✨ 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
103
Assets/Bakery/BakeryVolume.cs
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103
Assets/Bakery/BakeryVolume.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.IMGUI.Controls;
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#endif
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[ExecuteInEditMode]
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public class BakeryVolume : MonoBehaviour
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{
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public enum Encoding
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{
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// HDR L1 SH, half-float:
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// Tex0 = L0, L1z.r
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// Tex1 = L1x, L1z.g
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// Tex2 = L1y, L1z.b
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Half4,
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// LDR L1 SH, 8-bit. Components are stored the same way as in Half4,
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// but L1 must be unpacked following way:
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// L1n = (L1n * 2 - 1) * L0 * 0.5 + 0.5
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RGBA8,
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// LDR L1 SH with monochrome directional component (= single color and direction), 8-bit.
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// Tex0 = L0 (alpha unused)
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// Tex1 = L1xyz (alpha unused)
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RGBA8Mono
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}
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public enum ShadowmaskEncoding
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{
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RGBA8,
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A8
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}
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public bool enableBaking = true;
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public Bounds bounds = new Bounds(Vector3.zero, Vector3.one);
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public bool adaptiveRes = true;
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public float voxelsPerUnit = 0.5f;
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public int resolutionX = 16;
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public int resolutionY = 16;
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public int resolutionZ = 16;
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public Encoding encoding = Encoding.Half4;
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public ShadowmaskEncoding shadowmaskEncoding = ShadowmaskEncoding.RGBA8;
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public bool firstLightIsAlwaysAlpha = false;
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public bool denoise = false;
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public bool isGlobal = false;
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public Texture3D bakedTexture0, bakedTexture1, bakedTexture2, bakedTexture3, bakedMask;
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public bool supportRotationAfterBake;
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public static BakeryVolume globalVolume;
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Transform tform;
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public Vector3 GetMin()
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{
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return bounds.min;
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}
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public Vector3 GetInvSize()
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{
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var b = bounds;
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return new Vector3(1.0f/b.size.x, 1.0f/b.size.y, 1.0f/b.size.z);;
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}
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public Matrix4x4 GetMatrix()
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{
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if (tform == null) tform = transform;
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return Matrix4x4.TRS(tform.position, tform.rotation, Vector3.one).inverse;
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}
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public void SetGlobalParams()
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{
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Shader.SetGlobalTexture("_Volume0", bakedTexture0);
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Shader.SetGlobalTexture("_Volume1", bakedTexture1);
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Shader.SetGlobalTexture("_Volume2", bakedTexture2);
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if (bakedTexture3 != null) Shader.SetGlobalTexture("_Volume3", bakedTexture3);
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Shader.SetGlobalTexture("_VolumeMask", bakedMask);
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var b = bounds;
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var bmin = b.min;
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var bis = new Vector3(1.0f/b.size.x, 1.0f/b.size.y, 1.0f/b.size.z);;
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Shader.SetGlobalVector("_GlobalVolumeMin", bmin);
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Shader.SetGlobalVector("_GlobalVolumeInvSize", bis);
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if (supportRotationAfterBake) Shader.SetGlobalMatrix("_GlobalVolumeMatrix", GetMatrix());
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}
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public void UpdateBounds()
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{
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var pos = transform.position;
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var size = bounds.size;
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bounds = new Bounds(pos, size);
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}
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public void OnEnable()
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{
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if (isGlobal)
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{
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globalVolume = this;
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SetGlobalParams();
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}
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}
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}
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