animations

This commit is contained in:
Jo 2025-07-25 03:50:52 +02:00
parent bf6da1e7c9
commit c50e9258cf
1764 changed files with 303341 additions and 66722 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BakeryAlwaysRender : MonoBehaviour {
}

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
[DisallowMultipleComponent]
public class BakeryDirectLight : MonoBehaviour
{
public Color color = Color.white;
public float intensity = 1.0f;
public float shadowSpread = 0.01f;//0.05f;
public int samples = 16;
//public uint bitmask = 1;
public int bitmask = 1;
public bool bakeToIndirect = false;
public bool shadowmask = false;
public bool shadowmaskDenoise = false;
public float indirectIntensity = 1.0f;
public Texture2D cloudShadow;
public float cloudShadowTilingX = 0.01f;
public float cloudShadowTilingY = 0.01f;
public float cloudShadowOffsetX, cloudShadowOffsetY;
public bool supersample = false;
public int UID;
public static int lightsChanged = 0; // 1 = const, 2 = full
static GameObject objShownError;
#if UNITY_EDITOR
void OnValidate()
{
if (lightsChanged == 0) lightsChanged = 1;
}
void OnEnable()
{
lightsChanged = 2;
}
void OnDisable()
{
lightsChanged = 2;
}
public void Start()
{
if (gameObject.GetComponent<BakerySkyLight>() != null ||
gameObject.GetComponent<BakeryPointLight>() != null ||
gameObject.GetComponent<BakeryLightMesh>() != null)
{
if (objShownError != gameObject)
{
EditorUtility.DisplayDialog("Bakery", "Can't have more than one Bakery light on one object", "OK");
objShownError = gameObject;
}
else
{
Debug.LogError("Can't have more than one Bakery light on one object");
}
DestroyImmediate(this);
return;
}
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
if (UID == 0) UID = Guid.NewGuid().GetHashCode(); // legacy
}
void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(transform.position, 0.1f);
//Gizmos.DrawWireSphere(transform.position, 0.5f);
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
var endPoint = transform.position + transform.forward * 2;
Gizmos.DrawLine(transform.position, endPoint);
//Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(transform.position, 0.2f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position + transform.right - endPoint).normalized * 0.5f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position - transform.right - endPoint).normalized * 0.5f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position + transform.up - endPoint).normalized * 0.5f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position - transform.up - endPoint).normalized * 0.5f);
}
#endif
}

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
[DisallowMultipleComponent]
public class BakeryLightMesh : MonoBehaviour
{
public int UID;
public Color color = Color.white;
public float intensity = 1.0f;
public Texture2D texture = null;
public float cutoff = 100;
public int samples = 256;
public int samples2 = 16;
public int samples2_previous = 16;
public int bitmask = 1;
public bool selfShadow = true;
public bool bakeToIndirect = true;
public bool shadowmask = false;
public float indirectIntensity = 1.0f;
public bool shadowmaskFalloff = false;
public int maskChannel;
public int lmid = -2;
public static int lightsChanged = 0;
static GameObject objShownError;
#if UNITY_EDITOR
void OnValidate()
{
if (lightsChanged == 0) lightsChanged = 1;
}
public void Start()
{
if (gameObject.GetComponent<BakeryDirectLight>() != null ||
gameObject.GetComponent<BakeryPointLight>() != null ||
gameObject.GetComponent<BakerySkyLight>() != null)
{
if (objShownError != gameObject)
{
EditorUtility.DisplayDialog("Bakery", "Can't have more than one Bakery light on one object", "OK");
objShownError = gameObject;
}
else
{
Debug.LogError("Can't have more than one Bakery light on one object");
}
DestroyImmediate(this);
return;
}
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
if (UID == 0) UID = Guid.NewGuid().GetHashCode(); // legacy
}
#endif
void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
var mr = gameObject.GetComponent<MeshRenderer>();
if (mr!=null) Gizmos.DrawWireSphere(mr.bounds.center, cutoff);
}
}

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public struct BakeryLightmapGroupPlain
{
public string name;
public int resolution, id, renderMode, renderDirMode, atlasPacker;
public bool vertexBake;
public bool containsTerrains;
public bool probes;
public bool isImplicit;
public bool computeSSS;
public int sssSamples;
public float sssDensity;
public float sssR, sssG, sssB;
public float fakeShadowBias;
public bool transparentSelfShadow;
public bool flipNormal;
public string parentName;
public int sceneLodLevel;
public bool autoResolution;
public int holeFilling;
};
[CreateAssetMenu(menuName = "Bakery lightmap group")]
public class BakeryLightmapGroup : ScriptableObject
{
public enum ftLMGroupMode
{
OriginalUV = 0,
PackAtlas = 1,
Vertex = 2,
};
public enum RenderMode
{
FullLighting = 0,
Indirect = 1,
Shadowmask = 2,
Subtractive = 3,
AmbientOcclusionOnly = 4,
Auto = 1000
};
public enum RenderDirMode
{
None = 0,
BakedNormalMaps = 1,
DominantDirection = 2,
RNM = 3,
SH = 4,
ProbeSH = 5,
MonoSH = 6,
Auto = 1000
};
public enum AtlasPacker
{
Default = 0,
xatlas = 1,
Auto = 1000
};
public enum HoleFilling
{
Auto = 0,
Yes = 1,
No = 2
};
[SerializeField, Range(1, 8192)]
public int resolution = 512;
[SerializeField]
public int bitmask = 1;
[SerializeField]
public int id = -1;
public int sortingID = -1;
[SerializeField]
public bool isImplicit = false;
[SerializeField]
public float area = 0.0f;
[SerializeField]
public int totalVertexCount = 0;
[SerializeField]
public int vertexCounter = 0;
[SerializeField]
public int sceneLodLevel = -1;
[SerializeField]
public bool autoResolution = false;
[SerializeField]
public string sceneName;
[SerializeField]
public int tag = -1;
[SerializeField]
public bool containsTerrains;
[SerializeField]
public bool probes;
[SerializeField]
public ftLMGroupMode mode = ftLMGroupMode.PackAtlas;
[SerializeField]
public RenderMode renderMode = RenderMode.Auto;
[SerializeField]
public RenderDirMode renderDirMode = RenderDirMode.Auto;
[SerializeField]
public AtlasPacker atlasPacker = AtlasPacker.Auto;
[SerializeField]
public HoleFilling holeFilling = HoleFilling.Auto;
//[SerializeField]
//public bool aoIsThickness = false;
[SerializeField]
public bool computeSSS = false;
[SerializeField]
public int sssSamples = 16;
[SerializeField]
public float sssDensity = 10;
[SerializeField]
public Color sssColor = Color.white;
[SerializeField]
public float sssScale = 1.0f;
[SerializeField]
public float fakeShadowBias = 0.0f;
[SerializeField]
public bool transparentSelfShadow = false;
[SerializeField]
public bool flipNormal = false;
[SerializeField]
public string parentName;
[SerializeField]
public string overridePath = "";
[SerializeField]
public bool fixPos3D = false;
[SerializeField]
public Vector3 voxelSize = Vector3.one;
public int passedFilter;
public BakeryLightmapGroupPlain GetPlainStruct()
{
BakeryLightmapGroupPlain str;
str.name = name;
str.id = id;
str.resolution = resolution;
str.vertexBake = mode == ftLMGroupMode.Vertex;
str.isImplicit = isImplicit;
str.renderMode = (int)renderMode;
str.renderDirMode = (int)renderDirMode;
str.atlasPacker = (int)atlasPacker;
str.holeFilling = (int)holeFilling;
str.computeSSS = computeSSS;
str.sssSamples = sssSamples;
str.sssDensity = sssDensity;
str.sssR = sssColor.r * sssScale;
str.sssG = sssColor.g * sssScale;
str.sssB = sssColor.b * sssScale;
str.containsTerrains = containsTerrains;
str.probes = probes;
str.fakeShadowBias = fakeShadowBias;
str.transparentSelfShadow = transparentSelfShadow;
str.flipNormal = flipNormal;
str.parentName = parentName;
str.sceneLodLevel = sceneLodLevel;
str.autoResolution = autoResolution;
return str;
}
}

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using UnityEngine;
public class BakeryLightmapGroupSelector : MonoBehaviour
{
public bool active = true;
public Object lmgroupAsset;
public bool instanceResolutionOverride = false;
public int instanceResolution = 256;
}

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#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
// Disable 'obsolete' warnings
#pragma warning disable 0618
[DisallowMultipleComponent]
public class BakeryLightmappedPrefab : MonoBehaviour
{
#if UNITY_EDITOR
public bool enableBaking = true;
public bool ignoreWarnings = false;
public string errorMessage;
public bool IsValid()
{
errorMessage = "";
if (!enableBaking)
{
return false;
}
if (ignoreWarnings) return true;
bool isPartOfPrefab = PrefabUtility.GetPrefabType(gameObject) == PrefabType.PrefabInstance;
if (!isPartOfPrefab)
{
errorMessage = "this GameObject is not a prefab";
return false;
}
bool prefabIsRoot = PrefabUtility.FindPrefabRoot(gameObject) == gameObject;
if (!prefabIsRoot)
{
errorMessage = "this GameObject is not a root prefab object";
return false;
}
var transforms = GetComponentsInChildren<Transform>();
for(int i=0; i<transforms.Length; i++)
{
if (PrefabUtility.FindPrefabRoot(transforms[i].gameObject) != gameObject)
{
errorMessage = "prefab contains unapplied object (" + transforms[i].name + ")";
return false;
}
}
var prefabRootObj = PrefabUtility.GetPrefabObject(gameObject);
//var prefabRootObj2 = PrefabUtility.FindPrefabRoot(gameObject);
var mods = PrefabUtility.GetPropertyModifications(gameObject);
if (mods != null)
{
for(int i=0; i<mods.Length; i++)
{
if (mods[i] == null) continue;
#if UNITY_2018_3_OR_NEWER
if (PrefabUtility.IsDefaultOverride(mods[i])) continue;
#endif
if (mods[i].propertyPath == "m_RootOrder") continue;
if (mods[i].propertyPath == "errorMessage") continue;
if (mods[i].propertyPath == "enableBaking") continue;
if (mods[i].propertyPath.IndexOf("idremap") >= 0) continue;
if (mods[i].target != null && mods[i].target.name == gameObject.name)
{
if (mods[i].propertyPath.Contains("m_LocalPosition")) continue;
if (mods[i].propertyPath.Contains("m_LocalRotation")) continue;
if (mods[i].propertyPath.Contains("m_LocalScale")) continue;
}
errorMessage = "prefab contains unapplied data (" + mods[i].target+"."+mods[i].propertyPath + ")";
return false;
}
}
var comps = gameObject.GetComponents<Component>();
var comps2 = gameObject.GetComponentsInChildren<Component>();
for(int t=0; t<2; t++)
{
var comps3 = t == 0 ? comps : comps2;
for(int c=0; c<comps3.Length; c++)
{
var prefabObj = PrefabUtility.GetPrefabObject(comps3[c]);
if (prefabObj != prefabRootObj)
{
errorMessage = "prefab contains unapplied component (" + comps3[c] + ")";
return false;
}
/*bool isRoot = comps3[c].gameObject == gameObject;
var mods = PrefabUtility.GetPropertyModifications(comps3[c]);
if (mods == null) continue;
for(int i=0; i<mods.Length; i++)
{
if (mods[i].propertyPath == "m_RootOrder") continue;
if (isRoot)
{
if (mods[i].propertyPath == "errorMessage") continue;
if (mods[i].propertyPath == "enableBaking") continue;
if (mods[i].propertyPath.Contains("m_LocalPosition")) continue;
if (mods[i].propertyPath.Contains("m_LocalRotation")) continue;
if (mods[i].propertyPath.Contains("m_LocalScale")) continue;
}
else
{
if (mods[i].propertyPath.Contains("m_LocalPosition"))
{
var dist = (comps3[c].transform.position - (PrefabUtility.GetPrefabParent(comps3[c].gameObject) as GameObject).transform.position).sqrMagnitude;
Debug.LogError(dist);
if (dist < 0.001f) continue;
}
else if (mods[i].propertyPath.Contains("m_LocalRotation"))
{
continue;
}
}
errorMessage = "Error: prefab contains unapplied data (" + mods[i].target+"."+mods[i].propertyPath + ")";
return false;
}*/
}
}
return true;
}
#endif
}

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#ifndef BAKERY_META
#define BAKERY_META
Texture2D bestFitNormalMap;
float _IsPerPixel;
struct BakeryMetaInput
{
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float3 normal : NORMAL;
#ifndef _TERRAIN_NORMAL_MAP
float4 tangent : TANGENT;
#endif
};
struct v2f_bakeryMeta
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float4 tangent : TEXCOORD2;
float3 binormal : TEXCOORD3;
};
v2f_bakeryMeta vert_bakerymt (BakeryMetaInput v)
{
v2f_bakeryMeta o;
o.pos = float4(((v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw)*2-1) * float2(1,-1), 0.5, 1);
o.uv = v.uv0;
o.normal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal).xyz);
#ifdef _TERRAIN_NORMAL_MAP
o.tangent.xyz = cross(o.normal, float3(0,0,1));
o.binormal = cross(o.normal, o.tangent.xyz) * -1;
o.tangent.w = -1;
#else
o.tangent.xyz = normalize(mul((float3x3)unity_ObjectToWorld, v.tangent.xyz).xyz);
o.binormal = cross(o.normal, o.tangent.xyz) * v.tangent.w;
o.tangent.w = v.tangent.w;
#endif
return o;
}
float3 EncodeNormalBestFit(float3 n)
{
float3 nU = abs(n);
float maxNAbs = max(nU.z, max(nU.x, nU.y));
float2 TC = nU.z<maxNAbs? (nU.y<maxNAbs? nU.yz : nU.xz) : nU.xy;
//if (TC.x != TC.y)
//{
TC = TC.x<TC.y? TC.yx : TC.xy;
TC.y /= TC.x;
n /= maxNAbs;
float fittingScale = bestFitNormalMap.Load(int3(TC.x*1023, TC.y*1023, 0)).a;
n *= fittingScale;
//}
return n*0.5+0.5;
}
float3 TransformNormalMapToWorld(v2f_bakeryMeta i, float3 tangentNormalMap)
{
float3 b = i.binormal;
if (_IsPerPixel > 0.0f) b = cross(i.normal, i.tangent.xyz) * i.tangent.w;
float3x3 TBN = float3x3(normalize(i.tangent.xyz), normalize(b), normalize(i.normal));
return mul(tangentNormalMap, TBN);
}
#define BakeryEncodeNormal EncodeNormalBestFit
#endif

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BakeryPackAsSingleSquare : MonoBehaviour {
}

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
[DisallowMultipleComponent]
public class BakeryPointLight : MonoBehaviour
{
public enum ftLightProjectionMode
{
Omni = 0,
Cookie = 1,
Cubemap = 2,
IES = 3,
Cone = 4
};
public enum Direction
{
NegativeY = 0,
PositiveZ = 1
};
public int UID;
public Color color = Color.white;
public float intensity = 1.0f;
public float shadowSpread = 0.05f;
public float cutoff = 10.0f;
public bool realisticFalloff = false;
public bool legacySampling = true;
public int samples = 8;
public ftLightProjectionMode projMode;
public Texture2D cookie;
public float angle = 30.0f;
public float innerAngle = 0;
public Cubemap cubemap;
public UnityEngine.Object iesFile;
public int bitmask = 1;
public bool bakeToIndirect = false;
public bool shadowmask = false;
public bool shadowmaskFalloff = false;
public float indirectIntensity = 1.0f;
public float falloffMinRadius = 1.0f;
public int shadowmaskGroupID = 0;
public Direction directionMode = Direction.NegativeY;
public int maskChannel;
const float GIZMO_MAXSIZE = 0.1f;
const float GIZMO_SCALE = 0.01f;
float screenRadius = GIZMO_MAXSIZE;
public static int lightsChanged = 0; // 1 = const, 2 = full
static GameObject objShownError;
#if UNITY_EDITOR
void OnValidate()
{
if (lightsChanged == 0) lightsChanged = 1;
}
void OnEnable()
{
lightsChanged = 2;
}
void OnDisable()
{
lightsChanged = 2;
}
public void Start()
{
if (gameObject.GetComponent<BakeryDirectLight>() != null ||
gameObject.GetComponent<BakerySkyLight>() != null ||
gameObject.GetComponent<BakeryLightMesh>() != null)
{
if (objShownError != gameObject)
{
EditorUtility.DisplayDialog("Bakery", "Can't have more than one Bakery light on one object", "OK");
objShownError = gameObject;
}
else
{
Debug.LogError("Can't have more than one Bakery light on one object");
}
DestroyImmediate(this);
return;
}
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
if (UID == 0) UID = Guid.NewGuid().GetHashCode(); // legacy
}
void OnDrawGizmos()
{
Gizmos.color = color;
var curCam = Camera.current;
if (curCam != null)
{
screenRadius = Mathf.Min((transform.position - curCam.transform.position).magnitude * GIZMO_SCALE, GIZMO_MAXSIZE);
}
Gizmos.DrawSphere(transform.position, screenRadius);
}
void DrawArrow(Vector3 a, Vector3 b)
{
//const float len = 0.125f;
b = a + b * (shadowSpread + 0.05f);
Gizmos.DrawLine(a, b);
}
void OnDrawGizmosSelected()
{
Gizmos.color = color;//Color.yellow;
Gizmos.DrawWireSphere(transform.position, shadowSpread);
Gizmos.color = new Color(color.r, color.g, color.b, 0.25f);//Color.gray;
if (projMode != ftLightProjectionMode.Cookie && projMode != ftLightProjectionMode.Cone) Gizmos.DrawWireSphere(transform.position, cutoff);
if (projMode != 0)
{
Gizmos.color = color;//Color.yellow;
Vector3 endPoint;
if (projMode == ftLightProjectionMode.Cookie || projMode == ftLightProjectionMode.Cone)
{
endPoint = transform.forward * 2;
Gizmos.DrawRay(transform.position, endPoint);
float angle2 = (180 - angle) * Mathf.Deg2Rad * 0.5f;
//float x = Mathf.Cos(angle2);
//float radius = x * cutoff;
float x = 1 / Mathf.Sin(angle2);
x = Mathf.Sqrt(x * x - 1);
float radius = x * cutoff;
const int segments = 16;
for(int i=0; i<segments; i++)
{
float p1 = i / (float)segments;
float p2 = (i+1) / (float)segments;
float x1 = Mathf.Cos(p1 * Mathf.PI*2);
float y1 = Mathf.Sin(p1 * Mathf.PI*2);
float x2 = Mathf.Cos(p2 * Mathf.PI*2);
float y2 = Mathf.Sin(p2 * Mathf.PI*2);
Vector3 A = transform.position + transform.forward * cutoff + transform.right * x1 * radius + transform.up * y1 * radius;
Vector3 B = transform.position + transform.forward * cutoff + transform.right * x2 * radius + transform.up * y2 * radius;
Gizmos.DrawLine(A, B);
if (i % 4 == 0) Gizmos.DrawLine(transform.position, A);
}
}
else
{
if (projMode == ftLightProjectionMode.IES && directionMode == Direction.PositiveZ)
{
endPoint = transform.forward * 2;
}
else
{
endPoint = -transform.up * 2;
}
Gizmos.DrawRay(transform.position, endPoint);
}
endPoint += transform.position;
Gizmos.DrawLine(endPoint, endPoint + (transform.position + transform.right - endPoint).normalized * 0.5f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position - transform.right - endPoint).normalized * 0.5f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position + transform.up - endPoint).normalized * 0.5f);
Gizmos.DrawLine(endPoint, endPoint + (transform.position - transform.up - endPoint).normalized * 0.5f);
}
}
#endif
}

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#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
public class BakeryProjectSettings : ScriptableObject
{
// Affects texture import settings for lightmaps
[SerializeField]
public bool mipmapLightmaps = false;
// Use PNG instead of TGA for shadowmasks, directions and L1 maps?
// 'Asset' converts to Unity's own format. It is possible to limit the mipmap count here.
public enum FileFormat
{
TGA = 0,
PNG = 1,
Asset = 2
}
[SerializeField]
public FileFormat format8bit = FileFormat.TGA;
// Use .hdr files or Unity assets for color/RNM/L0 lightmaps
public enum FileFormatHDR
{
HDR = 0,
Asset = 1
}
[SerializeField]
public FileFormatHDR formatHDR = FileFormatHDR.HDR;
// Compress lightmaps?
public enum Compression
{
CompressButAllowOverridingAsset = 0, // default behaviour
ForceCompress = 1,
ForceNoCompress = 2
}
[SerializeField]
public Compression lightmapCompression = Compression.CompressButAllowOverridingAsset;
// Max mipmap count when format8bit or formatHDR are set to Asset
[SerializeField]
public int maxAssetMip = 100;
// Use high quality compression for directional and SH L1 maps? (on desktop, high = BC7, not high = DXT1)
[SerializeField]
public bool dirHighQuality = true;
// Padding values for atlas packers
[SerializeField]
public int texelPaddingForDefaultAtlasPacker = 3;
[SerializeField]
public int texelPaddingForXatlasAtlasPacker = 1;
// Scales resolution for alpha Meta Pass maps
[SerializeField]
public int alphaMetaPassResolutionMultiplier = 2;
// Render mode for all volumes in the scene. Defaults to Auto, which uses global scene render mode.
[SerializeField]
public int volumeRenderMode = 1000;//BakeryLightmapGroup.RenderMode.Auto;
// Should previously rendered Bakery lightmaps be deleted before the new bake?
// Turned off by default because I'm scared of deleting anything
[SerializeField]
public bool deletePreviousLightmapsBeforeBake = false;
// Print information about the bake process to console?
[System.FlagsAttribute]
public enum LogLevel
{
Nothing = 0,
Info = 1, // print to Debug.Log
Warning = 2 // print to Debug.LogWarning
}
[SerializeField]
public int logLevel = (int)(LogLevel.Info | LogLevel.Warning);
// Make it work more similar to original Unity behaviour
[SerializeField]
public bool alternativeScaleInLightmap = false;
// Make xatlas align charts to 4x4 block boundaries to make texture compression happy
[SerializeField]
public bool alignToTextureBlocksWithXatlas = true;
// Should we adjust sample positions to prevent incorrect shadowing on very low-poly meshes with smooth normals?
[SerializeField]
public bool generateSmoothPos = true;
[SerializeField]
public bool perTriangleSmoothPos = true;
// Use renderer.receiveGI
[SerializeField]
public bool takeReceiveGIIntoAccount = true;
[SerializeField]
public bool removeRinging = false;
}
#endif

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{
"name": "BakeryRuntimeAssembly"
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BakerySector : MonoBehaviour
{
public enum CaptureMode
{
None = -1,
CaptureInPlace = 0,
CaptureToAsset = 1,
LoadCaptured = 2
}
public CaptureMode captureMode = CaptureMode.CaptureInPlace;
public string captureAssetName = "";
public BakerySectorCapture captureAsset;
public bool allowUVPaddingAdjustment = false;
public List<Transform> tforms = new List<Transform>();
public List<Transform> cpoints = new List<Transform>();
#if UNITY_EDITOR
public List<Renderer> previewDisabledRenderers;
public List<GameObject> previewTempObjects;
public bool previewEnabled = false;
public bool bakeChildLightProbeGroups = false;
#endif
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
for(int i=0; i<cpoints.Count; i++)
{
if (cpoints[i] != null) Gizmos.DrawWireSphere(cpoints[i].position, 1.0f);
}
}
}

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using UnityEngine;
using System.Collections.Generic;
public class BakerySectorCapture : ScriptableObject
{
#if UNITY_EDITOR
[SerializeField]
public Vector3 sectorPos;
[SerializeField]
public Quaternion sectorRot;
[SerializeField]
public List<Mesh> meshes;
[SerializeField]
public List<Vector3> positions;
[SerializeField]
public List<Texture2D> textures;
public List<Renderer> outsideRenderers;
public bool write = false;
#endif
}

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
[DisallowMultipleComponent]
public class BakerySkyLight : MonoBehaviour
{
public string texName = "sky.dds";
public Color color = Color.white;
public float intensity = 1.0f;
public int samples = 32;
public bool hemispherical = false;
public int bitmask = 1;
public bool bakeToIndirect = true;
public float indirectIntensity = 1.0f;
public bool tangentSH = false;
public bool correctRotation = false;
public Cubemap cubemap;
public int UID;
public static int lightsChanged = 0; // 1 = const, 2 = full
static GameObject objShownError;
#if UNITY_EDITOR
void OnValidate()
{
if (lightsChanged == 0) lightsChanged = 1;
}
void OnEnable()
{
lightsChanged = 2;
}
void OnDisable()
{
lightsChanged = 2;
}
public void Start()
{
if (gameObject.GetComponent<BakeryDirectLight>() != null ||
gameObject.GetComponent<BakeryPointLight>() != null ||
gameObject.GetComponent<BakeryLightMesh>() != null)
{
if (objShownError != gameObject)
{
EditorUtility.DisplayDialog("Bakery", "Can't have more than one Bakery light on one object", "OK");
objShownError = gameObject;
}
else
{
Debug.LogError("Can't have more than one Bakery light on one object");
}
DestroyImmediate(this);
return;
}
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
if (UID == 0) UID = Guid.NewGuid().GetHashCode(); // legacy
}
void OnDrawGizmos()
{
Gizmos.color = new Color(49/255.0f, 91/255.0f, 191/255.0f);
Gizmos.DrawSphere(transform.position, 0.1f);
}
void OnDrawGizmosSelected()
{
Gizmos.color = new Color(49/255.0f, 91/255.0f, 191/255.0f);
Vector3 origin = transform.position;
const int segments = 16;
for(int i=0; i<segments; i++)
{
float p1 = i / (float)segments;
float p2 = (i+1) / (float)segments;
float x1 = Mathf.Cos(p1 * Mathf.PI*2);
float y1 = Mathf.Sin(p1 * Mathf.PI*2);
float x2 = Mathf.Cos(p2 * Mathf.PI*2);
float y2 = Mathf.Sin(p2 * Mathf.PI*2);
Gizmos.DrawLine(origin + new Vector3(x1,0,y1), origin + new Vector3(x2,0,y2));
if (hemispherical)
{
x1 = Mathf.Cos(p1 * Mathf.PI);
y1 = Mathf.Sin(p1 * Mathf.PI);
x2 = Mathf.Cos(p2 * Mathf.PI);
y2 = Mathf.Sin(p2 * Mathf.PI);
}
Gizmos.DrawLine(origin + new Vector3(x1,y1,0), origin + new Vector3(x2,y2,0));
Gizmos.DrawLine(origin + new Vector3(0,y1,x1), origin + new Vector3(0,y2,x2));
}
}
#endif
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.IMGUI.Controls;
#endif
[ExecuteInEditMode]
public class BakeryVolume : MonoBehaviour
{
public enum Encoding
{
// HDR L1 SH, half-float:
// Tex0 = L0, L1z.r
// Tex1 = L1x, L1z.g
// Tex2 = L1y, L1z.b
Half4,
// LDR L1 SH, 8-bit. Components are stored the same way as in Half4,
// but L1 must be unpacked following way:
// L1n = (L1n * 2 - 1) * L0 * 0.5 + 0.5
RGBA8,
// LDR L1 SH with monochrome directional component (= single color and direction), 8-bit.
// Tex0 = L0 (alpha unused)
// Tex1 = L1xyz (alpha unused)
RGBA8Mono
}
public enum ShadowmaskEncoding
{
RGBA8,
A8
}
public bool enableBaking = true;
public Bounds bounds = new Bounds(Vector3.zero, Vector3.one);
public bool adaptiveRes = true;
public float voxelsPerUnit = 0.5f;
public int resolutionX = 16;
public int resolutionY = 16;
public int resolutionZ = 16;
public Encoding encoding = Encoding.Half4;
public ShadowmaskEncoding shadowmaskEncoding = ShadowmaskEncoding.RGBA8;
public bool firstLightIsAlwaysAlpha = false;
public bool denoise = false;
public bool isGlobal = false;
public Texture3D bakedTexture0, bakedTexture1, bakedTexture2, bakedTexture3, bakedMask;
public bool supportRotationAfterBake;
public static BakeryVolume globalVolume;
Transform tform;
public Vector3 GetMin()
{
return bounds.min;
}
public Vector3 GetInvSize()
{
var b = bounds;
return new Vector3(1.0f/b.size.x, 1.0f/b.size.y, 1.0f/b.size.z);;
}
public Matrix4x4 GetMatrix()
{
if (tform == null) tform = transform;
return Matrix4x4.TRS(tform.position, tform.rotation, Vector3.one).inverse;
}
public void SetGlobalParams()
{
Shader.SetGlobalTexture("_Volume0", bakedTexture0);
Shader.SetGlobalTexture("_Volume1", bakedTexture1);
Shader.SetGlobalTexture("_Volume2", bakedTexture2);
if (bakedTexture3 != null) Shader.SetGlobalTexture("_Volume3", bakedTexture3);
Shader.SetGlobalTexture("_VolumeMask", bakedMask);
var b = bounds;
var bmin = b.min;
var bis = new Vector3(1.0f/b.size.x, 1.0f/b.size.y, 1.0f/b.size.z);;
Shader.SetGlobalVector("_GlobalVolumeMin", bmin);
Shader.SetGlobalVector("_GlobalVolumeInvSize", bis);
if (supportRotationAfterBake) Shader.SetGlobalMatrix("_GlobalVolumeMatrix", GetMatrix());
}
public void UpdateBounds()
{
var pos = transform.position;
var size = bounds.size;
bounds = new Bounds(pos, size);
}
public void OnEnable()
{
if (isGlobal)
{
globalVolume = this;
SetGlobalParams();
}
}
}

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[ISSUEDATE] 07-16-2008
[TEST] S0710292-R1
[MANUFAC] QSSI
[LUMCAT] KH40A-Type III
[LUMINAIRE] KH40 with Adjustable Reflector in Type III position
[LAMP] 400W Venture Uni-Form Pulse Start Lamp, Rated at 41,000 Lumens
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