✨ Add water shader by Atlas and, flip some faces and experiment with animations
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1764 changed files with 303341 additions and 66722 deletions
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Assets/Bakery/BakeryLightmapGroup.cs
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Assets/Bakery/BakeryLightmapGroup.cs
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public struct BakeryLightmapGroupPlain
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{
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public string name;
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public int resolution, id, renderMode, renderDirMode, atlasPacker;
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public bool vertexBake;
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public bool containsTerrains;
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public bool probes;
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public bool isImplicit;
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public bool computeSSS;
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public int sssSamples;
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public float sssDensity;
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public float sssR, sssG, sssB;
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public float fakeShadowBias;
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public bool transparentSelfShadow;
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public bool flipNormal;
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public string parentName;
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public int sceneLodLevel;
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public bool autoResolution;
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public int holeFilling;
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};
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[CreateAssetMenu(menuName = "Bakery lightmap group")]
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public class BakeryLightmapGroup : ScriptableObject
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{
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public enum ftLMGroupMode
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{
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OriginalUV = 0,
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PackAtlas = 1,
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Vertex = 2,
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};
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public enum RenderMode
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{
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FullLighting = 0,
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Indirect = 1,
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Shadowmask = 2,
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Subtractive = 3,
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AmbientOcclusionOnly = 4,
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Auto = 1000
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};
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public enum RenderDirMode
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{
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None = 0,
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BakedNormalMaps = 1,
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DominantDirection = 2,
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RNM = 3,
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SH = 4,
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ProbeSH = 5,
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MonoSH = 6,
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Auto = 1000
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};
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public enum AtlasPacker
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{
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Default = 0,
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xatlas = 1,
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Auto = 1000
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};
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public enum HoleFilling
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{
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Auto = 0,
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Yes = 1,
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No = 2
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};
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[SerializeField, Range(1, 8192)]
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public int resolution = 512;
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[SerializeField]
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public int bitmask = 1;
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[SerializeField]
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public int id = -1;
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public int sortingID = -1;
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[SerializeField]
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public bool isImplicit = false;
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[SerializeField]
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public float area = 0.0f;
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[SerializeField]
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public int totalVertexCount = 0;
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[SerializeField]
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public int vertexCounter = 0;
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[SerializeField]
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public int sceneLodLevel = -1;
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[SerializeField]
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public bool autoResolution = false;
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[SerializeField]
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public string sceneName;
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[SerializeField]
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public int tag = -1;
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[SerializeField]
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public bool containsTerrains;
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[SerializeField]
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public bool probes;
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[SerializeField]
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public ftLMGroupMode mode = ftLMGroupMode.PackAtlas;
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[SerializeField]
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public RenderMode renderMode = RenderMode.Auto;
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[SerializeField]
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public RenderDirMode renderDirMode = RenderDirMode.Auto;
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[SerializeField]
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public AtlasPacker atlasPacker = AtlasPacker.Auto;
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[SerializeField]
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public HoleFilling holeFilling = HoleFilling.Auto;
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//[SerializeField]
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//public bool aoIsThickness = false;
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[SerializeField]
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public bool computeSSS = false;
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[SerializeField]
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public int sssSamples = 16;
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[SerializeField]
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public float sssDensity = 10;
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[SerializeField]
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public Color sssColor = Color.white;
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[SerializeField]
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public float sssScale = 1.0f;
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[SerializeField]
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public float fakeShadowBias = 0.0f;
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[SerializeField]
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public bool transparentSelfShadow = false;
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[SerializeField]
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public bool flipNormal = false;
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[SerializeField]
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public string parentName;
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[SerializeField]
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public string overridePath = "";
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[SerializeField]
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public bool fixPos3D = false;
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[SerializeField]
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public Vector3 voxelSize = Vector3.one;
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public int passedFilter;
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public BakeryLightmapGroupPlain GetPlainStruct()
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{
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BakeryLightmapGroupPlain str;
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str.name = name;
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str.id = id;
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str.resolution = resolution;
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str.vertexBake = mode == ftLMGroupMode.Vertex;
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str.isImplicit = isImplicit;
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str.renderMode = (int)renderMode;
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str.renderDirMode = (int)renderDirMode;
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str.atlasPacker = (int)atlasPacker;
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str.holeFilling = (int)holeFilling;
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str.computeSSS = computeSSS;
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str.sssSamples = sssSamples;
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str.sssDensity = sssDensity;
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str.sssR = sssColor.r * sssScale;
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str.sssG = sssColor.g * sssScale;
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str.sssB = sssColor.b * sssScale;
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str.containsTerrains = containsTerrains;
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str.probes = probes;
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str.fakeShadowBias = fakeShadowBias;
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str.transparentSelfShadow = transparentSelfShadow;
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str.flipNormal = flipNormal;
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str.parentName = parentName;
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str.sceneLodLevel = sceneLodLevel;
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str.autoResolution = autoResolution;
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return str;
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}
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}
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