initial commit

This commit is contained in:
Jo 2025-01-07 02:06:59 +01:00
parent 6715289efe
commit 788c3389af
37645 changed files with 2526849 additions and 80 deletions

View file

@ -0,0 +1,104 @@
# Common properties of 2D Lights
Each 2D Light Type has various properties and options to customize their appearance and behavior. This page documents the properties that are common to all 2D Light Types.
following are the common properties used by the different Light types. For properties specific to each of the available Light Types, refer to their respective sections:
- [Freeform](LightTypes.md#freeform)
- [Sprite](LightTypes.md#sprite)
- [Spot](LightTypes.md#spot) (**Note:** The **Point** Light Type has been renamed to the **Spot** Light Type from URP 11 onwards.)
- [Global](LightTypes.md#global)
## Creating a Light
![](Images/2D/2d-lights-gameobject-menu.png)
Create a __2D Light__ GameObject by going to __GameObject > Light > 2D__ and selecting one of the five available types:
- __Freeform__: You can edit the shape of this Light type with a spline editor.
- __Sprite__: You can select a Sprite to create this Light type.
- __Spot__: You can control the inner and outer radius, direction and angle of this Light type.
- __Global__: This 2D Light affects all rendered Sprites on all targeted sorting layers.
The following are the common properties used by the different Light types.
![](Images/2D/2DLightBasics.png)
| Property | Function |
| ------------------------------------------------------------ | ------------------------------------------------------------ |
| __Light Type__ | Select the type of Light you want the selected Light to be. The available types are __Freeform__, __Sprite__, __Parametric__, __Spot__, and __Global__. |
| __Color__ | Use the color picker to set the color of the emitted light. |
| __[Intensity](#intensity)__ | Enter the desired brightness value of the Light. The default value is 1. |
| __[Overlap Operation](#overlap-operation)__ | Select the overlap operation used by this light The operations available are __Additive__, and __Alpha Blend__. |
| __Target Sorting Layers__ | Select the sorting layers that this Light targets and affects. |
| __[Blend Style](LightBlendStyles.md)__ | Select the blend style used by this Light. Different blend styles can be customized in the [2D Renderer Asset](2DRendererConfig). |
| __[Light Order](#light-order)__ (unavailable for __Global Lights__) | Enter a value here to specify the rendering order of this Light relative to other Lights on the same sorting layer(s). Lights with lower values are rendered first, and negative values are valid. |
| __Shadow Strength__ | Use the slider to control the amount of light that __Shadow Caster 2Ds__ block when they obscure this Light. The value scales from 0 (no light is blocked) to 1 (all light is blocked). |
| __Volumtric Intensity__ | Use the slider to select the opacity of the volumetric lighting. The value scales from 0 (transparent) to 1 (opaque). |
| __Volumetric Shadow Strength__ | Use the slider to control the amount of volumetric light that __Shadow Caster 2Ds__ block when they obscure this Light. The value scales from 0 (no light is blocked) to 1 (all light is blocked). |
| __[Normal Map Quality](#quality)__ | Select either __Disabled__ (degfault)m __Accurate__ or __Fast__ to adjust the accuracy of the lighting calculations used. |
| __[Normal Map Distance](#distance)__ (available when __Use Normal Map__ quality is not disabled) | Enter the desired distance (in Unity units) between the Light and the lit Sprite. This does not Transform the position of the Light in the Scene. |
## Overlap Operation
This property controls the way in the selected Light interacts with other rendered Lights. You can toggle between the two modes by enabling or disabling this property. The effects of both modes are shown in the examples below:
| ![Overlap Operation set to Additive ](Images/2D/image_9.png) | ![Overlap Operation set to Alpha Blend](Images/2D/image_10.png) |
| ------------------------------------------------------------ | ------------------------------------------------------ |
| __Overlap Operation__ set to __Additive__ | __Overlap Operation__ set to __Alpha Blend__ |
When __Overlap Operation__ is set to __Additive__, the Light is blended with other Lights additively, where the pixel values of intersecting Lights are added together. This is the default Light blending behavior.
When __Overlap Operation__ is set to __Alpha Blend__, Lights are blended together based on their alpha values. This can be used to completely overwrite one Light with another where they intersect, but the render order of the Lights is also dependent on the [Light Order](#light-order) of the different Lights.
## Light Order
The __Light Order__ value determines the position of the Light in the Render queue relative to other Lights that target the same sorting layer(s). Lower numbered Lights are rendered first, with higher numbered Lights rendered above those below. This especially affects the appearance of blended Lights when __Overlap Operation__ is set to __Alpha Blend__.
## Intensity
Light intensity are available to all types of Lights. Color adjusts the lights color, while intensity allows this color to go above 1. This allows lights which use multiply to brighten a sprite beyond its original color.
## Use Normal Map
All lights except for global lights can be toggled to use the normal maps in the sprites material. When enabled, Distance and Accuracy will be visible as new properties.
| ![Use Normal Map: Disabled](Images/2D/image_11.png) | ![Use Normal Map: Disabled](Images/2D/image_12.png) |
| ------------------------------------------------ | ------------------------------------------------ |
| __Use Normal Map__: __Disabled | __Use Normal Map:__ Enabled |
## Distance
Distance controls the distance between the light and the surface of the Sprite, changing the resulting lighting effect. This distance does not affect intensity, or transform the position of the Light in the Scene. The following examples show the effects of changing the Distance values.
| ![Distance: 0.5](Images/2D/image_13.png) | ![Distance: 2](Images/2D/image_14.png) | ![Distance: 8](Images/2D/image_15.png) |
| ------------------------------------- | ----------------------------------- | ----------------------------------- |
| __Distance__: 0.5 | __Distance__: 2 | __Distance__: 8 |
## Quality
Light quality allows the developer to choose between performance and accuracy. When choosing performance, artefacts may occur. Smaller lights and larger distance values will reduce the difference between fast and accurate.
## Volume Opacity
Volumetric lighting is available to all Light types. Use the __Volume Opacity__ slider to control the visibility of the volumetric light. At a value of zero, no Light volume is shown while at a value of one, the Light volume appears at full opacity.
## Shadow Intensity
The Shadow Intensity property controls the amount of light that **Shadow Caster 2Ds** block from the Light source which affects the intensity of their shadows. This is available on all non global Light types. Use this slider to control the amount of light that Shadow Caster 2Ds block when they interact with or block this Light.
The slider ranges from 0 to 1. At 0, Shadow Caster 2Ds do not block any light coming from the Light source and they create no shadows. At the maximum value of 1, Shadow Caster 2Ds block all light from the Light source and create shadows at full intensity.
| ![](Images/2D/ShadowIntensity0.png) | ![](Images/2D/ShadowIntensity05.png) | ![](Images/2D/ShadowIntensity100.png) |
| -------------------------------- | --------------------------------- | ---------------------------------- |
| Shadow Intensity = 0.0 | Shadow Intensity = 0.5 | Shadow Intensity = 1.0 |
## Shadow Volume Intensity
Shadow Volume Intensity determines the amount of volumetric light __Shadow Caster 2Ds__ block from the Light source. It is available on all non global lights, and when Volume Opacity is above zero. Use this slider to control the amount of volumetric light that Shadow Caster 2Ds block when they interact with or block this Light.
The slider ranges from 0 to 1. At 0, Shadow Caster 2Ds do not block any light coming from the Light source and they create no shadows. At the maximum value of 1, Shadow Caster 2Ds block all light from the Light source and create shadows at full intensity.
## Target Sorting Layers
Lights only light up the Sprites on their targeted sorting layers. Select the desired sorting layers from the drop-down menu for the selected Light. To add or remove sorting layers, refer to the [Tag Manager - Sorting Layers](https://docs.unity3d.com/Manual/class-TagManager.html#SortingLayers) for more information.

View file

@ -0,0 +1,37 @@
# 2D Renderer Data Asset
![The 2D Renderer Data Asset property settings](Images/2D/2dRendererData_properties.png)
The __2D Renderer Data__ Asset contains the settings that affect the way __2D Lights__ are applied to lit Sprites. You can set the way Lights emulate HDR lighting with the [HDR Emulation Scale](HDREmulationScale.md), or customize your own [Light Blend Styles](LightBlendStyles.md). Refer to their respective pages for more information about their properties and options.
## Default Material Type
![The 2D Renderer Data Asset property settings](Images/2D/Default_Material_Type.png)
Unity assigns a Material of the selected __Default Material Type__ to Sprites when they are created. The available options have the following properties and functions.
__Lit__: Unity assigns a Material with the Lit type (default Material: Sprite-Lit-Default). 2D Lights affect Materials of this type.
__Unlit__: Unity assigns a Material with the Unlit type (default Material: Sprite-Lit-Default). 2D Lights do not affect Materials of this type.
__Custom__: Unity assigns a Material with the Custom type. When you select this option, Unity shows the __Default Custom Material__ box. Assign the desired Material to this box.
![The 2D Renderer Data Asset property settings](Images/2D/Default_Custom_Material.png)
## Use Depth/Stencil Buffer
This option is enabled by default. Clear this option to disable the Depth/[Stencil](https://docs.unity3d.com/Manual/SL-Stencil.html) Buffer. Doing so might improve your projects performance, especially on mobile platforms. You should clear this option if you are not using any features that require the Depth/Stencil Buffer (such as [Sprite Mask](https://docs.unity3d.com/Manual/class-SpriteMask.html)).
## Camera Sorting Layer Texture
The __2D Renderer Data__ specifies how Unity supplies the shader variable `CameraSortingLayerTexture` for use in custom shaders. It is recommended that you use this data in the same frame and on the following layers, as using `CameraSortingLayerTexture` before it has been captured may result in unexpected results.
### Foremost Sorting Layer
All Layers captured for use in the supplied Texture will be drawn from the very back Layer up to and including the Layer specified by __Foremost Sorting Layer__.
### Downsampling Method
Downsampling reduces the Texture resolution used by `CameraSortingLayerTexture`. The options are: __None__, __2x Bilinear__, __4x Box__, __4x Bilinear__.
## Renderer Features
The 2D Renderer supports [URP Renderer Features](urp-renderer-feature.md). The setup for the features are called before any of the 2D built-in passes are queued. Refer to the [URP Renderer Features](urp-renderer-feature.md) documentation for more information.

View file

@ -0,0 +1,27 @@
## Shadow Caster 2D
The __Shadow Caster 2D__ component defines the shape and properties that a Light uses to determine its cast shadows. Add the __Shadow Caster 2D__ component to a GameObject by going to menu: __Component > Rendering > 2D > Shadow Caster 2D__.
| __Property__ | __Function__ |
| --------------------------- | ------------------------------------------------------------ |
| __Use Renderer Silhouette__ | Enable this and __Self Shadows__ to include the GameObject Renderer's silhouette as part of the shadow. Enable this and disable Self Shadows to exclude the Renderer's silhouette from the shadow. This option is only available when a valid Renderer is present. |
| __Casts Shadows__ | Enable this to have the Renderer cast shadows. |
| __Self Shadows__ | Enable this to have the Renderer cast shadows on itself. |
| ![](Images/2D/RendSilhou_disabled_SS_false.png) | ![](Images/2D/RendSilhou_enabled_SS_false.png) |
| ------------------------------------------------------------ | ------------------------------------------------------------ |
| __Use Renderer Silhouette__ disabled, __Self Shadow__ disabled | __Use Renderer Silhouette__ enabled, __Self Shadow__ disabled |
| ![](Images/2D/RendSilhou_disabled_SS_true_.png) | ![](Images/2D/RendSilhou_enabled_SS_true.png) |
| __Use Renderer Silhouette__ disabled, __Self Shadows__ enabled | __Use Renderer Silhouette__ enabled, __Self Shadows__ enabled |
## Composite Shadow Caster 2D
The __Composite Shadow Caster 2D__ merges the shape of multiple __Shadow Caster 2Ds__ together as a single __Shadow Caster 2D__. Add the __Composite Shadow Caster 2D__ component to a GameObject by going to menu: __Component > Rendering > 2D > Composite Shadow Caster 2D__, then parent GameObjects with the __Shadow Caster 2D__ component to it. The Composite component merges all Shadow Caster 2Ds within this hierarchy, including any Shadow Caster 2Ds on the parent as well.
| ![](Images/2D/wo_composite_shadow.png) | ![](Images/2D/w_composite_shadow.png) |
| -------------------------------------- | ----------------------------------- |
| Without __Composite Shadow Caster 2D__ | With __Composite Shadow Caster 2D__ |

View file

@ -0,0 +1,23 @@
# Custom Lighting in 2D
The default lighting model in 2D renderer is meant for generic use and was design to provide some level flexibility.
However, it is not infinitely flexible and may not be able to meet the needs for more custom or advance effects.
You can now make your own 2D Lighting model.
## Sprite Custom Lit Shader Graph
The new Shader Graph target "Custom Lit Shader Graph" provides a great starting point to create a custom lithing model shader. It does not sample the Light Textures but it does have a Normal pass and a fallback Forward pass for use in non 2D Renderer.
## 2D Light Texture
2D Light Textures are Render Textures created by the 2D Renderer that contain the visible lights in the scene. There are up to 4 textures each representing a blend style in the [2D Renderer Data](2DRendererData_overview.md)
The built in Lit shaders will sample these textures and combined them with the Sprite's textures to create the lighting effect.
## 2D Light Texture Node
To sample the Light Texture use the new "2D Light Texture" node in Shader Graph. The output of the node is the same as the output of a "Texture 2D" and should be fed into a "Texture Sampler".
# Creating the Emissive Effect with Custom Lit Shader
The emissive effect is the perfect example of utilizing the Custom Lit Shader to create a custom effect. By combining the a mask texture to identify areas of the Sprite that should not receive lighting effect.
The "Secondary Texture" feature is a great way to load the emissive mask.

View file

@ -0,0 +1,15 @@
#2D Graphics Features
2D features included with URP are the [2D Lighting](Lights-2D-intro.md) graphics pipeline which allows you to create 2D Lights and 2D lighting effects; and the [2D Pixel Perfect Camera](2d-pixelperfect.md) for implementing the pixelated visual style with your projects. The following are the different 2D Light Types included in the package's **Light 2D** component:
- [Freeform](LightTypes.md#freeform)
- [Sprite](LightTypes.md#sprite)
- [Spot](LightTypes.md#spot) (**Note:** The **Point** Light Type has been renamed to the **Spot** Light Type from URP 11 onwards.)
- [Global](LightTypes.md#global)
**Important:** The [Parametric Light Type](LightTypes.md#parametric) is deprecated from URP 11 onwards. To convert existing Parametric lights to Freeform lights, go to **Edit > Render Pipeline > Universal Render Pipeline > Upgrade Project/Scene Parametric Lights to Freeform**
![](Images/2D/2d-lights-gameobject-menu.png)
The package includes the __2D Renderer Data__ Asset which contains the __Blend Styles__ parameters, and allows you to create up to four custom Light Operations for your Project.
**Note:** If you have the experimental 2D Renderer enabled (menu: **Graphics Settings** > add the 2D Renderer Asset under **Scriptable Render Pipeline Settings**), some of the options related to 3D rendering in the URP Asset don't have any impact on your final app or game.

View file

@ -0,0 +1,96 @@
# 2D Pixel Perfect
The __2D Pixel Perfect__ package contains the __Pixel Perfect Camera__ component, which ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.
It is a single component that makes all the calculations Unity needs to scale the viewport with resolution changes, so that you dont need to do it manually. You can use the component settings to adjust the definition of the rendered pixel art within the camera viewport, and you can use the __Run in Edit Mode__ feature to preview any changes immediately in the Game view.
![Pixel Perfect Camera gizmo](Images/2D/2D_Pix_image_0.png)
Attach the __Pixel Perfect Camera__ component to the main Camera GameObject in the Scene, it is represented by two green bounding boxes centered on the __Camera__ gizmo in the Scene view. The solid green bounding box shows the visible area in Game view, while the dotted bounding box shows the __Reference Resolution.__
The __Reference Resolution__ is the original resolution your Assets are designed for, its effect on the component's functions is detailed further in the documentation.
Before using the component, first ensure your Sprites are prepared correctly for best results with the the following steps.
## Preparing Your Sprites
1. After importing your textures into the project as Sprites, set all Sprites to the same __Pixels Per Unit__ value.
![Setting PPU value](Images/2D/2D_Pix_image_1.png)
2. In the Sprites' Inspector window, set their __Filter Mode__ to Point.
![Set 'Point' mode](Images/2D/2D_Pix_image_2.png)
3. Set their __Compression__ to 'None'.
![Set 'None' compression](Images/2D/2D_Pix_image_3.png)
4. Follow the steps below to correctly set the pivot for a Sprite
1. Open the __Sprite Editor__ for the selected Sprite.
2. If __Sprite Mode __is set to Multiple and there are multiple __Sprite__ elements, then you need to set a pivot point for each individual Sprite element.
3. Under the Sprite settings, set __Pivot__ to Custom, then set __Pivot Unit Mode__ to Pixels. This allows you to set the pivot point's coordinates in pixels, or drag the pivot point around freely in the __Sprite Editor__ and have it automatically snap to pixel corners.
4. Repeat for each __Sprite__ element as necessary.
![Setting the Sprites Pivot](Images/2D/2D_Pix_image_4.png)
## Snap Settings
To ensure the pixelated movement of Sprites are consistent with each other, follow the below steps to set the proper snap settings for your project.
![Snap Setting window](Images/2D/2D_Pix_image_5.png)
1. To open the __Snap settings__, go to __Edit__ > __Snap Settings.__
2. Set the __Move X/Y/Z__ properties to 1 divided by the Pixel Perfect Cameras __Asset Pixels Per Unit (PPU)__ value. For example, if the Asset __PPU__ is 100, you should set the __Move X/Y/Z__ properties to 0.01 (1 / 100 = 0.01).
3. Unity does not apply Snap settings retroactively. If there are any pre-existing GameObjects in the Scene, select each of them and select __Snap All Axes__ to apply the Snap settings.
## Properties
![Property table](Images/2D/2D_Pix_image_6.png)
The component's Inspector window
|__Property__|__Function__|
| --- | --- |
|__Asset Pixels Per Unit__|This is the amount of pixels that make up one unit of the Scene. Match this value to the __Pixels Per Unit__ values of all Sprites in the Scene.|
|__Reference Resolution__|This is the original resolution your Assets are designed for.|
|__Crop Frame__| Describes what to do when there is a difference in aspect ratio.
|__Grid Snapping__| Describes how to handle snapping.
|__Current Pixel Ratio__|Shows the size ratio of the rendered Sprites compared to their original size.|
## Additional Property Details
### Reference Resolution
This is the original resolution your Assets are designed for. Scaling up Scenes and Assets from this resolution preserves your pixel art cleanly at higher resolutions.
### Grid Snapping
#### Upscale Render Texture
By default, the Scene is rendered at the pixel perfect resolution closest to the full screen resolution.
Enable this option to have the Scene rendered to a temporary texture set as close as possible to the __Reference Resolution__, while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the entire screen.
![Box examples](Images/2D/2D_Pix_image_7.png)
The result is unaliased and unrotated pixels, which may be a desirable visual style for certain game projects.
#### Pixel Snapping
Enable this feature to snap Sprite Renderers to a grid in world space at render-time. The grid size is based on the __Assets Pixels Per Unit__ value.
__Pixel Snapping__ prevents subpixel movement and make Sprites appear to move in pixel-by-pixel increments. This does not affect any GameObjects' Transform positions.
### Crop Frame
Crops the viewport based on the option selected, adding black bars to match the __Reference Resolution__. Black bars are added to make the Game view fit the full screen resolution.
| ![Uncropped cat](Images/2D/2D_Pix_image_8.png) | ![Cropped cat](Images/2D/2D_Pix_image_9.png) |
| :--------------------------------------------: | :------------------------------------------: |
| Uncropped | Cropped |

View file

@ -0,0 +1,12 @@
# Building your Project for Closed platforms
If you have a license to develop games for Closed platforms that require you to meet the confidentiality and legal agreements of the platform provider, then see the relevant developer forums for a link to the console specific render pipeline package.
## Platform package installation
Closed platform packages are not available in the package registry or the Package Manager.
To install a Closed platform package:
1. Download the package from the relevant developer forum.
2. Use the Package Manager to install the package locally. For information on how to install packages locally, see [Installing a local package](https://docs.unity3d.com/Manual/upm-ui-local.html).

View file

@ -0,0 +1,39 @@
# Effect List
These are the post-processing effects that are available in the Universal Render Pipeline (URP):
* [Bloom](post-processing-bloom.md)
* [Channel Mixed](Post-Processing-Channel-Mixer.md)
* [Chromatic Aberration](post-processing-chromatic-aberration.md)
* [Color Adjustments](Post-Processing-Color-Adjustments.md)
* [Color Curves](Post-Processing-Color-Curves.md)
* [Depth of Field](post-processing-depth-of-field.md)
* [Film Grain](Post-Processing-Film-Grain.md)
* [Lens Distortion](Post-Processing-Lens-Distortion.md)
* [Lift Gamma Gain](Post-Processing-Lift-Gamma-Gain.md)
* [Motion Blur](Post-Processing-Motion-Blur.md)
* [Panini Projection](Post-Processing-Panini-Projection.md)
* [Shadows Midtones Highlights](Post-Processing-Shadows-Midtones-Highlights.md)
* [Split Toning](Post-Processing-Split-Toning.md)
* [Tonemapping](post-processing-tonemapping.md)
* [Vignette](post-processing-vignette.md)
* [White Balance](Post-Processing-White-Balance.md)
* [Lens Flare](lens-flare-component.md)

View file

@ -0,0 +1,19 @@
## HDR emulation scale
All Lights in the 2D lighting system support HDR. While a typical RGBA32 color channel has the range of zero to one, a HDR channel can go beyond one.
| ![Light RGB(1,1,1)](Images/2D/image_32.png) | ![HDR Light RGB(1,1,1) + Light RGB(2,2,2)](Images/2D/image_33.png) |
| ---------------------------------------- | ------------------------------------------------------------ |
| Light RGB(1,1,1) | HDR Light RGB(1,1,1) + Light RGB(2,2,2) |
However, not all platforms natively support HDR textures. HDR Emulation Scale allows those platforms to use HDR lighting by compressing the number of expressible colors in exchange for extra intensity range. Scale describes this extra intensity range. Increasing this value too high may cause undesirable banding to occur.
Light Intensity scale examples:
| ![HDR Reference](Images/2D/image_34.png) | ![Light Intensity Scale 1 (No HDR)](Images/2D/image_35.png) |
| ----------------------------------------------- | -------------------------------------------------------- |
| HDR Reference | Light Intensity Scale 1 (No HDR) |
| ![Light Intensity Scale 4](Images/2D/image_36.png) | ![Light Intensity Scale 12](Images/2D/image_37.png) |
| Light Intensity Scale 4 | Light Intensity Scale 12 |
When choosing a value for HDR Emulation Scale, the developer should choose the combined maximum brightness for the lights in the scene as the value.

Binary file not shown.

After

Width:  |  Height:  |  Size: 58 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 35 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 24 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 166 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 152 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 19 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 152 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 205 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 346 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 378 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 314 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 468 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 467 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 45 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 221 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 217 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 218 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 119 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 244 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 56 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 218 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 170 KiB

Some files were not shown because too many files have changed in this diff Show more