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.../Lightmap-4_comp_dir.png.meta | 117 + .../Lightmap-4_comp_light.exr | 3 + .../Lightmap-4_comp_light.exr.meta | 117 + .../Lightmap-5_comp_dir.png | 3 + .../Lightmap-5_comp_dir.png.meta | 117 + .../Lightmap-5_comp_light.exr | 3 + .../Lightmap-5_comp_light.exr.meta | 117 + .../Lightmap-6_comp_dir.png | 3 + .../Lightmap-6_comp_dir.png.meta | 117 + .../Lightmap-6_comp_light.exr | 3 + .../Lightmap-6_comp_light.exr.meta | 117 + .../Lightmap-7_comp_dir.png | 3 + .../Lightmap-7_comp_dir.png.meta | 117 + .../Lightmap-7_comp_light.exr | 3 + .../Lightmap-7_comp_light.exr.meta | 117 + .../Lightmap-8_comp_dir.png | 3 + .../Lightmap-8_comp_dir.png.meta | 117 + .../Lightmap-8_comp_light.exr | 3 + .../Lightmap-8_comp_light.exr.meta | 117 + .../New Lighting Settings.lighting | 69 + .../New Lighting Settings.lighting.meta | 8 + .../ReflectionProbe-0.exr | 3 + .../ReflectionProbe-0.exr.meta | 117 + .../ReflectionProbe-1.exr | 3 + .../ReflectionProbe-1.exr.meta | 117 + .../beadyo_studio Baking Set-Default.CellData.bytes | 3 + .../beadyo_studio Baking Set-Default.CellData.bytes.meta | 7 + .../beadyo_studio Baking Set-Default.CellOptionalData.bytes | 3 + .../beadyo_studio Baking Set-Default.CellOptionalData.bytes.meta | 7 + .../beadyo_studio Baking Set-Default.CellProbeOcclusionData.bytes | 3 + .../beadyo_studio Baking Set-Default.CellProbeOcclusionData.bytes.meta | 7 + .../beadyo_studio Baking Set.CellBricksData.bytes | 3 + .../beadyo_studio Baking Set.CellBricksData.bytes.meta | 7 + .../beadyo_studio Baking Set.CellSharedData.bytes | 3 + .../beadyo_studio Baking Set.CellSharedData.bytes.meta | 7 + .../beadyo_studio Baking Set.CellSupportData.bytes | 3 + .../beadyo_studio Baking Set.CellSupportData.bytes.meta | 7 + .../beadyo_studio Baking Set.asset | 3 + .../beadyo_studio Baking Set.asset.meta | 8 + .../Editor/MaterialPropertyOverrideDrawer.cs | 219 + .../MaterialPropertyOverrideDrawer.cs.meta | 2 + .../Editor/SkyboxTimeControllerEditor.cs | 147 + .../Editor/SkyboxTimeControllerEditor.cs.meta | 2 + .../Background/SkyboxTimeController.cs | 301 + .../Background/SkyboxTimeController.cs.meta | 2 + Assets/Shaders.meta | 8 + Assets/Shaders/Skybox Cubemap Blend.shader | 96 + .../Shaders/Skybox Cubemap Blend.shader.meta | 9 + 422 files changed, 36393 insertions(+), 274 deletions(-) create mode 100644 Assets/External/websocket-sharp/websocket-sharp.csproj.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Allsky.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Allsky/Above.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Allsky/Above/Above Day A.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Allsky/Above/Above Day A/Materials.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Allsky/Above/Above Day A/Materials/Above Day A Equirect.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Allsky/Above/Above Day A/Materials/Above Day A Equirect.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Prefabs.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Prefabs/WaterBlock_50m.prefab create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Prefabs/WaterBlock_50m.prefab.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterBlock_50m.mesh create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterBlock_50m.mesh.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterReflection.renderTexture create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterReflection.renderTexture.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterShader.shadergraph create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterShader.shadergraph.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterSurface_atlas.tif create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterSurface_atlas.tif.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterSurface_single.tif create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/WaterSurface_single.tif.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/Water_mat_01.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/IgniteCoders/Simple Water Shader/Resources/Water_mat_01.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Mirror.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Mirror.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Skybox.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/Skybox.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/Areca+Palm+fbx.FBX create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/Areca+Palm+fbx.FBX.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/PALM.FBX create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/PALM.FBX.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/boat.fbx create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/boat.fbx.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/floor.fbx create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/floor.fbx.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/hoewa_Forsteriana.fbx create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/hoewa_Forsteriana.fbx.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/plant3.fbx create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/plant3.fbx.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/plant4.fbx create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/plant4.fbx.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/plant5.fbx create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/plant5.fbx.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/tree.fbx create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/fbx/tree.fbx.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/Black.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/Black.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/Gray.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/Gray.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/boat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/boat/boat 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/boat/boat 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/boat/boat 2.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/boat/boat 2.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/boat/boat 4.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/boat/boat 4.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/boat/boat 5.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/boat/boat 5.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/emission light 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/emission light 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/emission light.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/emission light.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/floor.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/floor.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/lamp frame.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/lamp frame.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/lamp glass.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/lamp glass.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/lotus.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/lotus.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 brak.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 brak.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 leaf.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 leaf.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 stem.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 stem.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 trunkstalk.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/57 trunkstalk.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/areca.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/areca.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/lyrata.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/lyrata.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm leaf.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm leaf.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm stem.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/palm stem.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant4.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/calathea.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/calathea.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/monstera.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/monstera.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia nicol.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia nicol.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/plant5/strelitzia.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/stone.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/stone.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 2.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13 2.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/plant/tr13.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/bark.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/bark.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 2.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 2.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 3.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 3.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 4.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 4.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 5.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch 5.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/branch.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 2.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 2.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 4.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover 4.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/clover.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/flower.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/grass.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/hedge.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 1.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 1.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 2.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 2.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 3.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery 3.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery.mat create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/mtl/tree/shrubbery.mat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/11.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/11.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/22.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/22.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/Wood09_2K_BaseColor.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/Wood09_2K_BaseColor.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/Wood09_2K_Height.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/Wood09_2K_Height.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/Wood09_2K_Normal.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/Wood09_2K_Normal.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/Wood09_2K_Roughness.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/boat/Wood09_2K_Roughness.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/floor_floor_AlbedoTransparency.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/floor_floor_AlbedoTransparency.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/floor_floor_Emission.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/floor_floor_Emission.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/floor_floor_MetallicSmoothness.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/floor_floor_MetallicSmoothness.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/floor_floor_Normal.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/floor_floor_Normal.png.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/lamp.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/lamp/lamp_Material _33_AlbedoTransparency.png create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Glb/tex/lamp/lamp_Material 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create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/ReflectionProbe-0.exr.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/ReflectionProbe-1.exr create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/ReflectionProbe-1.exr.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set-Default.CellData.bytes create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set-Default.CellData.bytes.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set-Default.CellOptionalData.bytes create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set-Default.CellOptionalData.bytes.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set-Default.CellProbeOcclusionData.bytes create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set-Default.CellProbeOcclusionData.bytes.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set.CellBricksData.bytes create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set.CellBricksData.bytes.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set.CellSharedData.bytes create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set.CellSharedData.bytes.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set.CellSupportData.bytes create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set.CellSupportData.bytes.meta create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set.asset create mode 100644 Assets/ResourcesData/Background/[구슬요]미니콘 스테이지 - 바다 위 중정/Scene/[구슬요]미니콘 스테이지 - 바다 위 중정/beadyo_studio Baking Set.asset.meta create mode 100644 Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/MaterialPropertyOverrideDrawer.cs create mode 100644 Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/MaterialPropertyOverrideDrawer.cs.meta create mode 100644 Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/SkyboxTimeControllerEditor.cs create mode 100644 Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/SkyboxTimeControllerEditor.cs.meta create mode 100644 Assets/Scripts/Streamingle/StreamingleControl/Background/SkyboxTimeController.cs create mode 100644 Assets/Scripts/Streamingle/StreamingleControl/Background/SkyboxTimeController.cs.meta create mode 100644 Assets/Shaders.meta create mode 100644 Assets/Shaders/Skybox Cubemap Blend.shader create mode 100644 Assets/Shaders/Skybox Cubemap Blend.shader.meta diff --git a/Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCCRendererFeature.cs b/Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCCRendererFeature.cs index 6073fd720..70e6843c1 100644 --- a/Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCCRendererFeature.cs +++ b/Assets/External/Screen Space Cavity Curvature/SRP/URP/Runtime/SSCCRendererFeature.cs @@ -75,7 +75,8 @@ namespace ScreenSpaceCavityCurvature.Universal RenderTargetIdentifier source { get; set; } CameraData cameraData { get; set; } RenderTextureDescriptor sourceDesc { get; set; } - + public SSCCRendererFeature feature { get; set; } + public void Setup(Shader shader, ScriptableRenderer renderer, RenderingData renderingData) { if (mat == null) mat = CoreUtils.CreateEngineMaterial(shader); @@ -85,7 +86,7 @@ namespace ScreenSpaceCavityCurvature.Universal cameraData = renderingData.cameraData; FetchVolumeComponent(); - renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques; + renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? feature.screenOutputPassEvent : RenderPassEvent.BeforeRenderingOpaques; #endif } @@ -114,7 +115,7 @@ namespace ScreenSpaceCavityCurvature.Universal ConfigureColorStoreAction(RenderBufferStoreAction.DontCare); #endif - renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? RenderPassEvent.BeforeRenderingTransparents : RenderPassEvent.BeforeRenderingOpaques; + renderPassEvent = Output == SSCC.OutputEffectTo.Screen ? feature.screenOutputPassEvent : RenderPassEvent.BeforeRenderingOpaques; if (Output == SSCC.OutputEffectTo._SSCCTexture) #if UNITY_2022_1_OR_NEWER @@ -471,6 +472,11 @@ namespace ScreenSpaceCavityCurvature.Universal [Space(15)] [Header("You can now add SSCC to your Post Process Volume.")] Shader shader; + + [SerializeField] + [Tooltip("When to apply SSCC effect on screen. Use AfterRenderingPostProcessing to avoid conflicts with NiloToon UberPostProcess.")] + RenderPassEvent screenOutputPassEvent = RenderPassEvent.AfterRenderingPostProcessing; + private SSCCRenderPass renderPass; public override void Create() @@ -485,6 +491,7 @@ namespace ScreenSpaceCavityCurvature.Universal name = "SSCC"; renderPass = new SSCCRenderPass(); + renderPass.feature = this; } void OnDisable() diff --git a/Assets/External/websocket-sharp/websocket-sharp.csproj.meta b/Assets/External/websocket-sharp/websocket-sharp.csproj.meta new file mode 100644 index 000000000..66af5f92e --- /dev/null +++ b/Assets/External/websocket-sharp/websocket-sharp.csproj.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ae0a68acee725e141b02318f249f7990 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Settings/BackgroundSceneDatabase.asset b/Assets/Resources/Settings/BackgroundSceneDatabase.asset index 85eefc45e..5823e5a63 100644 --- a/Assets/Resources/Settings/BackgroundSceneDatabase.asset +++ b/Assets/Resources/Settings/BackgroundSceneDatabase.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ff4d52a5f7c75f8b62baf051956c7c18923dd6e258ba8adf85ca0d9af3a42c28 -size 12056 +oid sha256:5686e140c0f597ef6f69cca8e5f872590662f227baba3c19bdc521026c35a0d1 +size 12896 diff --git a/Assets/Resources/Settings/Streamingle Render Pipeline Asset_Renderer.asset b/Assets/Resources/Settings/Streamingle Render Pipeline Asset_Renderer.asset index ed448cdae..739d6d1c5 100644 --- a/Assets/Resources/Settings/Streamingle Render Pipeline Asset_Renderer.asset +++ b/Assets/Resources/Settings/Streamingle Render Pipeline Asset_Renderer.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6ebfd3800030ed4fd8ff7095334566ed4add3b132f6aee3238431a7148498eeb -size 18907 +oid sha256:c69ba8c07a0cac691c3277224c397dd155a5578bf749456d32554394847a7297 +size 18936 diff --git a/Assets/ResourcesData/Background/[공용]방송용 방/Skybox/Skybox Blend.shader b/Assets/ResourcesData/Background/[공용]방송용 방/Skybox/Skybox Blend.shader index a26d80ec3..d5246b72b 100644 --- a/Assets/ResourcesData/Background/[공용]방송용 방/Skybox/Skybox Blend.shader +++ b/Assets/ResourcesData/Background/[공용]방송용 방/Skybox/Skybox Blend.shader @@ -1,4 +1,4 @@ -// Made with Amplify Shader Editor v1.9.8.1 +// Made with Amplify Shader Editor v1.9.9.4 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Skybox Blend" { @@ -6,9 +6,9 @@ Shader "Skybox Blend" { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) - _Skybox001("Skybox001", CUBE) = "white" {} - _Skybox002("Skybox002", CUBE) = "white" {} - _Blend("Blend", Range( 0 , 1)) = 0 + _Skybox001( "Skybox001", CUBE ) = "white" {} + _Skybox002( "Skybox002", CUBE ) = "white" {} + _Blend( "Blend", Range( 0, 1 ) ) = 0 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 @@ -26,7 +26,9 @@ Shader "Skybox Blend" [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 - [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1 + + //[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1 } SubShader @@ -47,6 +49,10 @@ Shader "Skybox Blend" #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible + #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 ) + #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default. + #endif + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" @@ -170,24 +176,18 @@ Shader "Skybox Blend" HLSLPROGRAM - #pragma multi_compile_fragment _ALPHATEST_ON - #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #define _ALPHATEST_ON 1 + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile_fog #define ASE_FOG 1 - #define ASE_VERSION 19801 - #define ASE_SRP_VERSION 170003 + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 - #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 - #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert @@ -197,6 +197,7 @@ Shader "Skybox Blend" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" @@ -216,6 +217,7 @@ Shader "Skybox Blend" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif + #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION @@ -230,10 +232,7 @@ Shader "Skybox Blend" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; - float4 texcoord : TEXCOORD0; - float4 texcoord1 : TEXCOORD1; - float4 texcoord2 : TEXCOORD2; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -241,20 +240,8 @@ Shader "Skybox Blend" struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float3 positionWS : TEXCOORD1; - #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) - half4 fogFactorAndVertexLight : TEXCOORD2; - #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD3; - #endif - #if defined(LIGHTMAP_ON) - float4 lightmapUVOrVertexSH : TEXCOORD4; - #endif - #if defined(DYNAMICLIGHTMAP_ON) - float2 dynamicLightmapUV : TEXCOORD5; - #endif + float4 positionWSAndFogFactor : TEXCOORD0; + half3 normalWS : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -303,32 +290,16 @@ Shader "Skybox Blend" input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS ); - #if defined(LIGHTMAP_ON) - OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); - #endif - #if defined(DYNAMICLIGHTMAP_ON) - output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; - #endif - - #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) - output.fogFactorAndVertexLight = 0; - #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) - output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); - #endif - #ifdef _ADDITIONAL_LIGHTS_VERTEX - half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); - output.fogFactorAndVertexLight.yzw = vertexLight; - #endif - #endif - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - output.shadowCoord = GetShadowCoord( vertexInput ); + float fogFactor = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + fogFactor = ComputeFogFactor(vertexInput.positionCS.z); #endif output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; - output.positionWS = vertexInput.positionWS; + output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor ); + output.normalWS = normalInput.normalWS; return output; } @@ -336,7 +307,7 @@ Shader "Skybox Blend" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -412,41 +383,44 @@ Shader "Skybox Blend" #endif half4 frag ( PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON + #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + #if defined( _SURFACE_TYPE_TRANSPARENT ) + const bool isTransparent = true; + #else + const bool isTransparent = false; + #endif + #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif - float3 WorldPosition = input.positionWS; - float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); - float4 ShadowCoords = float4( 0, 0, 0, 0 ); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos( input.clipPosV ); - - float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); - - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); - #endif + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) + float4 shadowCoord = TransformWorldToShadowCoord( input.positionWSAndFogFactor.xyz ); + #else + float4 shadowCoord = float4(0, 0, 0, 0); #endif - WorldViewDirection = SafeNormalize( WorldViewDirection ); + float3 PositionWS = input.positionWSAndFogFactor.xyz; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + half3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); + float4 ShadowCoord = shadowCoord; + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + half3 NormalWS = normalize( input.normalWS ); float layeredBlendVar14 = _Blend; - float4 layeredBlend14 = ( lerp( texCUBE( _Skybox001, WorldPosition ),texCUBE( _Skybox002, WorldPosition ) , layeredBlendVar14 ) ); + float4 layeredBlend14 = ( lerp( texCUBE( _Skybox001, PositionWS ),texCUBE( _Skybox002, PositionWS ) , layeredBlendVar14 ) ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; @@ -455,26 +429,34 @@ Shader "Skybox Blend" float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; #endif - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); + #endif + + #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) + ShadowCoord = TransformWorldToShadowCoord( PositionWS ); #endif InputData inputData = (InputData)0; - inputData.positionWS = WorldPosition; - inputData.viewDirectionWS = WorldViewDirection; + inputData.positionWS = PositionWS; + inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); + inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; + inputData.normalWS = NormalWS; + inputData.viewDirectionWS = ViewDirWS; + + #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT) + float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV); + Color.rgb *= aoFactor.directAmbientOcclusion; + #endif #ifdef ASE_FOG - inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); + inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w); #endif - #ifdef _ADDITIONAL_LIGHTS_VERTEX - inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; - #endif - - inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; #if defined(_DBUFFER) ApplyDecalToBaseColor(input.positionCS, Color); @@ -488,16 +470,19 @@ Shader "Skybox Blend" #endif #endif - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; #endif #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif - return half4( Color, Alpha ); + #if defined( ASE_OPAQUE_KEEP_ALPHA ) + return half4( Color, Alpha ); + #else + return half4( Color, OutputAlpha( Alpha, isTransparent ) ); + #endif } ENDHLSL } @@ -516,12 +501,12 @@ Shader "Skybox Blend" HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON + #define _ALPHATEST_ON 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 - #define ASE_VERSION 19801 - #define ASE_SRP_VERSION 170003 + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW @@ -554,7 +539,7 @@ Shader "Skybox Blend" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -562,13 +547,6 @@ Shader "Skybox Blend" struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 positionWS : TEXCOORD1; - #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD2; - #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -617,12 +595,7 @@ Shader "Skybox Blend" input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); - - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - output.positionWS = positionWS; - #endif - - float3 normalWS = TransformObjectToWorldDir(input.normalOS); + half3 normalWS = TransformObjectToWorldDir(input.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); @@ -632,18 +605,13 @@ Shader "Skybox Blend" float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); - //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher - positionCS = ApplyShadowClamping(positionCS); - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - VertexPositionInputs vertexInput = (VertexPositionInputs)0; - vertexInput.positionWS = positionWS; - vertexInput.positionCS = positionCS; - output.shadowCoord = GetShadowCoord( vertexInput ); + #if UNITY_REVERSED_Z + positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); + #else + positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE); #endif output.positionCS = positionCS; - output.clipPosV = positionCS; return output; } @@ -651,7 +619,7 @@ Shader "Skybox Blend" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -727,7 +695,7 @@ Shader "Skybox Blend" #endif half4 frag(PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON + #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target @@ -735,21 +703,9 @@ Shader "Skybox Blend" UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 WorldPosition = input.positionWS; - #endif - - float4 ShadowCoords = float4( 0, 0, 0, 0 ); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos( input.clipPosV ); - - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); - #endif - #endif + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); @@ -757,15 +713,15 @@ Shader "Skybox Blend" float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; #endif - #ifdef _ALPHATEST_ON - #ifdef _ALPHATEST_SHADOW_ON - clip(Alpha - AlphaClipThresholdShadow); + #if defined( _ALPHATEST_ON ) + #if defined( _ALPHATEST_SHADOW_ON ) + AlphaDiscard( Alpha, AlphaClipThresholdShadow ); #else - clip(Alpha - AlphaClipThreshold); + AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #endif @@ -773,8 +729,8 @@ Shader "Skybox Blend" LODFadeCrossFade( input.positionCS ); #endif - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; #endif return 0; @@ -795,12 +751,12 @@ Shader "Skybox Blend" HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON + #define _ALPHATEST_ON 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 - #define ASE_VERSION 19801 - #define ASE_SRP_VERSION 170003 + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 #pragma vertex vert @@ -829,7 +785,7 @@ Shader "Skybox Blend" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -837,13 +793,6 @@ Shader "Skybox Blend" struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 positionWS : TEXCOORD1; - #endif - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - float4 shadowCoord : TEXCOORD2; - #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -887,20 +836,9 @@ Shader "Skybox Blend" input.positionOS.xyz += vertexValue; #endif - input.normalOS = input.normalOS; - VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - output.positionWS = vertexInput.positionWS; - #endif - - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - output.shadowCoord = GetShadowCoord( vertexInput ); - #endif - output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; return output; } @@ -908,7 +846,7 @@ Shader "Skybox Blend" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -984,7 +922,7 @@ Shader "Skybox Blend" #endif half4 frag(PackedVaryings input - #ifdef ASE_DEPTH_WRITE_ON + #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target @@ -992,41 +930,29 @@ Shader "Skybox Blend" UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) - float3 WorldPosition = input.positionWS; - #endif - - float4 ShadowCoords = float4( 0, 0, 0, 0 ); - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos( input.clipPosV ); - - #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) - #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - ShadowCoords = input.shadowCoord; - #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) - ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); - #endif - #endif + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); float Alpha = 1; float AlphaClipThreshold = 0.5; - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; #endif - #ifdef _ALPHATEST_ON - clip(Alpha - AlphaClipThreshold); + #if defined( _ALPHATEST_ON ) + AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; #endif return 0; @@ -1046,9 +972,10 @@ Shader "Skybox Blend" HLSLPROGRAM + #define _ALPHATEST_ON 1 #define ASE_FOG 1 - #define ASE_VERSION 19801 - #define ASE_SRP_VERSION 170003 + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 #pragma vertex vert @@ -1075,7 +1002,7 @@ Shader "Skybox Blend" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -1137,12 +1064,9 @@ Shader "Skybox Blend" input.positionOS.xyz += vertexValue; #endif - input.normalOS = input.normalOS; - - float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); - - output.positionCS = TransformWorldToHClip(positionWS); + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + output.positionCS = vertexInput.positionCS; return output; } @@ -1150,7 +1074,7 @@ Shader "Skybox Blend" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -1259,9 +1183,10 @@ Shader "Skybox Blend" HLSLPROGRAM + #define _ALPHATEST_ON 1 #define ASE_FOG 1 - #define ASE_VERSION 19801 - #define ASE_SRP_VERSION 170003 + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 #pragma vertex vert @@ -1293,7 +1218,7 @@ Shader "Skybox Blend" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -1354,10 +1279,9 @@ Shader "Skybox Blend" input.positionOS.xyz += vertexValue; #endif - input.normalOS = input.normalOS; + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); - float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); - output.positionCS = TransformWorldToHClip(positionWS); + output.positionCS = vertexInput.positionCS; return output; } @@ -1365,7 +1289,7 @@ Shader "Skybox Blend" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -1458,7 +1382,7 @@ Shader "Skybox Blend" #endif half4 outColor = 0; - outColor = _SelectionID; + outColor = unity_SelectionID; return outColor; } @@ -1478,12 +1402,12 @@ Shader "Skybox Blend" HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON + #define _ALPHATEST_ON 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 - #define ASE_VERSION 19801 - #define ASE_SRP_VERSION 170003 + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT @@ -1526,7 +1450,7 @@ Shader "Skybox Blend" struct Attributes { float4 positionOS : POSITION; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -1534,9 +1458,7 @@ Shader "Skybox Blend" struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; - float4 clipPosV : TEXCOORD0; - float3 positionWS : TEXCOORD1; - float3 normalWS : TEXCOORD2; + half3 normalWS : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -1590,11 +1512,10 @@ Shader "Skybox Blend" input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS ); output.positionCS = vertexInput.positionCS; - output.clipPosV = vertexInput.positionCS; - output.positionWS = vertexInput.positionWS; - output.normalWS = TransformObjectToWorldNormal( input.normalOS ); + output.normalWS = normalInput.normalWS; return output; } @@ -1602,7 +1523,7 @@ Shader "Skybox Blend" struct VertexControl { float4 positionOS : INTERNALTESSPOS; - float3 normalOS : NORMAL; + half3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -1679,28 +1600,29 @@ Shader "Skybox Blend" void frag(PackedVaryings input , out half4 outNormalWS : SV_Target0 - #ifdef ASE_DEPTH_WRITE_ON + #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); - float3 WorldPosition = input.positionWS; - float3 WorldNormal = input.normalWS; - float4 ClipPos = input.clipPosV; - float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + half3 NormalWS = normalize( input.normalWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); float Alpha = 1; float AlphaClipThreshold = 0.5; - #ifdef ASE_DEPTH_WRITE_ON - float DepthValue = input.positionCS.z; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; #endif #ifdef _ALPHATEST_ON @@ -1711,24 +1633,21 @@ Shader "Skybox Blend" LODFadeCrossFade( input.positionCS ); #endif - #ifdef ASE_DEPTH_WRITE_ON - outputDepth = DepthValue; + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; #endif #if defined(_GBUFFER_NORMALS_OCT) - float3 normalWS = normalize(input.normalWS); - float2 octNormalWS = PackNormalOctQuadEncode(normalWS); + float2 octNormalWS = PackNormalOctQuadEncode(NormalWS); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); outNormalWS = half4(packedNormalWS, 0.0); #else - float3 normalWS = input.normalWS; - outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + outNormalWS = half4(NormalizeNormalPerPixel( NormalWS ), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } ENDHLSL @@ -1745,26 +1664,27 @@ Shader "Skybox Blend" HLSLPROGRAM - #pragma multi_compile _ALPHATEST_ON - #pragma multi_compile_instancing + #define _ALPHATEST_ON 1 #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 - #define ASE_VERSION 19801 - #define ASE_SRP_VERSION 170003 + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 #pragma vertex vert #pragma fragment frag - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #define SHADERPASS SHADERPASS_MOTION_VECTORS + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" @@ -1777,6 +1697,14 @@ Shader "Skybox Blend" + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + struct Attributes { float4 positionOS : POSITION; @@ -1784,6 +1712,8 @@ Shader "Skybox Blend" #if _ADD_PRECOMPUTED_VELOCITY float3 alembicMotionVector : TEXCOORD5; #endif + half3 normalOS : NORMAL; + half4 tangentOS : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -1793,6 +1723,7 @@ Shader "Skybox Blend" float4 positionCS : SV_POSITION; float4 positionCSNoJitter : TEXCOORD0; float4 previousPositionCSNoJitter : TEXCOORD1; + float3 positionWS : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO @@ -1858,9 +1789,13 @@ Shader "Skybox Blend" VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); - // Jittered. Match the frame. - output.positionCS = vertexInput.positionCS; - output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS ) ); + #if defined(APPLICATION_SPACE_WARP_MOTION) + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); + output.positionCS = output.positionCSNoJitter; + #else + output.positionCS = vertexInput.positionCS; + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS)); + #endif float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS; @@ -1869,7 +1804,7 @@ Shader "Skybox Blend" #endif output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) ); - + output.positionWS = vertexInput.positionWS; return output; } @@ -1878,28 +1813,380 @@ Shader "Skybox Blend" return VertexFunction( input ); } - half4 frag( PackedVaryings input ) : SV_Target + half4 frag( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + float3 PositionWS = input.positionWS; + float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float Alpha = 1; float AlphaClipThreshold = 0.5; + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif - #ifdef LOD_FADE_CROSSFADE + #if defined( ASE_CHANGES_WORLD_POS ) + float3 positionOS = mul( GetWorldToObjectMatrix(), float4( PositionWS, 1.0 ) ).xyz; + float3 previousPositionWS = mul( GetPrevObjectToWorldMatrix(), float4( positionOS, 1.0 ) ).xyz; + input.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, float4( PositionWS, 1.0 ) ); + input.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, float4( previousPositionWS, 1.0 ) ); + #endif + + #if defined( LOD_FADE_CROSSFADE ) LODFadeCrossFade( input.positionCS ); #endif - return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + #if defined(APPLICATION_SPACE_WARP_MOTION) + return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 ); + #else + return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); + #endif } ENDHLSL } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + + #define _ALPHATEST_ON 1 + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #define ASE_FOG 1 + #define ASE_VERSION 19904 + #define ASE_SRP_VERSION -1 + + + + #pragma multi_compile _ DOTS_INSTANCING_ON + + + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + + + #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS + + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_GBUFFER + + + + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + + + + #if ASE_SRP_VERSION >=140009 + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #endif + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + half3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + half3 normalWS : TEXCOORD1; + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + CBUFFER_START(UnityPerMaterial) + float _Blend; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + CBUFFER_END + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + samplerCUBE _Skybox001; + samplerCUBE _Skybox002; + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = defaultVertexValue; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS ); + + output.positionCS = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalInput.normalWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + half3 normalOS : NORMAL; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + GBufferFragOutput frag ( PackedVaryings input + #if defined( ASE_DEPTH_WRITE_ON ) + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + float3 PositionWS = input.positionWS; + float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); + float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); + float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; + float4 ScreenPos = ComputeScreenPos( ClipPos ); + half3 NormalWS = normalize( input.normalWS ); + + float layeredBlendVar14 = _Blend; + float4 layeredBlend14 = ( lerp( texCUBE( _Skybox001, PositionWS ),texCUBE( _Skybox002, PositionWS ) , layeredBlendVar14 ) ); + + + float3 Color = layeredBlend14.rgb; + float Alpha = 1; + float AlphaClipThreshold = 0.5; + float AlphaClipThresholdShadow = 0.5; + + #if defined( ASE_DEPTH_WRITE_ON ) + float DeviceDepth = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = PositionWS; + inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); + inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; + inputData.normalWS = NormalWS; + inputData.viewDirectionWS = ViewDirWS; + + #if defined(_DBUFFER) + ApplyDecalToBaseColor(input.positionCS, Color); + #endif + + #if defined( ASE_DEPTH_WRITE_ON ) + outputDepth = DeviceDepth; + #endif + + SurfaceData surfaceData = (SurfaceData)0; + surfaceData.albedo = Color; + surfaceData.alpha = Alpha; + + #if defined( _SCREEN_SPACE_OCCLUSION ) // GBuffer never has transparents + float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV( input.positionCS ); + AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion( normalizedScreenSpaceUV ); + surfaceData.occlusion = aoFactor.directAmbientOcclusion; + #else + surfaceData.occlusion = 1; + #endif + + return PackGBuffersSurfaceData( surfaceData, inputData, float3( 0, 0, 0 ) ); + } + + ENDHLSL + } } @@ -1909,28 +2196,30 @@ Shader "Skybox Blend" Fallback Off } /*ASEBEGIN -Version=19801 -Node;AmplifyShaderEditor.LayeredBlendNode;14;-240,32;Inherit;False;6;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;1;COLOR;0 -Node;AmplifyShaderEditor.RangedFloatNode;15;-672,16;Inherit;False;Property;_Blend;Blend;2;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 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11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/MaterialPropertyOverrideDrawer.cs b/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/MaterialPropertyOverrideDrawer.cs new file mode 100644 index 000000000..09078398a --- /dev/null +++ b/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/MaterialPropertyOverrideDrawer.cs @@ -0,0 +1,219 @@ +using System.Collections.Generic; +using UnityEditor; +using UnityEditor.UIElements; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.UIElements; +using Streamingle.Background; + +namespace Streamingle.Background.Editor +{ + [CustomPropertyDrawer(typeof(SkyboxTimeController.MaterialPropertyOverride))] + public class MaterialPropertyOverrideDrawer : PropertyDrawer + { + public override VisualElement CreatePropertyGUI(SerializedProperty property) + { + var root = new VisualElement(); + root.style.backgroundColor = new Color(0f, 0f, 0f, 0.08f); + root.style.borderBottomLeftRadius = 4; + root.style.borderBottomRightRadius = 4; + root.style.borderTopLeftRadius = 4; + root.style.borderTopRightRadius = 4; + root.style.paddingTop = 4; + root.style.paddingBottom = 4; + root.style.paddingLeft = 4; + root.style.paddingRight = 4; + root.style.marginBottom = 4; + + var matProp = property.FindPropertyRelative("targetMaterial"); + var nameProp = property.FindPropertyRelative("propertyName"); + var typeProp = property.FindPropertyRelative("propertyType"); + + // ── Material ── + var matField = new PropertyField(matProp, "Material"); + root.Add(matField); + + // ── Property Dropdown ── + var dropdownRow = new VisualElement(); + dropdownRow.style.flexDirection = FlexDirection.Row; + dropdownRow.style.alignItems = Align.Center; + + var dropdown = new PopupField("Property", new List { "(none)" }, 0); + dropdown.style.flexGrow = 1; + dropdownRow.Add(dropdown); + root.Add(dropdownRow); + + // ── Type (자동 설정되지만 표시) ── + var typeField = new PropertyField(typeProp, "Type"); + typeField.SetEnabled(false); + root.Add(typeField); + + // ── Stage value containers ── + var floatContainer = CreateStageRow("Float", + property.FindPropertyRelative("floatStage1"), + property.FindPropertyRelative("floatStage2"), + property.FindPropertyRelative("floatStage3")); + + var colorContainer = CreateStageRow("Color", + property.FindPropertyRelative("colorStage1"), + property.FindPropertyRelative("colorStage2"), + property.FindPropertyRelative("colorStage3")); + + var vectorContainer = CreateStageRow("Vector", + property.FindPropertyRelative("vectorStage1"), + property.FindPropertyRelative("vectorStage2"), + property.FindPropertyRelative("vectorStage3")); + + root.Add(floatContainer); + root.Add(colorContainer); + root.Add(vectorContainer); + + // ── 셰이더 프로퍼티 목록 캐시 ── + var shaderProps = new List(); + + // 드롭다운 rebuild + void RebuildDropdown() + { + shaderProps.Clear(); + var choices = new List { "(none)" }; + + var mat = matProp.objectReferenceValue as Material; + if (mat != null && mat.shader != null) + { + var shader = mat.shader; + int count = shader.GetPropertyCount(); + for (int i = 0; i < count; i++) + { + var sType = shader.GetPropertyType(i); + // Float, Range, Color, Vector만 지원 (텍스쳐 제외) + if (sType != ShaderPropertyType.Float && + sType != ShaderPropertyType.Range && + sType != ShaderPropertyType.Color && + sType != ShaderPropertyType.Vector) + continue; + + // HideInInspector 제외 + var flags = shader.GetPropertyFlags(i); + if ((flags & ShaderPropertyFlags.HideInInspector) != 0) continue; + + var propName = shader.GetPropertyName(i); + var propDesc = shader.GetPropertyDescription(i); + var displayName = string.IsNullOrEmpty(propDesc) + ? propName + : $"{propDesc} ({propName})"; + + var mpType = SkyboxTimeController.MaterialPropertyType.Float; + if (sType == ShaderPropertyType.Color) + mpType = SkyboxTimeController.MaterialPropertyType.Color; + else if (sType == ShaderPropertyType.Vector) + mpType = SkyboxTimeController.MaterialPropertyType.Vector; + + shaderProps.Add(new ShaderPropertyInfo + { + name = propName, + displayName = displayName, + type = mpType, + }); + choices.Add(displayName); + } + } + + // 현재 값 찾기 + int selectedIdx = 0; + string currentName = nameProp.stringValue; + if (!string.IsNullOrEmpty(currentName)) + { + for (int i = 0; i < shaderProps.Count; i++) + { + if (shaderProps[i].name == currentName) + { + selectedIdx = i + 1; // +1 for "(none)" + break; + } + } + } + + dropdown.choices = choices; + dropdown.index = selectedIdx; + } + + // 드롭다운 선택 시 프로퍼티 이름 + 타입 자동 설정 + dropdown.RegisterValueChangedCallback(evt => + { + int idx = dropdown.index; + if (idx <= 0 || idx > shaderProps.Count) + { + nameProp.stringValue = ""; + nameProp.serializedObject.ApplyModifiedProperties(); + } + else + { + var info = shaderProps[idx - 1]; + nameProp.stringValue = info.name; + typeProp.enumValueIndex = (int)info.type; + nameProp.serializedObject.ApplyModifiedProperties(); + UpdateVisibility(info.type, floatContainer, colorContainer, vectorContainer); + } + }); + + // 머티리얼 변경 시 드롭다운 재구성 + matField.RegisterValueChangeCallback(evt => + { + // schedule로 다음 프레임에 rebuild (objectReference 반영 대기) + root.schedule.Execute(() => RebuildDropdown()); + }); + + // 초기 세팅 + root.schedule.Execute(() => + { + RebuildDropdown(); + UpdateVisibility( + (SkyboxTimeController.MaterialPropertyType)typeProp.enumValueIndex, + floatContainer, colorContainer, vectorContainer); + }); + + return root; + } + + private void UpdateVisibility( + SkyboxTimeController.MaterialPropertyType type, + VisualElement floatContainer, + VisualElement colorContainer, + VisualElement vectorContainer) + { + floatContainer.style.display = type == SkyboxTimeController.MaterialPropertyType.Float + ? DisplayStyle.Flex : DisplayStyle.None; + colorContainer.style.display = type == SkyboxTimeController.MaterialPropertyType.Color + ? DisplayStyle.Flex : DisplayStyle.None; + vectorContainer.style.display = type == SkyboxTimeController.MaterialPropertyType.Vector + ? DisplayStyle.Flex : DisplayStyle.None; + } + + private VisualElement CreateStageRow(string label, + SerializedProperty s1, SerializedProperty s2, SerializedProperty s3) + { + var container = new VisualElement(); + container.style.marginTop = 4; + + var header = new Label($"── {label} Values ──"); + header.style.unityFontStyleAndWeight = FontStyle.Bold; + header.style.unityTextAlign = TextAnchor.MiddleCenter; + header.style.marginBottom = 2; + header.style.color = new Color(0.6f, 0.8f, 1f); + container.Add(header); + + container.Add(new PropertyField(s1, "Stage 1")); + container.Add(new PropertyField(s2, "Stage 2")); + container.Add(new PropertyField(s3, "Stage 3")); + + return container; + } + + private struct ShaderPropertyInfo + { + public string name; + public string displayName; + public SkyboxTimeController.MaterialPropertyType type; + } + } +} diff --git a/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/MaterialPropertyOverrideDrawer.cs.meta b/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/MaterialPropertyOverrideDrawer.cs.meta new file mode 100644 index 000000000..f96d2268d --- /dev/null +++ b/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/MaterialPropertyOverrideDrawer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3cdb6d599ce71b849821d469a29fa0d4 \ No newline at end of file diff --git a/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/SkyboxTimeControllerEditor.cs b/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/SkyboxTimeControllerEditor.cs new file mode 100644 index 000000000..b5d139520 --- /dev/null +++ b/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/SkyboxTimeControllerEditor.cs @@ -0,0 +1,147 @@ +using UnityEditor; +using UnityEditor.UIElements; +using UnityEngine; +using UnityEngine.UIElements; +using Streamingle.Background; + +namespace Streamingle.Background.Editor +{ + [CustomEditor(typeof(SkyboxTimeController))] + public class SkyboxTimeControllerEditor : UnityEditor.Editor + { + public override VisualElement CreateInspectorGUI() + { + var root = new VisualElement(); + root.styleSheets.Add( + AssetDatabase.LoadAssetAtPath( + "Assets/Scripts/Streamingle/StreamingleControl/Editor/UXML/StreamingleCommon.uss")); + + var controller = (SkyboxTimeController)target; + + // ── References ── + var refFoldout = CreateFoldout("References", true); + refFoldout.Add(CreatePropField("directionalLight")); + refFoldout.Add(CreatePropField("skyboxMaterial")); + root.Add(WrapSection(refFoldout)); + + // ── Time of Day ── + var timeFoldout = CreateFoldout("Time of Day", true); + + var timeSlider = new Slider("Time of Day", 0f, 1f); + timeSlider.bindingPath = "timeOfDay"; + timeSlider.showInputField = true; + timeSlider.style.marginTop = 4; + timeSlider.style.marginBottom = 4; + timeFoldout.Add(timeSlider); + + var stageLabel = new Label(); + stageLabel.style.unityTextAlign = TextAnchor.MiddleCenter; + stageLabel.style.color = new Color(0.7f, 0.85f, 1f); + stageLabel.style.marginBottom = 8; + timeFoldout.Add(stageLabel); + + timeSlider.RegisterValueChangedCallback(evt => + { + stageLabel.text = GetStageDescription(evt.newValue); + }); + stageLabel.text = GetStageDescription(controller.timeOfDay); + + // 퀵 버튼 + var buttonRow = new VisualElement(); + buttonRow.style.flexDirection = FlexDirection.Row; + buttonRow.style.justifyContent = Justify.SpaceAround; + buttonRow.style.marginBottom = 4; + buttonRow.Add(CreateQuickButton("Stage 1", 0f, timeSlider, controller)); + buttonRow.Add(CreateQuickButton("1→2", 0.25f, timeSlider, controller)); + buttonRow.Add(CreateQuickButton("Stage 2", 0.5f, timeSlider, controller)); + buttonRow.Add(CreateQuickButton("2→3", 0.75f, timeSlider, controller)); + buttonRow.Add(CreateQuickButton("Stage 3", 1f, timeSlider, controller)); + timeFoldout.Add(buttonRow); + + timeFoldout.Add(CreatePropField("autoPlay")); + timeFoldout.Add(CreatePropField("cycleDuration")); + timeFoldout.Add(CreatePropField("loop")); + root.Add(WrapSection(timeFoldout)); + + // ── Stage Settings ── + root.Add(WrapSection(CreateStageFoldout("Stage 1 Settings", "stage1"))); + root.Add(WrapSection(CreateStageFoldout("Stage 2 Settings", "stage2"))); + root.Add(WrapSection(CreateStageFoldout("Stage 3 Settings", "stage3"))); + + // ── Custom Material Properties ── + var matPropFoldout = CreateFoldout("Custom Material Properties", true); + matPropFoldout.Add(CreatePropField("materialPropertyOverrides")); + root.Add(WrapSection(matPropFoldout)); + + // ── Ambient ── + var ambFoldout = CreateFoldout("Ambient Light", false); + ambFoldout.Add(CreatePropField("controlAmbient")); + ambFoldout.Add(CreatePropField("ambientStage1")); + ambFoldout.Add(CreatePropField("ambientStage2")); + ambFoldout.Add(CreatePropField("ambientStage3")); + root.Add(WrapSection(ambFoldout)); + + root.Bind(serializedObject); + return root; + } + + // section wrapper: 배경 스타일만 담당 + private VisualElement WrapSection(VisualElement content) + { + var section = new VisualElement(); + section.AddToClassList("section"); + section.Add(content); + return section; + } + + // foldout 생성: 여기에 직접 콘텐츠를 Add + private Foldout CreateFoldout(string title, bool defaultOpen) + { + var foldout = new Foldout { text = title, value = defaultOpen }; + foldout.AddToClassList("section-foldout"); + return foldout; + } + + private Foldout CreateStageFoldout(string title, string propName) + { + var foldout = CreateFoldout(title, false); + foldout.Add(CreatePropField($"{propName}.lightColor")); + foldout.Add(CreatePropField($"{propName}.lightIntensity")); + foldout.Add(CreatePropField($"{propName}.lightRotation")); + foldout.Add(CreatePropField($"{propName}.skyboxExposure")); + foldout.Add(CreatePropField($"{propName}.skyboxTint")); + return foldout; + } + + private PropertyField CreatePropField(string path) + { + return new PropertyField(serializedObject.FindProperty(path)); + } + + private Button CreateQuickButton(string label, float value, Slider slider, SkyboxTimeController controller) + { + var btn = new Button(() => + { + Undo.RecordObject(controller, "Set Time of Day"); + controller.timeOfDay = value; + slider.value = value; + controller.Apply(); + EditorUtility.SetDirty(controller); + }); + btn.text = label; + btn.style.flexGrow = 1; + btn.style.marginLeft = 2; + btn.style.marginRight = 2; + return btn; + } + + private string GetStageDescription(float t) + { + if (t < 0.1f) return "◆ Stage 1"; + if (t < 0.4f) return "Stage 1 → Stage 2"; + if (t < 0.6f) return "◆ Stage 2"; + if (t < 0.9f) return "Stage 2 → Stage 3"; + return "◆ Stage 3"; + } + } +} diff --git a/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/SkyboxTimeControllerEditor.cs.meta b/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/SkyboxTimeControllerEditor.cs.meta new file mode 100644 index 000000000..65b08d12c --- /dev/null +++ b/Assets/Scripts/Streamingle/StreamingleControl/Background/Editor/SkyboxTimeControllerEditor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d41143901ebeb2c44b3f20620b282831 \ No newline at end of file diff --git a/Assets/Scripts/Streamingle/StreamingleControl/Background/SkyboxTimeController.cs b/Assets/Scripts/Streamingle/StreamingleControl/Background/SkyboxTimeController.cs new file mode 100644 index 000000000..dec96fcfa --- /dev/null +++ b/Assets/Scripts/Streamingle/StreamingleControl/Background/SkyboxTimeController.cs @@ -0,0 +1,301 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Streamingle.Background +{ + /// + /// 시간 흐름에 따라 스카이박스 블렌딩 + 디렉셔널 라이트를 제어하는 컨트롤러. + /// 3단계(Stage1→Stage2→Stage3) 전환을 timeOfDay(0~1)로 통합 제어. + /// [ExecuteAlways]로 에디터에서도 실시간 프리뷰 가능. + /// + [ExecuteAlways] + public class SkyboxTimeController : MonoBehaviour + { + // ───────────────────────── References ───────────────────────── + [Tooltip("제어할 디렉셔널 라이트")] + public Light directionalLight; + + [Tooltip("Skybox/Cubemap Blend 머티리얼")] + public Material skyboxMaterial; + + // ───────────────────────── Time ───────────────────────── + [Range(0f, 1f)] + [Tooltip("0=Stage1, 0.5=Stage2, 1=Stage3")] + public float timeOfDay = 0f; + + [Tooltip("자동 재생 여부")] + public bool autoPlay = false; + + [Tooltip("한 사이클(0→1) 소요 시간(초)")] + public float cycleDuration = 60f; + + [Tooltip("자동 재생 시 루프 여부")] + public bool loop = true; + + // ───────────────────────── Stage Settings ───────────────────────── + public StageSettings stage1 = new StageSettings + { + lightColor = new Color(0.4f, 0.45f, 0.65f), + lightIntensity = 0.3f, + lightRotation = new Vector3(10f, -30f, 0f), + skyboxExposure = 0.5f, + skyboxTint = Color.white, + }; + + public StageSettings stage2 = new StageSettings + { + lightColor = new Color(1f, 0.95f, 0.85f), + lightIntensity = 1.2f, + lightRotation = new Vector3(50f, -30f, 0f), + skyboxExposure = 1.0f, + skyboxTint = Color.white, + }; + + public StageSettings stage3 = new StageSettings + { + lightColor = new Color(1f, 0.55f, 0.3f), + lightIntensity = 0.6f, + lightRotation = new Vector3(5f, 150f, 0f), + skyboxExposure = 0.7f, + skyboxTint = new Color(1f, 0.85f, 0.75f), + }; + + // ───────────────────────── Custom Material Properties ───────────────────────── + [Tooltip("머티리얼의 임의 프로퍼티를 3단계로 보간 제어")] + public List materialPropertyOverrides = new List(); + + // ───────────────────────── Ambient ───────────────────────── + [Tooltip("Ambient 컬러도 함께 보간")] + public bool controlAmbient = true; + public Color ambientStage1 = new Color(0.15f, 0.15f, 0.25f); + public Color ambientStage2 = new Color(0.45f, 0.45f, 0.45f); + public Color ambientStage3 = new Color(0.3f, 0.2f, 0.15f); + + // ───────────────────────── Private ───────────────────────── + private Material _instanceMaterial; + + private static readonly int BlendProp = Shader.PropertyToID("_Blend"); + private static readonly int TintProp = Shader.PropertyToID("_Tint"); + private static readonly int ExposureProp = Shader.PropertyToID("_Exposure"); + + // ───────────────────────── Lifecycle ───────────────────────── + + private void OnEnable() + { + SetupMaterial(); + } + + private void OnDisable() + { + CleanupMaterial(); + } + + private void Update() + { + if (autoPlay && Application.isPlaying && cycleDuration > 0f) + { + timeOfDay += Time.deltaTime / cycleDuration; + if (loop) + timeOfDay %= 1f; + else + timeOfDay = Mathf.Clamp01(timeOfDay); + } + + Apply(); + } + + private void OnValidate() + { + SetupMaterial(); + Apply(); + } + + // ───────────────────────── Core ───────────────────────── + + public void Apply() + { + float t = Mathf.Clamp01(timeOfDay); + StageSettings current = EvaluateStage(t); + + // ── Skybox ── + Material mat = GetActiveMaterial(); + if (mat != null) + { + mat.SetFloat(BlendProp, t); + mat.SetColor(TintProp, current.skyboxTint); + mat.SetFloat(ExposureProp, current.skyboxExposure); + + } + + // ── Custom Material Properties ── + foreach (var prop in materialPropertyOverrides) + { + if (prop.targetMaterial == null || string.IsNullOrEmpty(prop.propertyName)) continue; + if (!prop.targetMaterial.HasProperty(prop.propertyName)) continue; + int id = Shader.PropertyToID(prop.propertyName); + + switch (prop.propertyType) + { + case MaterialPropertyType.Float: + { + float v = t < 0.5f + ? Mathf.Lerp(prop.floatStage1, prop.floatStage2, t * 2f) + : Mathf.Lerp(prop.floatStage2, prop.floatStage3, (t - 0.5f) * 2f); + prop.targetMaterial.SetFloat(id, v); + break; + } + case MaterialPropertyType.Color: + { + Color c = t < 0.5f + ? Color.Lerp(prop.colorStage1, prop.colorStage2, t * 2f) + : Color.Lerp(prop.colorStage2, prop.colorStage3, (t - 0.5f) * 2f); + prop.targetMaterial.SetColor(id, c); + break; + } + case MaterialPropertyType.Vector: + { + Vector4 v = t < 0.5f + ? Vector4.Lerp(prop.vectorStage1, prop.vectorStage2, t * 2f) + : Vector4.Lerp(prop.vectorStage2, prop.vectorStage3, (t - 0.5f) * 2f); + prop.targetMaterial.SetVector(id, v); + break; + } + } + } + + // ── Directional Light ── + if (directionalLight != null) + { + directionalLight.color = current.lightColor; + directionalLight.intensity = current.lightIntensity; + directionalLight.transform.rotation = Quaternion.Euler(current.lightRotation); + } + + // ── Ambient ── + if (controlAmbient) + { + Color amb = t < 0.5f + ? Color.Lerp(ambientStage1, ambientStage2, t * 2f) + : Color.Lerp(ambientStage2, ambientStage3, (t - 0.5f) * 2f); + RenderSettings.ambientLight = amb; + } + } + + public void SetTime(float t) + { + timeOfDay = Mathf.Clamp01(t); + Apply(); + } + + public Material GetActiveMaterial() + { + return _instanceMaterial != null ? _instanceMaterial : skyboxMaterial; + } + + // ───────────────────────── Helpers ───────────────────────── + + private StageSettings EvaluateStage(float t) + { + if (t < 0.5f) + return StageSettings.Lerp(stage1, stage2, t * 2f); + else + return StageSettings.Lerp(stage2, stage3, (t - 0.5f) * 2f); + } + + private void SetupMaterial() + { + if (skyboxMaterial == null) return; + + if (Application.isPlaying) + { + if (_instanceMaterial == null || _instanceMaterial.shader != skyboxMaterial.shader) + { + CleanupMaterial(); + _instanceMaterial = new Material(skyboxMaterial); + _instanceMaterial.name = skyboxMaterial.name + " (Instance)"; + } + } + else + { + _instanceMaterial = skyboxMaterial; + } + + RenderSettings.skybox = _instanceMaterial; + } + + private void CleanupMaterial() + { + if (_instanceMaterial != null && _instanceMaterial != skyboxMaterial) + { + if (Application.isPlaying) + Destroy(_instanceMaterial); + else + DestroyImmediate(_instanceMaterial); + } + _instanceMaterial = null; + } + + // ───────────────────────── Data Structures ───────────────────────── + + [Serializable] + public struct StageSettings + { + public Color lightColor; + public float lightIntensity; + public Vector3 lightRotation; + public float skyboxExposure; + public Color skyboxTint; + + public static StageSettings Lerp(StageSettings a, StageSettings b, float t) + { + return new StageSettings + { + lightColor = Color.Lerp(a.lightColor, b.lightColor, t), + lightIntensity = Mathf.Lerp(a.lightIntensity, b.lightIntensity, t), + lightRotation = LerpRotation(a.lightRotation, b.lightRotation, t), + skyboxExposure = Mathf.Lerp(a.skyboxExposure, b.skyboxExposure, t), + skyboxTint = Color.Lerp(a.skyboxTint, b.skyboxTint, t), + }; + } + + private static Vector3 LerpRotation(Vector3 a, Vector3 b, float t) + { + return Quaternion.Slerp(Quaternion.Euler(a), Quaternion.Euler(b), t).eulerAngles; + } + } + + public enum MaterialPropertyType + { + Float, + Color, + Vector, + } + + [Serializable] + public class MaterialPropertyOverride + { + [Tooltip("제어할 머티리얼")] + public Material targetMaterial; + + [Tooltip("셰이더 프로퍼티 이름 (예: _Metallic, _Color)")] + public string propertyName; + public MaterialPropertyType propertyType = MaterialPropertyType.Float; + + // Float + public float floatStage1; + public float floatStage2; + public float floatStage3; + + // Color + public Color colorStage1 = Color.white; + public Color colorStage2 = Color.white; + public Color colorStage3 = Color.white; + + // Vector + public Vector4 vectorStage1; + public Vector4 vectorStage2; + public Vector4 vectorStage3; + } + } +} diff --git a/Assets/Scripts/Streamingle/StreamingleControl/Background/SkyboxTimeController.cs.meta b/Assets/Scripts/Streamingle/StreamingleControl/Background/SkyboxTimeController.cs.meta new file mode 100644 index 000000000..b0198882a --- /dev/null +++ b/Assets/Scripts/Streamingle/StreamingleControl/Background/SkyboxTimeController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0dfb7ac6e0e631848808bfcc2dec78d6 \ No newline at end of file diff --git a/Assets/Shaders.meta b/Assets/Shaders.meta new file mode 100644 index 000000000..90eb30988 --- /dev/null +++ b/Assets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 009344090ebe4f94992d8ec92cee918a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Skybox Cubemap Blend.shader b/Assets/Shaders/Skybox Cubemap Blend.shader new file mode 100644 index 000000000..2d221c1d6 --- /dev/null +++ b/Assets/Shaders/Skybox Cubemap Blend.shader @@ -0,0 +1,96 @@ +Shader "Skybox/Cubemap Blend" +{ + Properties + { + [NoScaleOffset] _Cubemap1 ("Cubemap 1", CUBE) = "" {} + [NoScaleOffset] _Cubemap2 ("Cubemap 2", CUBE) = "" {} + [NoScaleOffset] _Cubemap3 ("Cubemap 3", CUBE) = "" {} + _Blend ("Blend", Range(0, 1)) = 0 + _Tint ("Tint Color", Color) = (1, 1, 1, 1) + _Exposure ("Exposure", Range(0, 8)) = 1.0 + _Rotation ("Rotation", Range(0, 360)) = 0 + } + + SubShader + { + Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } + Cull Off + ZWrite Off + + Pass + { + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + TEXTURECUBE(_Cubemap1); + SAMPLER(sampler_Cubemap1); + TEXTURECUBE(_Cubemap2); + SAMPLER(sampler_Cubemap2); + TEXTURECUBE(_Cubemap3); + SAMPLER(sampler_Cubemap3); + + CBUFFER_START(UnityPerMaterial) + half _Blend; + half4 _Tint; + half _Exposure; + float _Rotation; + CBUFFER_END + + struct Attributes + { + float4 positionOS : POSITION; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 texcoord : TEXCOORD0; + }; + + float3 RotateAroundYInDegrees(float3 dir, float degrees) + { + float rad = degrees * PI / 180.0; + float s, c; + sincos(rad, s, c); + return float3( + dir.x * c - dir.z * s, + dir.y, + dir.x * s + dir.z * c + ); + } + + Varyings vert(Attributes input) + { + Varyings output; + float3 rotated = RotateAroundYInDegrees(input.positionOS.xyz, _Rotation); + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + output.texcoord = rotated; + return output; + } + + half4 frag(Varyings input) : SV_Target + { + half4 col1 = SAMPLE_TEXTURECUBE(_Cubemap1, sampler_Cubemap1, input.texcoord); + half4 col2 = SAMPLE_TEXTURECUBE(_Cubemap2, sampler_Cubemap2, input.texcoord); + half4 col3 = SAMPLE_TEXTURECUBE(_Cubemap3, sampler_Cubemap3, input.texcoord); + + // Blend 0~0.5: Cubemap1 → Cubemap2 + // Blend 0.5~1: Cubemap2 → Cubemap3 + half4 col; + if (_Blend < 0.5) + col = lerp(col1, col2, _Blend * 2.0); + else + col = lerp(col2, col3, (_Blend - 0.5) * 2.0); + + col.rgb *= _Tint.rgb * _Exposure; + return col; + } + ENDHLSL + } + } + + Fallback Off +} diff --git a/Assets/Shaders/Skybox Cubemap Blend.shader.meta b/Assets/Shaders/Skybox Cubemap Blend.shader.meta new file mode 100644 index 000000000..6cb997ef6 --- /dev/null +++ b/Assets/Shaders/Skybox Cubemap Blend.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 98ae875b60d73054db80388cb24c344a +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: