✨ 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
185
Assets/Bakery/BakeryPointLight.cs
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185
Assets/Bakery/BakeryPointLight.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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using System;
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using System.Collections;
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using System.Collections.Generic;
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[ExecuteInEditMode]
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[DisallowMultipleComponent]
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public class BakeryPointLight : MonoBehaviour
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{
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public enum ftLightProjectionMode
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{
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Omni = 0,
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Cookie = 1,
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Cubemap = 2,
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IES = 3,
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Cone = 4
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};
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public enum Direction
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{
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NegativeY = 0,
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PositiveZ = 1
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};
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public int UID;
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public Color color = Color.white;
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public float intensity = 1.0f;
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public float shadowSpread = 0.05f;
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public float cutoff = 10.0f;
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public bool realisticFalloff = false;
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public bool legacySampling = true;
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public int samples = 8;
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public ftLightProjectionMode projMode;
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public Texture2D cookie;
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public float angle = 30.0f;
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public float innerAngle = 0;
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public Cubemap cubemap;
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public UnityEngine.Object iesFile;
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public int bitmask = 1;
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public bool bakeToIndirect = false;
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public bool shadowmask = false;
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public bool shadowmaskFalloff = false;
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public float indirectIntensity = 1.0f;
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public float falloffMinRadius = 1.0f;
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public int shadowmaskGroupID = 0;
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public Direction directionMode = Direction.NegativeY;
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public int maskChannel;
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const float GIZMO_MAXSIZE = 0.1f;
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const float GIZMO_SCALE = 0.01f;
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float screenRadius = GIZMO_MAXSIZE;
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public static int lightsChanged = 0; // 1 = const, 2 = full
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static GameObject objShownError;
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#if UNITY_EDITOR
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void OnValidate()
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{
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if (lightsChanged == 0) lightsChanged = 1;
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}
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void OnEnable()
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{
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lightsChanged = 2;
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}
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void OnDisable()
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{
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lightsChanged = 2;
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}
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public void Start()
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{
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if (gameObject.GetComponent<BakeryDirectLight>() != null ||
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gameObject.GetComponent<BakerySkyLight>() != null ||
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gameObject.GetComponent<BakeryLightMesh>() != null)
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{
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if (objShownError != gameObject)
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{
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EditorUtility.DisplayDialog("Bakery", "Can't have more than one Bakery light on one object", "OK");
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objShownError = gameObject;
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}
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else
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{
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Debug.LogError("Can't have more than one Bakery light on one object");
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}
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DestroyImmediate(this);
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return;
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}
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if (EditorApplication.isPlayingOrWillChangePlaymode) return;
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if (UID == 0) UID = Guid.NewGuid().GetHashCode(); // legacy
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}
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void OnDrawGizmos()
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{
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Gizmos.color = color;
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var curCam = Camera.current;
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if (curCam != null)
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{
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screenRadius = Mathf.Min((transform.position - curCam.transform.position).magnitude * GIZMO_SCALE, GIZMO_MAXSIZE);
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}
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Gizmos.DrawSphere(transform.position, screenRadius);
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}
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void DrawArrow(Vector3 a, Vector3 b)
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{
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//const float len = 0.125f;
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b = a + b * (shadowSpread + 0.05f);
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Gizmos.DrawLine(a, b);
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}
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void OnDrawGizmosSelected()
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{
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Gizmos.color = color;//Color.yellow;
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Gizmos.DrawWireSphere(transform.position, shadowSpread);
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Gizmos.color = new Color(color.r, color.g, color.b, 0.25f);//Color.gray;
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if (projMode != ftLightProjectionMode.Cookie && projMode != ftLightProjectionMode.Cone) Gizmos.DrawWireSphere(transform.position, cutoff);
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if (projMode != 0)
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{
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Gizmos.color = color;//Color.yellow;
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Vector3 endPoint;
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if (projMode == ftLightProjectionMode.Cookie || projMode == ftLightProjectionMode.Cone)
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{
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endPoint = transform.forward * 2;
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Gizmos.DrawRay(transform.position, endPoint);
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float angle2 = (180 - angle) * Mathf.Deg2Rad * 0.5f;
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//float x = Mathf.Cos(angle2);
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//float radius = x * cutoff;
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float x = 1 / Mathf.Sin(angle2);
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x = Mathf.Sqrt(x * x - 1);
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float radius = x * cutoff;
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const int segments = 16;
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for(int i=0; i<segments; i++)
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{
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float p1 = i / (float)segments;
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float p2 = (i+1) / (float)segments;
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float x1 = Mathf.Cos(p1 * Mathf.PI*2);
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float y1 = Mathf.Sin(p1 * Mathf.PI*2);
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float x2 = Mathf.Cos(p2 * Mathf.PI*2);
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float y2 = Mathf.Sin(p2 * Mathf.PI*2);
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Vector3 A = transform.position + transform.forward * cutoff + transform.right * x1 * radius + transform.up * y1 * radius;
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Vector3 B = transform.position + transform.forward * cutoff + transform.right * x2 * radius + transform.up * y2 * radius;
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Gizmos.DrawLine(A, B);
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if (i % 4 == 0) Gizmos.DrawLine(transform.position, A);
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}
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}
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else
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{
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if (projMode == ftLightProjectionMode.IES && directionMode == Direction.PositiveZ)
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{
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endPoint = transform.forward * 2;
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}
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else
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{
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endPoint = -transform.up * 2;
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}
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Gizmos.DrawRay(transform.position, endPoint);
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}
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endPoint += transform.position;
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Gizmos.DrawLine(endPoint, endPoint + (transform.position + transform.right - endPoint).normalized * 0.5f);
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Gizmos.DrawLine(endPoint, endPoint + (transform.position - transform.right - endPoint).normalized * 0.5f);
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Gizmos.DrawLine(endPoint, endPoint + (transform.position + transform.up - endPoint).normalized * 0.5f);
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Gizmos.DrawLine(endPoint, endPoint + (transform.position - transform.up - endPoint).normalized * 0.5f);
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}
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}
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#endif
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}
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