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diff --git a/Assets/3DPixelArtEnvironment/Prefabs/Windmill.prefab.meta b/Assets/3DPixelArtEnvironment/Prefabs/Windmill.prefab.meta
new file mode 100644
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diff --git a/Assets/3DPixelArtEnvironment/Scripts.meta b/Assets/3DPixelArtEnvironment/Scripts.meta
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diff --git a/Assets/3DPixelArtEnvironment/Scripts/Instancing.meta b/Assets/3DPixelArtEnvironment/Scripts/Instancing.meta
new file mode 100644
index 000000000..4e8d6adcd
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diff --git a/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancesBehaviour.cs b/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancesBehaviour.cs
new file mode 100644
index 000000000..ba0de19e3
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancesBehaviour.cs
@@ -0,0 +1,166 @@
+namespace Environment.Instancing
+{
+ using UnityEngine;
+
+ using System;
+ using System.Collections.Generic;
+ using System.Linq;
+ using Environment.Utilities;
+ using UnityEngine.Rendering;
+
+ [Serializable]
+ public class InstancingSettings
+ {
+ [Header("Rendering")]
+ public Mesh Mesh;
+ public Material Material;
+
+ [Header("Transformations")]
+ public float Probability = 1f;
+ public float Scale = 1f;
+ public float NormalOffset = 0.1f;
+ };
+
+ ///
+ /// The abstract class for instancing behaviours.
+ ///
+ public abstract class InstancesBehaviour : MonoBehaviour
+ {
+ List instancingConfigurations;
+ void Update()
+ {
+ if (this.instancingConfigurations != null)
+ {
+ if (this.transform.hasChanged)
+ {
+ // For some reason unity's DrawMeshInstancedIndirect bounds center transform the instances position.
+ // We remove the position away and only update the rotation and scale.
+ var localWithoutPositionToWorld = this.transform.localToWorldMatrix;
+ localWithoutPositionToWorld.m03 = 0;
+ localWithoutPositionToWorld.m13 = 0;
+ localWithoutPositionToWorld.m23 = 0;
+
+ foreach (var configuration in this.instancingConfigurations)
+ {
+ configuration.MaterialPropertyBlock.SetMatrix("_LocalToWorld", localWithoutPositionToWorld);
+ }
+
+ this.transform.hasChanged = false;
+ }
+
+ var bounds = this.CalculateInstancesBounds();
+ foreach (var configuration in this.instancingConfigurations)
+ {
+ Graphics.DrawMeshInstancedIndirect(
+ configuration.Mesh,
+ 0,
+ configuration.Material,
+ bounds,
+ configuration.CommandBuffer,
+ 0,
+ configuration.MaterialPropertyBlock,
+ ShadowCastingMode.Off,
+ false,
+ LayerMask.NameToLayer("Default"));
+ }
+ }
+ }
+
+ ///
+ /// Gets instance data for the base implementation.
+ ///
+ /// The instance data related to the transformation settings
+ public abstract Dictionary> GetInstanceData();
+
+ ///
+ /// Calculates the bounds for the instances used for culling by Unity.
+ ///
+ public virtual Bounds CalculateInstancesBounds()
+ {
+ return new Bounds(this.transform.position, Vector3.one * 100000);
+ }
+
+ ///
+ /// Helper for dividing instancing data between settings.
+ ///
+ public static Dictionary> DivideInstanceData(InstanceData[] instanceData, InstancingSettings[] instancingSettings)
+ {
+ if (instanceData == null || instanceData.Length == 0 || instancingSettings == null || instancingSettings.Length == 0)
+ {
+ return null;
+ }
+
+ var result = new Dictionary>();
+ foreach (var settings in instancingSettings)
+ {
+ result.Add(settings, new List());
+ }
+
+ var weights = instancingSettings.Select(configuration => configuration.Probability).ToArray();
+ var weightedSampler = new WeightedDistribution(weights);
+
+ for (var i = 0; i < instanceData.Length; i++)
+ {
+ var index = weightedSampler.Sample();
+ var settings = instancingSettings[index];
+
+ instanceData[i].TRS *= Matrix4x4.TRS(settings.NormalOffset * instanceData[i].Normal, Quaternion.identity, new Vector3(settings.Scale, settings.Scale, settings.Scale));
+
+ result[settings].Add(instanceData[i]);
+ }
+
+ return result;
+ }
+
+ ///
+ /// Enables the instancing by loading up the data from provided configurations and settings.
+ ///
+ void OnEnable()
+ {
+ var instanceData = this.GetInstanceData();
+
+ if (instanceData == null || instanceData.Count == 0)
+ {
+ Debug.LogWarning("No objects to be instanced.");
+ return;
+ }
+
+ if (this.instancingConfigurations != null)
+ {
+ Debug.LogError("Instances are already loaded.");
+ return;
+ }
+
+ this.instancingConfigurations = new List();
+ foreach (var (settings, data) in instanceData)
+ {
+ if (data.Count == 0)
+ {
+ Debug.LogWarning("The generated data is empty for mesh: " + settings.Mesh.name + ". Maybe the probability weight is too low?");
+ continue;
+ }
+
+ var configuration = new InstancingConfiguration(settings, data, "_InstanceData");
+ this.instancingConfigurations.Add(configuration);
+ }
+ }
+
+ ///
+ /// Disables the instancing behaviour and releases memory.
+ ///
+ void OnDisable()
+ {
+ if (this.instancingConfigurations is null)
+ {
+ return;
+ }
+
+ foreach (var configuration in this.instancingConfigurations)
+ {
+ configuration.FreeMemory();
+ }
+
+ this.instancingConfigurations = null;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancesBehaviour.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancesBehaviour.cs.meta
new file mode 100644
index 000000000..40375fd04
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancesBehaviour.cs.meta
@@ -0,0 +1,18 @@
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+ serializedVersion: 1
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+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancesBehaviour.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancingConfiguration.cs b/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancingConfiguration.cs
new file mode 100644
index 000000000..b94b7e117
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancingConfiguration.cs
@@ -0,0 +1,95 @@
+namespace Environment.Instancing
+{
+ using UnityEngine;
+
+ using System.Runtime.InteropServices;
+ using System.Collections.Generic;
+ using System.Linq;
+
+ ///
+ /// Data as seen on GPU. Exact same struct should be defined there.
+ ///
+ public struct InstanceData
+ {
+ public Matrix4x4 TRS;
+ public Vector3 Normal;
+ }
+
+ ///
+ /// Contains the needed bakend information for instancing with Graphics.RenderMeshIndirect().
+ ///
+ public class InstancingConfiguration
+ {
+ public Mesh Mesh;
+ public Material Material;
+
+ public MaterialPropertyBlock MaterialPropertyBlock;
+ public ComputeBuffer CommandBuffer;
+ public ComputeBuffer DataBuffer;
+
+ ///
+ /// Initializes new instancing information.
+ ///
+ public InstancingConfiguration(InstancingSettings settings, IEnumerable data, string shaderBufferParameter)
+ {
+ this.Mesh = settings.Mesh;
+ this.Material = settings.Material;
+
+ this.DataBuffer = new ComputeBuffer(data.Count(), Marshal.SizeOf());
+ this.DataBuffer.SetData(data.ToArray());
+
+ var commandArguments = new uint[5];
+ commandArguments[0] = settings.Mesh.GetIndexCount(0);
+ commandArguments[1] = (uint)data.Count();
+
+ this.CommandBuffer = new ComputeBuffer(5, sizeof(uint), ComputeBufferType.IndirectArguments);
+ this.CommandBuffer.SetData(commandArguments);
+
+ this.MaterialPropertyBlock = new MaterialPropertyBlock();
+ this.MaterialPropertyBlock.SetBuffer(shaderBufferParameter, this.DataBuffer);
+ }
+
+ ///
+ /// Frees the memory of this configuration from the GPU.
+ ///
+ public void FreeMemory()
+ {
+ this.CommandBuffer?.Release();
+ this.CommandBuffer = null;
+
+ this.DataBuffer?.Release();
+ this.DataBuffer = null;
+ }
+ }
+}
+
+/*
+ * if Unity ever supports Graphics.RenderMeshIndirect() with Shader Graph shaded instances. This can be used to upgrade.
+ namespace Environment.Instancing
+{
+ using UnityEngine;
+
+ using System.Runtime.InteropServices;
+
+ ///
+ /// Contains the needed bakend information for instancing with Graphics.RenderMeshIndirect().
+ ///
+ public class InstancingInfo
+ {
+ public GraphicsBuffer GraphicsBuffer;
+ public MaterialPropertyBlock MaterialPropertyBlock;
+
+ ///
+ /// Initializes new instancing information.
+ ///
+ public InstancingInfo(T[] data, string shaderBufferParameter)
+ {
+ // For structured graphics buffer there has to be an equivalnt struct in hlsl
+ this.GraphicsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, data.Length, Marshal.SizeOf());
+
+ this.MaterialPropertyBlock = new MaterialPropertyBlock();
+ this.MaterialPropertyBlock.SetBuffer(shaderBufferParameter, this.GraphicsBuffer);
+ }
+ }
+}
+ */
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancingConfiguration.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancingConfiguration.cs.meta
new file mode 100644
index 000000000..dd053bd34
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancingConfiguration.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: a31d4da727c10de41a4bc2cb672c9405
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/Instancing/InstancingConfiguration.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Scripts/MeshInstancesBehaviour.cs b/Assets/3DPixelArtEnvironment/Scripts/MeshInstancesBehaviour.cs
new file mode 100644
index 000000000..64cca0de5
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/MeshInstancesBehaviour.cs
@@ -0,0 +1,119 @@
+namespace Environment.Instancing
+{
+ using UnityEngine;
+
+ using System.Collections.Generic;
+ using Environment.Utilities;
+
+ ///
+ /// Instances behaviour to generate on surfaces of meshes.
+ ///
+ [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
+ public class MeshInstancesBehaviour : InstancesBehaviour
+ {
+ [Header("Sub Mesh Details")]
+ public bool UseSubMesh = false;
+ public int SubMeshIndex = 0;
+
+ [Header("Instance Settings")]
+ public float Density = 1f;
+ public InstancingSettings[] InstancingSettings;
+
+
+ ///
+ /// Calculates the bounds for the instances used for culling by Unity.
+ ///
+ public override Bounds CalculateInstancesBounds()
+ {
+ var rendererBounds = this.GetComponent().bounds;
+ var diff = this.transform.position - rendererBounds.center;
+ var absDiff = new Vector3(Mathf.Abs(diff.x),
+ Mathf.Abs(diff.y),
+ Mathf.Abs(diff.z));
+
+ return new Bounds(this.transform.position, (rendererBounds.extents + absDiff) * 2f);
+ }
+
+ ///
+ /// Implementation of instance data logic for instances behaviour.
+ ///
+ public override Dictionary> GetInstanceData()
+ {
+ if (this.InstancingSettings == null || this.InstancingSettings.Length == 0)
+ {
+ Debug.LogWarning("Instancing settings should be defined the Unity Editor.");
+ return null;
+ }
+
+ foreach (var settings in this.InstancingSettings)
+ {
+ if (settings.Scale <= 0f || settings.Material == null || settings.Mesh == null)
+ {
+ Debug.LogError("The given Instance Configurations should have a material, mesh and a scale larger than 0");
+ return null;
+ }
+ }
+
+ var mesh = this.GetComponent().mesh;
+ if (this.UseSubMesh)
+ {
+ if (!mesh.isReadable)
+ {
+ Debug.LogWarning("Mesh is not readable. Provide read permissions for it to work in builds!" );
+ }
+
+ if(this.SubMeshIndex >= mesh.subMeshCount)
+ {
+ Debug.LogWarning("The sub mesh index does not exist. Using default; using the whole mesh.");
+ }
+ else
+ {
+ var subMesh = new Mesh
+ {
+ vertices = mesh.vertices,
+ triangles = mesh.GetTriangles(this.SubMeshIndex)
+ };
+ mesh = subMesh;
+ }
+ }
+
+ var instanceData = RandomMeshInstanceData(mesh, this.Density, this.InstancingSettings);
+ return DivideInstanceData(instanceData, this.InstancingSettings);
+ }
+
+ ///
+ /// Gets random mesh instance data on a mesh.
+ ///
+ public static InstanceData[] RandomMeshInstanceData(Mesh mesh, float density, InstancingSettings[] configurations)
+ {
+ if (mesh == null || density <= 0 || configurations == null || configurations.Length == 0)
+ {
+ return null;
+ }
+
+ var instanceAmount = Mathf.CeilToInt(MeshUtilities.GetMeshArea(mesh) / density);
+
+ var samples = MeshUtilities.RandomMeshPoints(mesh, instanceAmount);
+
+ var data = new List();
+
+ for (var i = 0; i < samples.Length; i++)
+ {
+ var (vertex, normal) = samples[i];
+
+ var instance = new InstanceData
+ {
+ TRS = Matrix4x4.TRS(
+ vertex,
+ Quaternion.identity,
+ Vector3.one
+ ),
+ Normal = normal
+ };
+ data.Add(instance);
+ }
+
+ return data.ToArray();
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Scripts/MeshInstancesBehaviour.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/MeshInstancesBehaviour.cs.meta
new file mode 100644
index 000000000..75a785ddd
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/MeshInstancesBehaviour.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 4bbf9cbec60ae704f8a1d639d413e8e5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/MeshInstancesBehaviour.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Scripts/ParentInstancesBehaviour.cs b/Assets/3DPixelArtEnvironment/Scripts/ParentInstancesBehaviour.cs
new file mode 100644
index 000000000..1f364ce8f
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/ParentInstancesBehaviour.cs
@@ -0,0 +1,74 @@
+namespace Environment.Instancing
+{
+ using System.Collections.Generic;
+ using System.Linq;
+ using UnityEngine;
+
+ ///
+ /// This script calls each InstanceBehaviour in their child objects using their input variables and combines them into a single call.
+ /// If you a large amount of instances behaviours, they will all create a material instance and instancing call. This causes a performance hit.
+ /// As a drawback the parent node that the objects rotate and move with is not the gameobject but the parent instead and bounds can not be used to cull individual meshes.
+ ///
+ public class ParentInstancesBehaviour : InstancesBehaviour
+ {
+ ///
+ /// Calculates the bounds for the instances used for culling by Unity.
+ ///
+ public override Bounds CalculateInstancesBounds()
+ {
+ return new Bounds(this.transform.position, Vector3.one * 100000); //this.GetComponent().mesh.bounds.max);
+ }
+
+ ///
+ /// Implementation of instance data logic for parent instances behaviour.
+ ///
+ public override Dictionary> GetInstanceData()
+ {
+ var parentInstanceData = new Dictionary>();
+ var childrenAndThis = this.transform.GetComponentsInChildren(true);
+
+ if (childrenAndThis.Length <= 1)
+ {
+ Debug.LogWarning("The ParentInstancesBehaviour could not find any InstancesBehaviours in child objects.");
+ }
+
+ foreach (var child in childrenAndThis)
+ {
+ if (child == this)
+ {
+ continue;
+ }
+
+ var instanceData = child.GetInstanceData();
+ if (instanceData == null)
+ {
+ Debug.LogError("GetInstanceData should not return null.");
+ }
+
+ foreach (var (configuration, data) in instanceData)
+ {
+ for (var i = 0; i < data.Count; i++)
+ {
+ var instance = data[i];
+ instance.TRS = this.transform.worldToLocalMatrix * child.transform.localToWorldMatrix * instance.TRS;
+ data[i] = instance;
+ }
+
+ var found = parentInstanceData.Keys.FirstOrDefault(key => key.Material == configuration.Material && key.Mesh == configuration.Mesh);
+ if (found == null)
+ {
+ parentInstanceData[configuration] = data;
+ }
+ else
+ {
+ parentInstanceData[found].AddRange(data);
+ }
+ }
+
+ child.enabled = false;
+ }
+
+ return parentInstanceData;
+ }
+ }
+}
diff --git a/Assets/3DPixelArtEnvironment/Scripts/ParentInstancesBehaviour.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/ParentInstancesBehaviour.cs.meta
new file mode 100644
index 000000000..232c8bd0a
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/ParentInstancesBehaviour.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 5e52198707ef9b443bc0f1ce609f739c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/ParentInstancesBehaviour.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Scripts/PixelOutlineSetupFeatureUnity6.cs b/Assets/3DPixelArtEnvironment/Scripts/PixelOutlineSetupFeatureUnity6.cs
new file mode 100644
index 000000000..b15482a5a
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/PixelOutlineSetupFeatureUnity6.cs
@@ -0,0 +1,34 @@
+namespace Environment
+{
+ // This one is for Unity 6, the one for 2021 LTS + is elsewhere
+ using UnityEngine.Rendering;
+ using UnityEngine.Rendering.Universal;
+ using UnityEngine.Rendering.RenderGraphModule;
+
+ ///
+ /// This render feature creates depth normals and colors after rendering opaques.
+ ///
+ public class PixelOutlineSetupFeature : ScriptableRendererFeature
+ {
+ public class EmptyPass : ScriptableRenderPass
+ {
+ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { }
+ }
+
+ EmptyPass emptyPass;
+
+ public override void Create()
+ {
+ this.emptyPass = new EmptyPass
+ {
+ renderPassEvent = RenderPassEvent.AfterRenderingOpaques
+ };
+ }
+
+ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
+ {
+ this.emptyPass.ConfigureInput(ScriptableRenderPassInput.Depth | ScriptableRenderPassInput.Normal | ScriptableRenderPassInput.Color);
+ renderer.EnqueuePass(this.emptyPass);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Scripts/PixelOutlineSetupFeatureUnity6.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/PixelOutlineSetupFeatureUnity6.cs.meta
new file mode 100644
index 000000000..baa1249ae
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/PixelOutlineSetupFeatureUnity6.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 60c763117f76c4149bbc7ec6c4fa6d23
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/PixelOutlineSetupFeatureUnity6.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Scripts/PlanarReflectionsProbe.cs b/Assets/3DPixelArtEnvironment/Scripts/PlanarReflectionsProbe.cs
new file mode 100644
index 000000000..262cfe6c5
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/PlanarReflectionsProbe.cs
@@ -0,0 +1,63 @@
+/*
+MIT License
+
+Copyright (c) 2022 Rafael Bordoni
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+*/
+
+///////////////////////////////////////////////////////////////////////////////
+// //
+// Planar Reflections Probe for Unity //
+// //
+// Author: Rafael Bordoni //
+// Date: January 25, 2022 //
+// Last Update: April 14, 2023 //
+// Email: rafaelbordoni00@gmail.com //
+// Repository: https://github.com/eldskald/planar-reflections-unity //
+// //
+///////////////////////////////////////////////////////////////////////////////
+
+// https://www.youtube.com/watch?v=w84-l3IEhXM
+
+namespace Environment.PixelWater
+{
+ using UnityEngine;
+ public static class PlanarReflectionProbe
+ {
+ public static Vector3 GetPosition(Vector3 cameraPosition, Vector3 planePosition, Vector3 planeNormal)
+ {
+ // Debug.Log("Calcualating probe position with camera: " + cameraPosition + " plane " + planePosition + "normal" + planeNormal);
+ var cameraToPlane = planeNormal * Vector3.Dot(planeNormal, cameraPosition - planePosition);
+ return cameraPosition - 2 * cameraToPlane;
+ }
+
+ public static Matrix4x4 GetObliqueProjection(Camera probeCamera, Vector3 planePosition, Vector3 planeNormal)
+ {
+ var viewMatrix = probeCamera.worldToCameraMatrix;
+ var viewPosition = viewMatrix.MultiplyPoint(planePosition);
+ var viewNormal = viewMatrix.MultiplyVector(planeNormal);
+ var plane = new Vector4(viewNormal.x,
+ viewNormal.y,
+ viewNormal.z,
+ -Vector3.Dot(viewPosition, viewNormal));
+ return probeCamera.CalculateObliqueMatrix(plane);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Scripts/PlanarReflectionsProbe.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/PlanarReflectionsProbe.cs.meta
new file mode 100644
index 000000000..501f5e417
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/PlanarReflectionsProbe.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: deed711c23175e0479f6a7f129fc1823
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/PlanarReflectionsProbe.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Scripts/TerrainInstancesBehaviour.cs b/Assets/3DPixelArtEnvironment/Scripts/TerrainInstancesBehaviour.cs
new file mode 100644
index 000000000..e1d5a8be0
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/TerrainInstancesBehaviour.cs
@@ -0,0 +1,166 @@
+namespace Environment.Instancing
+{
+ using UnityEngine;
+
+ using System;
+ using System.Collections.Generic;
+ using System.Linq;
+
+ ///
+ /// Instances behaviour to generate on surfaces of terrains.
+ ///
+ [RequireComponent(typeof(Terrain))]
+ public class TerrainInstancesBehaviour : InstancesBehaviour
+ {
+ [Serializable]
+ public class TerrainInstancingInput
+ {
+ public float Density = 1f;
+ public InstancingSettings[] Settings;
+ }
+
+ [Header("Terrain Texture Channels")]
+ public TerrainInstancingInput FirstLayer;
+ public TerrainInstancingInput SecondLayer;
+ public TerrainInstancingInput ThirdLayer;
+ public TerrainInstancingInput FourthLayer;
+
+ [Header("Variance Parameters")]
+ [Range(0f, 0.5f)] public float PositionVariance = 0.5f;
+ [Range(0f, 0.9f)] public float ScaleVariance = 0.2f;
+
+ ///
+ /// Calculates the bounds for the instances used for culling by Unity.
+ ///
+ public override Bounds CalculateInstancesBounds()
+ {
+ var bounds = this.GetComponent().terrainData.bounds;
+
+ bounds.center += this.transform.position;
+
+ return bounds;
+ }
+
+ ///
+ /// Implementation of instance data logic for instances behaviour.
+ ///
+ public override Dictionary> GetInstanceData()
+ {
+ var instancingInput = new TerrainInstancingInput[] { this.FirstLayer, this.SecondLayer, this.ThirdLayer, this.FourthLayer };
+ foreach (var input in instancingInput)
+ {
+ if (input.Settings == null)
+ {
+ Debug.LogError("Instancing settings should be defined the Unity Editor.");
+ return null;
+ }
+
+ foreach (var settings in input.Settings)
+ {
+ if (settings.Scale <= 0f || settings.Material == null || settings.Mesh == null)
+ {
+ Debug.LogError("The instancing input should have a material, mesh, a scale larger than 0 and a density larger than 0.");
+ return null;
+ }
+ }
+ }
+
+ var instanceData = TerrainInstanceData(this.GetComponent(), this.PositionVariance, this.ScaleVariance, instancingInput).ToArray();
+
+ var result = new Dictionary>();
+ for (var i = 0; i < instancingInput.Length; i++)
+ {
+ var dividedInstances = DivideInstanceData(instanceData[i], instancingInput[i].Settings);
+ if (dividedInstances != null)
+ {
+ foreach (var (configuration, data) in dividedInstances)
+ {
+ result.Add(configuration, data);
+ }
+ }
+ }
+
+ return result;
+ }
+
+ ///
+ /// Calculates which layer should be picked.
+ ///
+ static int LargestColorIndex(Color color) => (new float[] { color.r, color.g, color.b, color.a }).Select((value, index) => (value, index)).Max().index;
+
+ ///
+ /// Calculates the terrains instance data based on settings.
+ ///
+ static IEnumerable TerrainInstanceData(Terrain terrain, float positionVariance, float scaleVariance, params TerrainInstancingInput[] input)
+ {
+ var result = new List>();
+ for (var i = 0; i < input.Length; i++)
+ {
+ result.Add(new List());
+ }
+
+ var controlTexture = terrain.terrainData.alphamapTextureCount > 0 ? terrain.terrainData.alphamapTextures[0] : null;
+ if (controlTexture == null)
+ {
+ Debug.LogWarning("Control texture not defined. Defaulting to layer 1 everywhere!");
+ }
+
+ var terrainCenter = terrain.terrainData.bounds.center;
+ var size = terrain.terrainData.size;
+ float width = size.x, height = size.y, length = size.z;
+
+ for (var layer = 0; layer < input.Length; layer++)
+ {
+ var density = input[layer].Density;
+ var settings = input[layer].Settings;
+
+ if (settings.Length == 0 || (controlTexture == null && layer > 0))
+ {
+ // Dont calculate points for empty layer's configurations
+ continue;
+ }
+
+ var step = 1f / density;
+ var pointWidth = Mathf.RoundToInt(width * density);
+ var pointLength = Mathf.RoundToInt(length * density);
+
+ for (var x = 0; x < pointWidth; x++)
+ {
+ for (var z = 0; z < pointLength; z++)
+ {
+ var xPosition = (x + 0.5f + UnityEngine.Random.Range(-positionVariance, positionVariance)) * step;
+ var zPosition = (z + 0.5f + UnityEngine.Random.Range(-positionVariance, positionVariance)) * step;
+ var terrainUV = new Vector2(xPosition / width, zPosition / length);
+
+ var position = new Vector3()
+ {
+ x = xPosition,
+ y = terrain.terrainData.GetInterpolatedHeight(terrainUV.x, terrainUV.y),
+ z = zPosition,
+ } - terrainCenter;
+
+ var instance = new InstanceData()
+ {
+ TRS = Matrix4x4.TRS(
+ position,
+ Quaternion.identity,
+ Vector3.one * UnityEngine.Random.Range(1 - scaleVariance, 1 + scaleVariance)
+ ),
+ Normal = terrain.terrainData.GetInterpolatedNormal(terrainUV.x, terrainUV.y),
+ };
+
+ // Choose layer that is most potent. Could roll with values as weights but this is simple.
+ var pointLayer = controlTexture == null ? 0 : LargestColorIndex(controlTexture.GetPixelBilinear(terrainUV.x, terrainUV.y));
+
+ if (layer == pointLayer)
+ {
+ result[layer].Add(instance);
+ }
+ }
+ }
+ }
+
+ return result.Select(list => list.ToArray());
+ }
+ }
+}
diff --git a/Assets/3DPixelArtEnvironment/Scripts/TerrainInstancesBehaviour.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/TerrainInstancesBehaviour.cs.meta
new file mode 100644
index 000000000..2bb9f2068
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/TerrainInstancesBehaviour.cs.meta
@@ -0,0 +1,18 @@
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+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
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+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/TerrainInstancesBehaviour.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Scripts/Utilities.meta b/Assets/3DPixelArtEnvironment/Scripts/Utilities.meta
new file mode 100644
index 000000000..2aa6b6d6f
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/Utilities.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 395d84bff15723b4c83492f15ac37f29
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+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/3DPixelArtEnvironment/Scripts/Utilities/MeshUtilities.cs b/Assets/3DPixelArtEnvironment/Scripts/Utilities/MeshUtilities.cs
new file mode 100644
index 000000000..1263c4ad2
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/Utilities/MeshUtilities.cs
@@ -0,0 +1,149 @@
+namespace Environment.Utilities
+{
+ using UnityEngine;
+ using System.Linq;
+
+ public static class MeshUtilities
+ {
+ ///
+ /// Gets random points on mesh.
+ ///
+ public static (Vector3 vertices, Vector3 normals)[] RandomMeshPoints(Mesh mesh, int sampleAmount)
+ {
+ var triangleAreas = TriangleAreas(mesh);
+
+ var meshArea = triangleAreas.Sum();
+
+ var sampleIndices = UniformSampleMesh(triangleAreas, meshArea, sampleAmount);
+
+ var uniformSamples = SampleTriangles(mesh, sampleIndices);
+
+ return Enumerable.Range(0, uniformSamples.Item1.Length).Select(i => (uniformSamples.Item1[i], uniformSamples.Item2[i])).ToArray();
+ }
+
+ ///
+ /// Gets mesh area.
+ ///
+ public static float GetMeshArea(Mesh mesh)
+ {
+ return TriangleAreas(mesh).Sum();
+ }
+
+ ///
+ /// Gets triangle areas.
+ ///
+ ///
+ ///
+ static float[] TriangleAreas(Mesh mesh)
+ {
+ var triangles = mesh.triangles;
+ var vertices = mesh.vertices;
+
+ var areas = new float[triangles.Length / 3];
+
+ for (int i = 0; i < triangles.Length; i += 3)
+ {
+ Vector3 corner = vertices[triangles[i]];
+ Vector3 a = vertices[triangles[i + 1]] - corner;
+ Vector3 b = vertices[triangles[i + 2]] - corner;
+
+ var area = Vector3.Cross(a, b).magnitude * 0.5f;
+ areas[i / 3] = area;
+ }
+
+ return areas;
+ }
+
+ ///
+ /// Gets triangle normals.
+ ///
+ ///
+ ///
+ static Vector3[] TriangleNormals(Mesh mesh)
+ {
+ var triangles = mesh.triangles;
+ var vertices = mesh.vertices;
+
+ var normals = new Vector3[triangles.Length / 3];
+
+ for (int i = 0; i < triangles.Length; i += 3)
+ {
+ Vector3 corner = vertices[triangles[i]];
+ Vector3 a = vertices[triangles[i + 1]] - corner;
+ Vector3 b = vertices[triangles[i + 2]] - corner;
+
+ var normal = Vector3.Cross(a, b).normalized;
+ normals[i / 3] = normal;
+ }
+
+ return normals;
+ }
+
+ ///
+ /// Uniformly sample mesh.
+ ///
+ static int[] UniformSampleMesh(float[] triangleAreas, float meshArea, int sampleAmount)
+ {
+ var weights = new float[triangleAreas.Length];
+ var sum = 0f;
+ for (int i = 0; i < triangleAreas.Length; i++)
+ {
+ sum += triangleAreas[i] / meshArea;
+ weights[i] = sum;
+ }
+ var triangleIndices = new int[sampleAmount];
+ for (int i = 0; i < sampleAmount; i++)
+ {
+ var random = Random.value;
+ for (int j = 0; j < weights.Length; j++)
+ {
+ if (random <= weights[j])
+ {
+ triangleIndices[i] = j;
+ break;
+ }
+ }
+ }
+
+ return triangleIndices;
+ }
+
+ ///
+ /// Sample triangles.
+ ///
+ static (Vector3[], Vector3[]) SampleTriangles(Mesh mesh, int[] indices)
+ {
+ var triangles = mesh.triangles;
+ var vertices = mesh.vertices;
+ var normals = TriangleNormals(mesh);
+
+ var sampleVertices = new Vector3[indices.Length];
+ var sampleNormals = new Vector3[indices.Length];
+
+ for (var sample = 0; sample < indices.Length; sample++)
+ {
+ var i = indices[sample] * 3;
+
+ // triangle to origo
+ var corner = vertices[triangles[i]];
+ var a = vertices[triangles[i + 1]] - corner;
+ var b = vertices[triangles[i + 2]] - corner;
+
+ // reflection step
+ var randomU = Random.value;
+ var randomV = Random.value;
+ if (randomU + randomV > 1.0f)
+ {
+ randomU = 1 - randomU;
+ randomV = 1 - randomV;
+ }
+
+ var samplePoint = corner + randomU * a + randomV * b;
+ sampleVertices[sample] = samplePoint;
+ sampleNormals[sample] = normals[indices[sample]];
+ }
+
+ return (sampleVertices, sampleNormals);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Scripts/Utilities/MeshUtilities.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/Utilities/MeshUtilities.cs.meta
new file mode 100644
index 000000000..d75b0396e
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/Utilities/MeshUtilities.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 3fc1638afbbd15849a3831b946d7878c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/Utilities/MeshUtilities.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Scripts/Utilities/WeightedDistribution.cs b/Assets/3DPixelArtEnvironment/Scripts/Utilities/WeightedDistribution.cs
new file mode 100644
index 000000000..83218571c
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/Utilities/WeightedDistribution.cs
@@ -0,0 +1,55 @@
+namespace Environment.Utilities
+{
+ using System.Linq;
+ using UnityEngine;
+
+ public class WeightedDistribution
+ {
+ // Could add a seed to random if ever needed
+
+ readonly float[] cumulativeProbabilities;
+
+ ///
+ /// Class for sampling elements that have weights.
+ ///
+ public WeightedDistribution(float[] weights)
+ {
+ if (weights == null || weights.Length == 0)
+ {
+ Debug.LogError("Cannot create WeightedDistribution with a null or empty input!");
+ }
+
+ var sum = weights.Sum();
+ this.cumulativeProbabilities = new float[weights.Length];
+ var cumulativeProbability = 0f;
+ for (var i = 0; i < weights.Length; i++)
+ {
+ cumulativeProbability += weights[i] / sum;
+ this.cumulativeProbabilities[i] = cumulativeProbability;
+ }
+ }
+
+ ///
+ /// Samples the weighted distribution.
+ ///
+ public int Sample()
+ {
+ if (this.cumulativeProbabilities.Length == 1)
+ {
+ return 0;
+ }
+
+ var random = Random.value;
+ for (var i = 0; i < this.cumulativeProbabilities.Length; i++)
+ {
+ if(random <= this.cumulativeProbabilities[i])
+ {
+ return i;
+ }
+ }
+
+ Debug.LogWarning("Undefined behaviour! Defaulting to last element.");
+ return this.cumulativeProbabilities.Length - 1;
+ }
+ }
+}
diff --git a/Assets/3DPixelArtEnvironment/Scripts/Utilities/WeightedDistribution.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/Utilities/WeightedDistribution.cs.meta
new file mode 100644
index 000000000..fd0457c34
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/Utilities/WeightedDistribution.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 04412d5f3e356924c86d055472bc0c6e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/Utilities/WeightedDistribution.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Scripts/WaterReflectionCamera.cs b/Assets/3DPixelArtEnvironment/Scripts/WaterReflectionCamera.cs
new file mode 100644
index 000000000..77556ad55
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/WaterReflectionCamera.cs
@@ -0,0 +1,90 @@
+namespace Environment.PixelWater
+{
+ using UnityEngine;
+
+ [RequireComponent(typeof(Camera))]
+ public class WaterReflectionCamera : MonoBehaviour
+ {
+ public Transform followedCameraTransform;
+
+ Transform waterPlane;
+ Camera reflectionCamera;
+ Vector2Int waterResolution = new Vector2Int(-1, -1); // State variable for updates
+
+ void OnEnable()
+ {
+ this.reflectionCamera = this.GetComponent();
+
+ if (this.transform.parent == null)
+ {
+ Debug.LogError("The water reflection camera should have a parent that is the water plane.");
+ }
+ this.waterPlane = this.transform.parent;
+
+ if (Camera.main == null)
+ {
+ Debug.LogError("There is no main camera found! Set the tag in editor.");
+ }
+
+ if (this.followedCameraTransform == null)
+ {
+ this.followedCameraTransform = Camera.main.transform;
+ }
+
+ this.ApplyNewRenderTexture();
+ }
+
+ private void OnDisable()
+ {
+ if (this.reflectionCamera.targetTexture != null)
+ {
+ this.reflectionCamera.targetTexture.Release();
+ }
+ }
+
+ private void LateUpdate()
+ {
+ this.transform.position = PlanarReflectionProbe.GetPosition(this.followedCameraTransform.position, this.waterPlane.position, this.waterPlane.up);
+
+ this.transform.LookAt(this.transform.position + Vector3.Reflect(this.followedCameraTransform.forward, this.waterPlane.up), Vector3.Reflect(this.followedCameraTransform.up, this.waterPlane.up));
+
+ this.reflectionCamera.projectionMatrix = PlanarReflectionProbe.GetObliqueProjection(this.reflectionCamera, this.waterPlane.position, this.waterPlane.up);
+
+ this.reflectionCamera.orthographicSize = Camera.main.orthographicSize;
+ if (Camera.main.targetTexture != null)
+ {
+ if (Camera.main.targetTexture.width != this.waterResolution.x || Camera.main.targetTexture.height != this.waterResolution.y)
+ {
+ this.ApplyNewRenderTexture();
+ }
+ }
+ }
+
+ ///
+ /// Apply new render texture.
+ ///
+ void ApplyNewRenderTexture()
+ {
+ var textureResolution = Camera.main.targetTexture == null ? new Vector2Int(Camera.main.pixelWidth, Camera.main.pixelHeight)
+ : new Vector2Int(Camera.main.targetTexture.width, Camera.main.targetTexture.height);
+ var newTexture = new RenderTexture(textureResolution.x, textureResolution.y, 32, RenderTextureFormat.ARGB32)
+ {
+ filterMode = FilterMode.Point
+ };
+ _ = newTexture.Create();
+
+ if (this.reflectionCamera.targetTexture != null)
+ {
+ this.reflectionCamera.targetTexture.Release();
+ }
+
+ this.reflectionCamera.targetTexture = newTexture;
+
+ var materialPropertyBlock = new MaterialPropertyBlock();
+ materialPropertyBlock.SetTexture("_WaterReflectionTexture", newTexture);
+ this.waterPlane.GetComponent().SetPropertyBlock(materialPropertyBlock);
+
+ this.waterResolution = textureResolution;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Scripts/WaterReflectionCamera.cs.meta b/Assets/3DPixelArtEnvironment/Scripts/WaterReflectionCamera.cs.meta
new file mode 100644
index 000000000..e88bef4e3
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Scripts/WaterReflectionCamera.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 1a88b0ef47df6d54fb96c4a691539590
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Scripts/WaterReflectionCamera.cs
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders.meta b/Assets/3DPixelArtEnvironment/Shaders.meta
new file mode 100644
index 000000000..a5013ce3b
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c459c5c1750bd8b4aa55d0a905412143
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes.meta b/Assets/3DPixelArtEnvironment/Shaders/Includes.meta
new file mode 100644
index 000000000..c58d6feef
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 5fdb4d50052de1c47bf42e52dc905c3b
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/CloudNoise.hlsl b/Assets/3DPixelArtEnvironment/Shaders/Includes/CloudNoise.hlsl
new file mode 100644
index 000000000..bc4e92022
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/CloudNoise.hlsl
@@ -0,0 +1,33 @@
+#ifndef CLOUD_NOISE_INCLUDED
+#define CLOUD_NOISE_INCLUDED
+
+#include "SimplexNoise3D.hlsl"
+
+void CloudNoise_half(float2 UV, float Scale, float VerticalSpeed, float2 Step, float Coverage, float Time, out float Sample)
+{
+ // FBX Calculations (Lacunarity, Octaves, Amplitude)
+ float n = snoise(float3(UV * Scale, Time * VerticalSpeed));
+ n += 0.5 * snoise(float3((UV * 2.0 - Step) * Scale, Time * VerticalSpeed));
+ n += 0.25 * snoise(float3((UV * 4.0 - 2.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.125 * snoise(float3((UV * 8.0 - 3.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.0625 * snoise(float3((UV * 16.0 - 4.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.03125 * snoise(float3((UV * 32.0 - 5.0 * Step) * Scale, Time * VerticalSpeed));
+
+ Sample = Coverage + 0.5 * n;
+ return;
+}
+void CloudNoise_float(float2 UV, float Scale, float VerticalSpeed, float2 Step, float Coverage, float Time, out float Sample)
+{
+ // FBX Calculations (Lacunarity, Octaves, Amplitude)
+ float n = snoise(float3(UV * Scale, Time * VerticalSpeed));
+ n += 0.5 * snoise(float3((UV * 2.0 - Step) * Scale, Time * VerticalSpeed));
+ n += 0.25 * snoise(float3((UV * 4.0 - 2.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.125 * snoise(float3((UV * 8.0 - 3.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.0625 * snoise(float3((UV * 16.0 - 4.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.03125 * snoise(float3((UV * 32.0 - 5.0 * Step) * Scale, Time * VerticalSpeed));
+
+ Sample = Coverage + 0.5 * n;
+ return;
+}
+
+#endif
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/CloudNoise.hlsl.meta b/Assets/3DPixelArtEnvironment/Shaders/Includes/CloudNoise.hlsl.meta
new file mode 100644
index 000000000..89021caf7
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/CloudNoise.hlsl.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 646141f846fdbfd45939964b9331f304
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Shaders/Includes/CloudNoise.hlsl
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/Outlines.hlsl b/Assets/3DPixelArtEnvironment/Shaders/Includes/Outlines.hlsl
new file mode 100644
index 000000000..51fbea7c8
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/Outlines.hlsl
@@ -0,0 +1,69 @@
+#ifndef OUTLINES_INCLUDED
+#define OUTLINES_INCLUDED
+
+TEXTURE2D(_CameraDepthTexture);
+SAMPLER(sampler_CameraDepthTexture);
+
+TEXTURE2D(_CameraNormalsTexture);
+SAMPLER(sampler_CameraNormalsTexture);
+
+float GetDepth(float2 UV)
+{
+ return SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, UV).x;
+}
+
+float3 GetNormal(float2 UV)
+{
+ float3 worldNormal = SAMPLE_TEXTURE2D(_CameraNormalsTexture, sampler_CameraNormalsTexture, UV).xyz;
+ return mul((float3x3) UNITY_MATRIX_V, worldNormal) * 2.0 - 1.0;
+}
+
+float4 _CameraNormalsTexture_TexelSize;
+void Outline_float(float2 UV, float DepthThreshold, float NormalsThreshold, float3 NormalEdgeBias, float DepthEdgeStrength, float NormalEdgeStrength, out float Outline)
+{
+ float2 texelSize = _CameraNormalsTexture_TexelSize.xy;
+
+ float depth = GetDepth(UV);
+ float3 normal = GetNormal(UV);
+
+ float2 uvs[4];
+
+ uvs[0] = UV + float2(0.0, texelSize.y);
+ uvs[1] = UV - float2(0.0, texelSize.y);
+ uvs[2] = UV + float2(texelSize.x, 0.0);
+ uvs[3] = UV - float2(texelSize.x, 0.0);
+
+ // Get Depth Edge Indicator
+ float depths[4];
+
+ float depthDifference = 0.0;
+ [unroll]
+ for (int i = 0; i < 4; i++)
+ {
+ depths[i] = GetDepth(uvs[i]);
+ depthDifference += depth - depths[i]; // vs depths[i] - depth
+ }
+ float depthEdge = step(DepthThreshold, depthDifference);
+
+ // Get Normal Edge Indicator
+ float3 normals[4];
+ float dotSum = 0.0;
+ [unroll]
+ for (int j = 0; j < 4; j++)
+ {
+ normals[j] = GetNormal(uvs[j]);
+ float3 normalDiff = normal - normals[j];
+
+ // Edge pixels should yield to faces closer to the bias direction.
+ float normalBiasDiff = dot(normalDiff, NormalEdgeBias);
+ float normalIndicator = smoothstep(-.01, .01, normalBiasDiff); // step(0, normalBiasDiff);
+
+ dotSum += dot(normalDiff, normalDiff) * normalIndicator; // * depthIndicator;
+ }
+ float indicator = sqrt(dotSum);
+ float normalEdge = step(NormalsThreshold, indicator);
+
+ // Refuse normal outline if the depthEdge is negative and make it a depth edge if its above the threshold
+ Outline = depthDifference < 0 ? 0 : (depthEdge > 0.0 ? (DepthEdgeStrength * depthEdge) : (NormalEdgeStrength * normalEdge));
+}
+#endif
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/Outlines.hlsl.meta b/Assets/3DPixelArtEnvironment/Shaders/Includes/Outlines.hlsl.meta
new file mode 100644
index 000000000..ca2fa0e0c
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/Outlines.hlsl.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 634197ba2a8223c4e8cb775224be0e01
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Shaders/Includes/Outlines.hlsl
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/PixelOutlines.hlsl b/Assets/3DPixelArtEnvironment/Shaders/Includes/PixelOutlines.hlsl
new file mode 100644
index 000000000..fc9e8ae6c
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/PixelOutlines.hlsl
@@ -0,0 +1,23 @@
+#ifndef PIXEL_OUTLINES_INCLUDED
+#define PIXEL_OUTLINES_INCLUDED
+
+#include "Outlines.hlsl"
+
+#if SHADERGRAPH_PREVIEW
+TEXTURE2D(_CameraOpaqueTexture);
+SAMPLER(sampler_CameraOpaqueTexture);
+#endif
+
+float4 GetColor(float2 UV)
+{
+ return SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, UV);
+}
+
+void OutlineColors_float(float2 UV, float DepthThreshold, float NormalsThreshold, float3 NormalEdgeBias, float DepthEdgeStrength, float NormalEdgeStrength, out float4 Out)
+{
+ float Outline;
+ Outline_float(UV, DepthThreshold, NormalsThreshold, NormalEdgeBias, DepthEdgeStrength, NormalEdgeStrength, Outline);
+ Out = Outline * GetColor(UV);
+}
+
+#endif
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/PixelOutlines.hlsl.meta b/Assets/3DPixelArtEnvironment/Shaders/Includes/PixelOutlines.hlsl.meta
new file mode 100644
index 000000000..f8d67f458
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/PixelOutlines.hlsl.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 7d2e8ef6444f47947911b58be4fdae53
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Shaders/Includes/PixelOutlines.hlsl
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/ShaderGraphInstancingSetup.hlsl b/Assets/3DPixelArtEnvironment/Shaders/Includes/ShaderGraphInstancingSetup.hlsl
new file mode 100644
index 000000000..da32707d6
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/ShaderGraphInstancingSetup.hlsl
@@ -0,0 +1,98 @@
+/*
+Copyright (c) 2016 Unity Technologies
+Copyright (c) Voyage (Edits for local matrices, instanceData struct and access function for normal)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
+FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
+COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+*/
+
+// https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityStandardParticleInstancing.cginc used for reference
+#ifndef SHADER_GRAPH_INSTANCING
+#define SHADER_GRAPH_INSTANCING
+
+#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs
+struct InstanceData
+{
+ float4x4 TRS;
+ float3 normal;
+};
+
+StructuredBuffer _InstanceData;
+
+#if UNITY_ANY_INSTANCING_ENABLED
+
+void vertInstancingMatrices(inout float4x4 objectToWorld, inout float4x4 worldToObject)
+{
+ InstanceData data = _InstanceData[unity_InstanceID];
+
+ // transform matrix
+ objectToWorld = mul(objectToWorld, mul(_LocalToWorld, data.TRS));
+
+ // inverse transform matrix
+ float3x3 w2oRotation;
+ w2oRotation[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx;
+ w2oRotation[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy;
+ w2oRotation[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx;
+
+ float det = dot(objectToWorld[0].xyz, w2oRotation[0]);
+
+ w2oRotation = transpose(w2oRotation);
+
+ w2oRotation *= rcp(det);
+
+ float3 w2oPosition = mul(w2oRotation, -objectToWorld._14_24_34);
+
+ worldToObject._11_21_31_41 = float4(w2oRotation._11_21_31, 0.0f);
+ worldToObject._12_22_32_42 = float4(w2oRotation._12_22_32, 0.0f);
+ worldToObject._13_23_33_43 = float4(w2oRotation._13_23_33, 0.0f);
+ worldToObject._14_24_34_44 = float4(w2oPosition, 1.0f);
+}
+
+void vertInstancingSetup()
+{
+ vertInstancingMatrices(unity_ObjectToWorld, unity_WorldToObject);
+}
+
+#endif
+#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs
+#include "UnityIndirect.cginc"
+void instanceIDShaderGraph_float(float3 In, out float3 Out, out float InstanceID)
+{
+ InitIndirectDrawArgs(0);
+ InstanceID = 0;
+ #ifndef SHADERGRAPH_PREVIEW
+ #if UNITY_ANY_INSTANCING_ENABLED
+ InstanceID = unity_InstanceID;
+ #endif
+ #endif
+ Out = In;
+}
+
+void instanceShaderGraphSetup_float(float3 In, out float3 Out)
+{
+ Out = In;
+}
+
+void instanceNormal_float(float InstanceID, out float3 Normal)
+{
+ Normal = float3(0, 0, 0);
+ #if UNITY_ANY_INSTANCING_ENABLED
+ InstanceData instanceData = _InstanceData[InstanceID];
+ Normal = instanceData.normal;
+ #endif
+}
+#endif
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/ShaderGraphInstancingSetup.hlsl.meta b/Assets/3DPixelArtEnvironment/Shaders/Includes/ShaderGraphInstancingSetup.hlsl.meta
new file mode 100644
index 000000000..37124ef04
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/ShaderGraphInstancingSetup.hlsl.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 0119d2adf67156c468ace80cfeb07fbe
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
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+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Shaders/Includes/ShaderGraphInstancingSetup.hlsl
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/ShadowProjection.hlsl b/Assets/3DPixelArtEnvironment/Shaders/Includes/ShadowProjection.hlsl
new file mode 100644
index 000000000..e20e5a35c
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/ShadowProjection.hlsl
@@ -0,0 +1,5 @@
+void ShadowProjection_float(float3 objPos, float3 SunDir, out float2 shadowPos) {
+ float multiplier = (objPos.y / -SunDir.y);
+ float3 offsetVec = multiplier * SunDir;
+ shadowPos = float2(objPos.x + offsetVec.x, objPos.z + offsetVec.z);
+}
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/ShadowProjection.hlsl.meta b/Assets/3DPixelArtEnvironment/Shaders/Includes/ShadowProjection.hlsl.meta
new file mode 100644
index 000000000..6c68acd7d
--- /dev/null
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+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Shaders/Includes/ShadowProjection.hlsl
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/SimplexNoise3D.hlsl b/Assets/3DPixelArtEnvironment/Shaders/Includes/SimplexNoise3D.hlsl
new file mode 100644
index 000000000..bc91311a2
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/Includes/SimplexNoise3D.hlsl
@@ -0,0 +1,133 @@
+
+/*
+Copyright (C) 2011 by Ashima Arts (Simplex noise)
+Copyright (C) 2011-2016 by Stefan Gustavson (Classic noise and others)
+Copyright (C) Voyage (glsl to hlsl)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+
+*/
+
+//
+// Description : Array and textureless GLSL 2D/3D/4D simplex
+// noise functions.
+// Author : Ian McEwan, Ashima Arts.
+// Maintainer : stegu
+// Lastmod : 20201014 (stegu)
+// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
+// Distributed under the MIT License. See LICENSE file.
+// https://github.com/ashima/webgl-noise
+// https://github.com/stegu/webgl-noise
+//
+
+
+float3 mod289(float3 x)
+{
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+float4 mod289(float4 x)
+{
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+float4 permute(float4 x)
+{
+ return mod289(((x * 34.0) + 10.0) * x);
+}
+
+float4 taylorInvSqrt(float4 r)
+{
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+float snoise(float3 v)
+{
+ const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
+ const float4 D = float4(0.0, 0.5, 1.0, 2.0);
+
+ // First corner
+ float3 i = floor(v + dot(v, C.yyy));
+ float3 x0 = v - i + dot(i, C.xxx);
+
+ // Other corners
+ float3 g = step(x0.yzx, x0.xyz);
+ float3 l = 1.0 - g;
+ float3 i1 = min(g.xyz, l.zxy);
+ float3 i2 = max(g.xyz, l.zxy);
+
+ // x0 = x0 - 0.0 + 0.0 * C.xxx;
+ // x1 = x0 - i1 + 1.0 * C.xxx;
+ // x2 = x0 - i2 + 2.0 * C.xxx;
+ // x3 = x0 - 1.0 + 3.0 * C.xxx;
+ float3 x1 = x0 - i1 + C.xxx;
+ float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
+ float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
+
+ // Permutations
+ i = mod289(i);
+ float4 p = permute(permute(permute(
+ i.z + float4(0.0, i1.z, i2.z, 1.0))
+ + i.y + float4(0.0, i1.y, i2.y, 1.0))
+ + i.x + float4(0.0, i1.x, i2.x, 1.0));
+
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+ float n_ = 0.142857142857; // 1.0/7.0
+ float3 ns = n_ * D.wyz - D.xzx;
+
+ float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
+
+ float4 x_ = floor(j * ns.z);
+ float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
+
+ float4 x = x_ * ns.x + ns.yyyy;
+ float4 y = y_ * ns.x + ns.yyyy;
+ float4 h = 1.0 - abs(x) - abs(y);
+
+ float4 b0 = float4(x.xy, y.xy);
+ float4 b1 = float4(x.zw, y.zw);
+
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+ float4 s0 = floor(b0) * 2.0 + 1.0;
+ float4 s1 = floor(b1) * 2.0 + 1.0;
+ float4 sh = -step(h, float4(0.0, 0.0, 0.0, 0.0));
+
+ float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
+ float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
+
+ float3 p0 = float3(a0.xy, h.x);
+ float3 p1 = float3(a0.zw, h.y);
+ float3 p2 = float3(a1.xy, h.z);
+ float3 p3 = float3(a1.zw, h.w);
+
+ //Normalise gradients
+ float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+ p0 *= norm.x;
+ p1 *= norm.y;
+ p2 *= norm.z;
+ p3 *= norm.w;
+
+ // Mix final noise value
+ float4 m = max(0.5 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
+ m = m * m;
+ return 105.0 * dot(m * m, float4(dot(p0, x0), dot(p1, x1),
+ dot(p2, x2), dot(p3, x3)));
+}
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Shaders/Includes/SimplexNoise3D.hlsl.meta b/Assets/3DPixelArtEnvironment/Shaders/Includes/SimplexNoise3D.hlsl.meta
new file mode 100644
index 000000000..6bf4816a7
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+ assetPath: Assets/3DPixelArtEnvironment/Shaders/Includes/SimplexNoise3D.hlsl
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders/InstancedBillboardLeafToon.shadergraph b/Assets/3DPixelArtEnvironment/Shaders/InstancedBillboardLeafToon.shadergraph
new file mode 100644
index 000000000..e140b8123
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diff --git a/Assets/3DPixelArtEnvironment/Shaders/ToonTerrain.shadergraph.meta b/Assets/3DPixelArtEnvironment/Shaders/ToonTerrain.shadergraph.meta
new file mode 100644
index 000000000..f2f01fb78
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/ToonTerrain.shadergraph.meta
@@ -0,0 +1,17 @@
+fileFormatVersion: 2
+guid: 325b67fd54bab0749a61d46271f9c691
+ScriptedImporter:
+ internalIDToNameTable: []
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+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Shaders/ToonTerrain.shadergraph
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting.meta b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting.meta
new file mode 100644
index 000000000..e0e63f4a5
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting.meta
@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
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diff --git a/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/CustomLighting.hlsl b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/CustomLighting.hlsl
new file mode 100644
index 000000000..05d2d9db5
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/CustomLighting.hlsl
@@ -0,0 +1,492 @@
+#ifndef CUSTOM_LIGHTING_INCLUDED
+#define CUSTOM_LIGHTING_INCLUDED
+
+// @Cyanilux | https://github.com/Cyanilux/URP_ShaderGraphCustomLighting
+// Note this version of the package assumes v12+ due to usage of "Branch on Input Connection" node
+// For older versions, see branches on github repo!
+
+//------------------------------------------------------------------------------------------------------
+// Main Light
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Obtains the Direction, Color and Distance Atten for the Main Light.
+- (DistanceAtten is either 0 or 1 for directional light, depending if the light is in the culling mask or not)
+- If you want shadow attenutation, see MainLightShadows_float, or use MainLightFull_float instead
+*/
+void MainLight_float(out float3 Direction, out float3 Color, out float DistanceAtten)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Direction = normalize(float3(1,1,-0.4));
+ Color = float4(1,1,1,1);
+ DistanceAtten = 1;
+#else
+ Light mainLight = GetMainLight();
+ Direction = mainLight.direction;
+ Color = mainLight.color;
+ DistanceAtten = mainLight.distanceAttenuation;
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Main Light Layer Test
+//------------------------------------------------------------------------------------------------------
+
+#ifndef SHADERGRAPH_PREVIEW
+#if UNITY_VERSION < 202220
+ /*
+ GetMeshRenderingLayer() is only available in 2022.2+
+ Previous versions need to use GetMeshRenderingLightLayer()
+ */
+uint GetMeshRenderingLayer()
+{
+ return GetMeshRenderingLightLayer();
+}
+#endif
+#endif
+
+/*
+- Tests whether the Main Light Layer Mask appears in the Rendering Layers from renderer
+- (Used to support Light Layers, pass your shading from Main Light into this)
+- To work in an Unlit Graph, requires keywords :
+ - Boolean Keyword, Global Multi-Compile "_LIGHT_LAYERS"
+*/
+void MainLightLayer_float(float3 Shading, out float3 Out)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Out = Shading;
+#else
+ Out = 0;
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+ #ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(GetMainLight().layerMask, meshRenderingLayers))
+ #endif
+ {
+ Out = Shading;
+ }
+#endif
+}
+
+/*
+- Obtains the Light Cookie assigned to the Main Light
+- (For usage, You'd want to Multiply the result with your Light Colour)
+- To work in an Unlit Graph, requires keywords :
+ - Boolean Keyword, Global Multi-Compile "_LIGHT_COOKIES"
+*/
+void MainLightCookie_float(float3 WorldPos, out float3 Cookie)
+{
+ Cookie = 1;
+#if defined(_LIGHT_COOKIES)
+ Cookie = SampleMainLightCookie(WorldPos);
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Main Light Shadows
+//------------------------------------------------------------------------------------------------------
+
+/*
+- This undef (un-define) is required to prevent the "invalid subscript 'shadowCoord'" error,
+ which occurs when _MAIN_LIGHT_SHADOWS is used with 1/No Shadow Cascades with the Unlit Graph.
+- It's not required for the PBR/Lit graph, so I'm using the SHADERPASS_FORWARD to ignore it for that pass
+*/
+#ifndef SHADERGRAPH_PREVIEW
+#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+#if (SHADERPASS != SHADERPASS_FORWARD)
+#undef REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
+#endif
+#endif
+
+/*
+- Samples the Shadowmap for the Main Light, based on the World Position passed in. (Position node)
+- For shadows to work in the Unlit Graph, the following keywords must be defined in the blackboard :
+ - Enum Keyword, Global Multi-Compile "_MAIN_LIGHT", with entries :
+ - "SHADOWS"
+ - "SHADOWS_CASCADE"
+ - "SHADOWS_SCREEN"
+ - Boolean Keyword, Global Multi-Compile "_SHADOWS_SOFT"
+- For a PBR/Lit Graph, these keywords are already handled for you.
+*/
+void MainLightShadows_float(float3 WorldPos, half4 Shadowmask, out float ShadowAtten)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ ShadowAtten = 1;
+#else
+#if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)
+ float4 shadowCoord = ComputeScreenPos(TransformWorldToHClip(WorldPos));
+#else
+ float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
+#endif
+ ShadowAtten = MainLightShadow(shadowCoord, WorldPos, Shadowmask, _MainLightOcclusionProbes);
+#endif
+}
+
+void MainLightShadows_float(float3 WorldPos, out float ShadowAtten)
+{
+ MainLightShadows_float(WorldPos, half4(1, 1, 1, 1), ShadowAtten);
+}
+
+//------------------------------------------------------------------------------------------------------
+// Shadowmask (v10+)
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Used to support "Shadowmask" mode in Lighting window.
+- Should be sampled once in graph, then input into the Main Light Shadows and/or Additional Light subgraphs/functions.
+- To work in an Unlit Graph, likely requires keywords :
+ - Boolean Keyword, Global Multi-Compile "SHADOWS_SHADOWMASK"
+ - Boolean Keyword, Global Multi-Compile "LIGHTMAP_SHADOW_MIXING"
+ - (also LIGHTMAP_ON, but I believe Shader Graph is already defining this one)
+*/
+void Shadowmask_half(float2 lightmapUV, out half4 Shadowmask)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Shadowmask = half4(1,1,1,1);
+#else
+ OUTPUT_LIGHTMAP_UV(lightmapUV, unity_LightmapST, lightmapUV);
+ Shadowmask = SAMPLE_SHADOWMASK(lightmapUV);
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Ambient Lighting
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Uses "SampleSH", the spherical harmonic stuff that ambient lighting / light probes uses.
+- Will likely be used in the fragment, so will be per-pixel.
+- Alternatively could use the Baked GI node, as it'll also handle this for you.
+- Could also use the Ambient node, would be cheaper but the result won't automatically adapt based on the Environmental Lighting Source (Lighting tab).
+*/
+void AmbientSampleSH_float(float3 WorldNormal, out float3 Ambient)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Ambient = float3(0.1, 0.1, 0.1); // Default ambient colour for previews
+#else
+ Ambient = SampleSH(WorldNormal);
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Subtractive Baked GI
+//------------------------------------------------------------------------------------------------------
+/*
+- Used to support "Subtractive" mode in Lighting window.
+- To work in an Unlit Graph, likely requires keywords :
+ - Boolean Keyword, Global Multi-Compile "LIGHTMAP_SHADOW_MIXING"
+ - (also LIGHTMAP_ON, but I believe Shader Graph is already defining this one)
+*/
+void SubtractiveGI_float(float ShadowAtten, float3 normalWS, float3 bakedGI, out half3 result)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ result = half3(1,1,1);
+#else
+ Light mainLight = GetMainLight();
+ mainLight.shadowAttenuation = ShadowAtten;
+ MixRealtimeAndBakedGI(mainLight, normalWS, bakedGI);
+ result = bakedGI;
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Mix Fog
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Adds fog to the colour, based on the Fog settings in the Lighting tab.
+- Note : Not required for v12, can use Lerp instead. See "Mix Fog" SubGraph
+*/
+void MixFog_float(float3 Colour, float Fog, out float3 Out)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Out = Colour;
+#else
+ Out = MixFog(Colour, Fog);
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Default Additional Lights
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Handles additional lights (e.g. additional directional, point, spotlights)
+- For custom lighting, you may want to duplicate this and swap the LightingLambert / LightingSpecular functions out. See Toon Example below!
+- To work in the Unlit Graph, the following keywords must be defined in the blackboard :
+ - Boolean Keyword, Global Multi-Compile "_ADDITIONAL_LIGHT_SHADOWS"
+ - Boolean Keyword, Global Multi-Compile "_ADDITIONAL_LIGHTS"
+- To support Forward+ path,
+ - Boolean Keyword, Global Multi-Compile "_FORWARD_PLUS" (2022.2+)
+*/
+void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, half4 Shadowmask,
+ out float3 Diffuse, out float3 Specular)
+{
+ float3 diffuseColor = 0;
+ float3 specularColor = 0;
+#ifndef SHADERGRAPH_PREVIEW
+ Smoothness = exp2(10 * Smoothness + 1);
+ uint pixelLightCount = GetAdditionalLightsCount();
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+
+#if USE_FORWARD_PLUS
+ for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) {
+ FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+#ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+#endif
+ {
+ // Blinn-Phong
+ float3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
+ diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
+ specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
+ }
+ }
+#endif
+
+ // For Foward+ the LIGHT_LOOP_BEGIN macro will use inputData.normalizedScreenSpaceUV, inputData.positionWS, so create that:
+ InputData inputData = (InputData) 0;
+ float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
+ inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
+ inputData.positionWS = WorldPosition;
+
+ LIGHT_LOOP_BEGIN(pixelLightCount)
+
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+ #ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ // Blinn-Phong
+ float3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
+ diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
+ specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
+ }
+ LIGHT_LOOP_END
+#endif
+
+ Diffuse = diffuseColor;
+ Specular = specularColor;
+}
+
+// For backwards compatibility (before Shadowmask was introduced)
+void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView,
+ out float3 Diffuse, out float3 Specular)
+{
+ AdditionalLights_float(SpecColor, Smoothness, WorldPosition, WorldNormal, WorldView, half4(1, 1, 1, 1), Diffuse, Specular);
+}
+
+//------------------------------------------------------------------------------------------------------
+// Additional Lights Toon Example
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Calculates light attenuation values to produce multiple bands for a toon effect. See AdditionalLightsToon function below
+*/
+#ifndef SHADERGRAPH_PREVIEW
+float ToonAttenuation(int lightIndex, float3 positionWS, float pointBands, float spotBands)
+{
+#if !USE_FORWARD_PLUS
+ lightIndex = GetPerObjectLightIndex(lightIndex);
+#endif
+#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
+ float4 lightPositionWS = _AdditionalLightsBuffer[lightIndex].position;
+ half4 spotDirection = _AdditionalLightsBuffer[lightIndex].spotDirection;
+ half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[lightIndex].attenuation;
+#else
+ float4 lightPositionWS = _AdditionalLightsPosition[lightIndex];
+ half4 spotDirection = _AdditionalLightsSpotDir[lightIndex];
+ half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[lightIndex];
+#endif
+
+ // Point
+ float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
+ float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
+ float range = rsqrt(distanceAndSpotAttenuation.x);
+ float dist = sqrt(distanceSqr) / range;
+
+ // Spot
+ half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
+ half SdotL = dot(spotDirection.xyz, lightDirection);
+ half spotAtten = saturate(SdotL * distanceAndSpotAttenuation.z + distanceAndSpotAttenuation.w);
+ spotAtten *= spotAtten;
+ float maskSpotToRange = step(dist, 1);
+
+ // Atten
+ bool isSpot = (distanceAndSpotAttenuation.z > 0);
+ return isSpot ?
+ //step(0.01, spotAtten) : // cheaper if you just want "1" band for spot lights
+ (floor(spotAtten * spotBands) / spotBands) * maskSpotToRange :
+ saturate(1.0 - floor(dist * pointBands) / pointBands);
+}
+#endif
+
+/*
+- Handles additional lights (e.g. point, spotlights) with banded toon effect
+- For shadows to work in the Unlit Graph, the following keywords must be defined in the blackboard :
+ - Boolean Keyword, Global Multi-Compile "_ADDITIONAL_LIGHT_SHADOWS"
+ - Boolean Keyword, Global Multi-Compile "_ADDITIONAL_LIGHTS" (required to prevent the one above from being stripped from builds)
+- For a PBR/Lit Graph, these keywords are already handled for you.
+*/
+void AdditionalLightsToon_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, half4 Shadowmask,
+ float PointLightBands, float SpotLightBands,
+ out float3 Diffuse, out float3 Specular)
+{
+ float3 diffuseColor = 0;
+ float3 specularColor = 0;
+
+#ifndef SHADERGRAPH_PREVIEW
+ Smoothness = exp2(10 * Smoothness + 1);
+ uint pixelLightCount = GetAdditionalLightsCount();
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+
+#if USE_FORWARD_PLUS
+ for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) {
+ FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+#ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+#endif
+ {
+ if (PointLightBands <= 1 && SpotLightBands <= 1){
+ // Solid colour lights
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }else{
+ // Multiple bands
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(lightIndex, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+ }
+#endif
+
+ // For Foward+ the LIGHT_LOOP_BEGIN macro will use inputData.normalizedScreenSpaceUV, inputData.positionWS, so create that:
+ InputData inputData = (InputData) 0;
+ float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
+ inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
+ inputData.positionWS = WorldPosition;
+
+ LIGHT_LOOP_BEGIN(pixelLightCount)
+
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+ #ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ if (PointLightBands <= 1 && SpotLightBands <= 1)
+ {
+ // Solid colour lights
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }
+ else
+ {
+ // Multiple bands
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(lightIndex, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+ LIGHT_LOOP_END
+#endif
+
+/*
+#ifndef SHADERGRAPH_PREVIEW
+ Smoothness = exp2(10 * Smoothness + 1);
+ WorldNormal = normalize(WorldNormal);
+ WorldView = SafeNormalize(WorldView);
+ int pixelLightCount = GetAdditionalLightsCount();
+ for (int i = 0; i < pixelLightCount; ++i) {
+ Light light = GetAdditionalLight(i, WorldPosition, Shadowmask);
+
+ // DIFFUSE
+ if (PointLightBands <= 1 && SpotLightBands <= 1){
+ // Solid colour lights
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }else{
+ // Multiple bands :
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(i, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+#endif
+*/
+
+ Diffuse = diffuseColor;
+ Specular = specularColor;
+ // Didn't really like the look of specular lighting in the toon shader here, so just keeping it at 0
+}
+
+// For backwards compatibility (before Shadowmask was introduced)
+void AdditionalLightsToon_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView,
+ float PointLightBands, float SpotLightBands,
+ out float3 Diffuse, out float3 Specular)
+{
+ AdditionalLightsToon_float(SpecColor, Smoothness, WorldPosition, WorldNormal, WorldView, half4(1, 1, 1, 1),
+ PointLightBands, SpotLightBands, Diffuse, Specular);
+}
+
+
+// EDITS BEGIN
+void AdditionalLightsToonAttenuation_float(float3 WorldPosition, float3 WorldNormal, half4 Shadowmask,
+ float PointLightBands, float SpotLightBands,
+ out float3 Diffuse, out float Attenuation)
+{
+ float3 diffuseColor = 0;
+ float attenSum = 0;
+
+#ifndef SHADERGRAPH_PREVIEW
+ uint pixelLightCount = GetAdditionalLightsCount();
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+
+#if USE_FORWARD_PLUS
+ for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) {
+ FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+#ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+#endif
+ {
+ if (PointLightBands <= 1 && SpotLightBands <= 1){
+ // Solid colour lights
+ attenSum += light.distanceAttenuation * light.shadowAttenuation;
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }else{
+ attenSum += light.distanceAttenuation * light.shadowAttenuation;
+ // Multiple bands
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(lightIndex, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+ }
+#endif
+
+ // For Foward+ the LIGHT_LOOP_BEGIN macro will use inputData.normalizedScreenSpaceUV, inputData.positionWS, so create that:
+ InputData inputData = (InputData) 0;
+ float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
+ inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
+ inputData.positionWS = WorldPosition;
+
+ LIGHT_LOOP_BEGIN(pixelLightCount)
+
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+ #ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ if (PointLightBands <= 1 && SpotLightBands <= 1)
+ {
+ attenSum += light.distanceAttenuation * light.shadowAttenuation;
+ // Solid colour lights
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }
+ else
+ {
+ attenSum += light.distanceAttenuation * light.shadowAttenuation;
+ // Multiple bands
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(lightIndex, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+ LIGHT_LOOP_END
+#endif
+
+ Diffuse = diffuseColor;
+ Attenuation = attenSum;
+}
+// EDITS END
+
+#endif // CUSTOM_LIGHTING_INCLUDED
\ No newline at end of file
diff --git a/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/CustomLighting.hlsl.meta b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/CustomLighting.hlsl.meta
new file mode 100644
index 000000000..63431f27a
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/CustomLighting.hlsl.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: d85f1b91349aa1a42a8a390e37416584
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/CustomLighting.hlsl
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/LICENSE b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/LICENSE
new file mode 100644
index 000000000..b8a775318
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2020 Cyanilux
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/LICENSE.meta b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/LICENSE.meta
new file mode 100644
index 000000000..350060246
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/LICENSE.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: aa5e5c5f2937903418e11a9eec5a6138
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 270038
+ packageName: Critter Environment
+ packageVersion: 2.3.2
+ assetPath: Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/LICENSE
+ uploadId: 754947
diff --git a/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/SubGraphs.meta b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/SubGraphs.meta
new file mode 100644
index 000000000..a8fbd0400
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/SubGraphs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4ee7bd589e126134eb6a115410f4f6c9
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/SubGraphs/Ambient SampleSH.shadersubgraph b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/SubGraphs/Ambient SampleSH.shadersubgraph
new file mode 100644
index 000000000..285163376
--- /dev/null
+++ b/Assets/3DPixelArtEnvironment/Shaders/URP_ShaderGraphCustomLighting/SubGraphs/Ambient SampleSH.shadersubgraph
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diff --git a/Assets/3DPixelArtEnvironment/Third-Party Notices.txt b/Assets/3DPixelArtEnvironment/Third-Party Notices.txt
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+This package contains third-party software components governed by the license(s) indicated below:
+
+Component Name: CritterEnvironment/Shaders/URP_ShaderGraphCustomLighting
+
+License Type: "MIT"
+
+[URP_ShaderGraphCustomLighting](https://github.com/Cyanilux/URP_ShaderGraphCustomLighting/blob/main/LICENSE)
+
+--------------------------------------------------------------------------------------------------------------------------
+
+Component Name: CritterEnvironment/Shaders/Includes/SimplexNoise3D.hlsl
+
+License Type: "MIT"
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+[webgl-noise](https://github.com/stegu/webgl-noise/blob/master/LICENSE)
+
+--------------------------------------------------------------------------------------------------------------------------
+
+Component Name: CritterEnvironment/Shaders/Includes/ShaderGraphInstancingSetup.hlsl
+
+License Type: "MIT"
+
+[Unity-Built-in-Shaders](https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/license.txt)
+
+--------------------------------------------------------------------------------------------------------------------------
+
+Component Name: CritterEnvironment/Shaders/Water
+
+License Type: "MIT"
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+https://catlikecoding.com/unity/tutorials/license/
+
+--------------------------------------------------------------------------------------------------------------------------
+
+Component Name: CritterEnvironment\Scripts\PlanarReflectionsProbe.cs
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+License Type: "MIT"
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+https://github.com/eldskald/planar-reflections-unity/blob/main/LICENSE
\ No newline at end of file
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diff --git a/Assets/3DPixelCamera.meta b/Assets/3DPixelCamera.meta
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diff --git a/Assets/3DPixelCamera/3D_Pixel_Camera_Documentation_2.3.1.pdf b/Assets/3DPixelCamera/3D_Pixel_Camera_Documentation_2.3.1.pdf
new file mode 100644
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new file mode 100644
index 000000000..1f5b96dca
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+ assetPath: Assets/3DPixelCamera/3D_Pixel_Camera_Documentation_2.3.1.pdf
+ uploadId: 754492
diff --git a/Assets/3DPixelCamera/Scripts.meta b/Assets/3DPixelCamera/Scripts.meta
new file mode 100644
index 000000000..743450a0d
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts.meta
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diff --git a/Assets/3DPixelCamera/Scripts/CanvasViewCamera.cs b/Assets/3DPixelCamera/Scripts/CanvasViewCamera.cs
new file mode 100644
index 000000000..3469b9b6c
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/CanvasViewCamera.cs
@@ -0,0 +1,65 @@
+namespace PixelCamera
+{
+ using UnityEngine;
+
+ ///
+ /// The canvas view camera. This smoothes the view on the pixelated game camera by adjusting its position relative to the upscaled display.
+ ///
+ [ExecuteInEditMode]
+ public class CanvasViewCamera : MonoBehaviour
+ {
+ Camera canvasCamera;
+ public float Aspect => this.canvasCamera.aspect;
+ public float Zoom { get ; private set; }
+
+ void OnEnable()
+ {
+ this.Zoom = -1;
+ this.Initialize();
+ }
+
+ ///
+ /// Initializes this component.
+ ///
+ void Initialize()
+ {
+ if (!this.TryGetComponent(out this.canvasCamera))
+ {
+ Debug.LogError("A camera component is required!");
+ }
+ else if (this.canvasCamera.orthographic == false)
+ {
+ Debug.LogWarning("The pixel camera system only works in orthographic camera mode. Changing the view camera to orthographic!");
+ this.canvasCamera.orthographic = true;
+ }
+ }
+
+ ///
+ /// Adjusts the position on the display canvas to smooth movement.
+ ///
+ public void AdjustSubPixelPosition(Vector2 targetViewPosition, Vector2 canvasLocalScale)
+ {
+ var localPosition = (targetViewPosition - new Vector2(0.5f, 0.5f)) * canvasLocalScale;
+
+ this.transform.localPosition = new Vector3(localPosition.x, localPosition.y, -1f);
+ }
+
+ ///
+ /// Sets the orthographic zoom of this camera.
+ ///
+ public void SetZoom(float inputZoom, float halfCanvasHeight)
+ {
+ this.canvasCamera.orthographicSize = inputZoom * halfCanvasHeight;
+ this.Zoom = inputZoom;
+ }
+
+ ///
+ /// Sets the near and far clip planes of the view camera.
+ ///
+ public void SetClipPlanes(float near, float far)
+ {
+ this.canvasCamera.nearClipPlane = near;
+ this.canvasCamera.farClipPlane = far;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelCamera/Scripts/CanvasViewCamera.cs.meta b/Assets/3DPixelCamera/Scripts/CanvasViewCamera.cs.meta
new file mode 100644
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+ packageName: Critter 3D Pixel Camera
+ packageVersion: 2.3.0
+ assetPath: Assets/3DPixelCamera/Scripts/CanvasViewCamera.cs
+ uploadId: 754492
diff --git a/Assets/3DPixelCamera/Scripts/Demo.meta b/Assets/3DPixelCamera/Scripts/Demo.meta
new file mode 100644
index 000000000..92b116fd8
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+++ b/Assets/3DPixelCamera/Scripts/Demo.meta
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diff --git a/Assets/3DPixelCamera/Scripts/Demo/CameraController.cs b/Assets/3DPixelCamera/Scripts/Demo/CameraController.cs
new file mode 100644
index 000000000..2dd6a0ec4
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/Demo/CameraController.cs
@@ -0,0 +1,169 @@
+namespace PixelCamera
+{
+ using UnityEngine;
+
+ ///
+ /// Simple camera controller to try out the camera system or expand on it.
+ ///
+ public class CameraController : MonoBehaviour
+ {
+ PixelCameraManager pixelCameraManager;
+
+ [Header("Moving")]
+ public float MoveSpeed = 10f;
+
+ [Header("Scrolling")]
+ public float ViewScrollSpeed = 0.1f;
+ public float GameScrollSpeed = 1f;
+
+ [Header("Rotating")]
+ public float DragSpeed = 0.5f;
+ public float AutoRotateSpeed = 30f;
+ public float DistanceToPivot = 30f;
+ public int RotationQuantDegrees = 45;
+
+ // Rotation variables
+ float previousMousePosition;
+ float totalInput;
+ float rotationRemaining;
+
+ ///
+ /// Unity lifetime function. Called before the first frame update only if the script instance is enabled.
+ ///
+ void Start()
+ {
+ if (!this.TryGetComponent(out this.pixelCameraManager))
+ {
+ Debug.LogError("This game object should have a pixel camera manager connected. It was not found!");
+ }
+ }
+
+ ///
+ /// Unity lifetime function Start. Is called once per frame and is the main function for frame updates.
+ ///
+ void Update()
+ {
+ bool updateCamera = false;
+ float mouseScrollDeltaY = 0f;
+ #if !ENABLE_INPUT_SYSTEM
+ Input.GetKey(KeyCode.LeftControl);
+ mouseScrollDeltaY = Input.mouseScrollDelta.y;
+ #else
+ updateCamera = UnityEngine.InputSystem.Keyboard.current.leftCtrlKey.isPressed;
+ mouseScrollDeltaY = UnityEngine.InputSystem.Mouse.current.scroll.ReadValue().y;
+ #endif
+ this.UpdateZoom(mouseScrollDeltaY, updateCamera);
+
+ float verticalInput = 0f;
+ float horizontalInput = 0f;
+ #if !ENABLE_INPUT_SYSTEM
+ verticalInput = Input.GetAxisRaw("Vertical");
+ horizontalInput = Input.GetAxisRaw("Horizontal");
+ #else
+ verticalInput = UnityEngine.InputSystem.Keyboard.current.wKey.isPressed ? 1f : 0f;
+ verticalInput -= UnityEngine.InputSystem.Keyboard.current.sKey.isPressed ? 1f : 0f;
+ horizontalInput = UnityEngine.InputSystem.Keyboard.current.dKey.isPressed ? 1f : 0f;
+ horizontalInput -= UnityEngine.InputSystem.Keyboard.current.aKey.isPressed ? 1f : 0f;
+ #endif
+
+ this.UpdateMovement(verticalInput, horizontalInput, this.MoveSpeed * Time.deltaTime);
+
+ float mousePosX = 0f;
+ bool inputting = false;
+ bool inputStopped = false;
+ #if !ENABLE_INPUT_SYSTEM
+ mousePosX = Input.mousePosition.x;
+ inputting = Input.GetMouseButton(1);
+ inputStopped = Input.GetMouseButtonUp(1);
+ #else
+ mousePosX = UnityEngine.InputSystem.Mouse.current.position.x.ReadValue();
+ inputting = UnityEngine.InputSystem.Mouse.current.rightButton.isPressed;
+ inputStopped = UnityEngine.InputSystem.Mouse.current.rightButton.wasReleasedThisFrame;
+ #endif
+
+ this.UpdateRotation((mousePosX - this.previousMousePosition) * this.DragSpeed,
+ mousePosX,
+ inputting,
+ inputStopped);
+ }
+
+ ///
+ /// Updates the zoom of the camera.
+ ///
+ void UpdateZoom(float input, bool updateGameCamera)
+ {
+ if (updateGameCamera)
+ {
+ this.pixelCameraManager.GameCameraZoom -= input * this.GameScrollSpeed;
+ }
+ else
+ {
+ this.pixelCameraManager.ViewCameraZoom -= input * this.ViewScrollSpeed;
+ }
+ }
+
+ ///
+ /// Updates the movement of the camera.
+ ///
+ void UpdateMovement(float verticalInput, float horizontalInput, float speedTimeInput)
+ {
+ var target = this.pixelCameraManager.FollowedTransform;
+
+ var forward = new Vector3(target.forward.x, 0, target.forward.z).normalized;
+ var right = new Vector3(target.right.x, 0, target.right.z).normalized;
+
+ target.position += ((verticalInput * forward) + (horizontalInput * right)) * speedTimeInput;
+ }
+
+ ///
+ /// Rotates the camera.
+ ///
+ void Rotate(float rotateInput)
+ {
+ var target = this.pixelCameraManager.FollowedTransform;
+ var targetPosition = target.position + (target.forward * this.DistanceToPivot);
+ target.RotateAround(targetPosition, Vector3.up, rotateInput);
+ }
+
+ ///
+ /// Updates the rotation of the camera.
+ ///
+ void UpdateRotation(float rotationInput, float mousePosition, bool rotationInputting, bool rotationInputStopped)
+ {
+ if (rotationInputStopped)
+ {
+ this.rotationRemaining = GetRotationLeft(this.totalInput - this.rotationRemaining, this.totalInput, this.RotationQuantDegrees);
+ this.totalInput = 0;
+ }
+
+ var isRotationRemaining = Mathf.Abs(this.rotationRemaining) > 0f;
+ if (rotationInputting)
+ {
+ this.Rotate(rotationInput);
+ this.totalInput += rotationInput;
+ }
+ else if (isRotationRemaining)
+ {
+ var autoRotate = Mathf.Clamp(Time.deltaTime * this.AutoRotateSpeed, 0, Mathf.Abs(this.rotationRemaining)) * Mathf.Sign(this.rotationRemaining);
+ this.Rotate(autoRotate);
+ this.rotationRemaining -= autoRotate;
+ }
+
+ var smoothPixelCamera = !(rotationInputting || isRotationRemaining);
+ this.pixelCameraManager.VoxelGridMovement = smoothPixelCamera;
+ this.pixelCameraManager.SubpixelAdjustments = smoothPixelCamera;
+
+ this.previousMousePosition = mousePosition;
+ }
+
+ ///
+ /// Gets how much rotation is left after rotating manually.
+ ///
+ static float GetRotationLeft(float totalRotation, float input, int acceptableCameraAngle = 45)
+ {
+ var rotationQuanted = totalRotation / acceptableCameraAngle;
+ var yawGoal = (input > 0 ? Mathf.Ceil(rotationQuanted) : Mathf.Floor(rotationQuanted)) * acceptableCameraAngle;
+ return yawGoal - totalRotation;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelCamera/Scripts/Demo/CameraController.cs.meta b/Assets/3DPixelCamera/Scripts/Demo/CameraController.cs.meta
new file mode 100644
index 000000000..3b08f0185
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+++ b/Assets/3DPixelCamera/Scripts/Demo/CameraController.cs.meta
@@ -0,0 +1,18 @@
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+ packageVersion: 2.3.0
+ assetPath: Assets/3DPixelCamera/Scripts/Demo/CameraController.cs
+ uploadId: 754492
diff --git a/Assets/3DPixelCamera/Scripts/Demo/PointerDemo.cs b/Assets/3DPixelCamera/Scripts/Demo/PointerDemo.cs
new file mode 100644
index 000000000..422fc12f4
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/Demo/PointerDemo.cs
@@ -0,0 +1,33 @@
+namespace PixelCamera
+{
+ using UnityEngine;
+
+ ///
+ /// Example on how to use mouse events with the camera system.
+ ///
+ public class PointerDemo : MonoBehaviour
+ {
+ // https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnMouseEnter.html
+ Renderer rend;
+
+ void Start()
+ {
+ this.rend = this.GetComponent();
+ }
+
+ void OnMouseEnter()
+ {
+ this.rend.material.color = Color.red;
+ }
+
+ void OnMouseOver()
+ {
+ this.rend.material.color -= new Color(0.1F, 0, 0) * Time.deltaTime;
+ }
+
+ void OnMouseExit()
+ {
+ this.rend.material.color = Color.white;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelCamera/Scripts/Demo/PointerDemo.cs.meta b/Assets/3DPixelCamera/Scripts/Demo/PointerDemo.cs.meta
new file mode 100644
index 000000000..4762f2405
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@@ -0,0 +1,18 @@
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+ assetPath: Assets/3DPixelCamera/Scripts/Demo/PointerDemo.cs
+ uploadId: 754492
diff --git a/Assets/3DPixelCamera/Scripts/Demo/RayCastDemo.cs b/Assets/3DPixelCamera/Scripts/Demo/RayCastDemo.cs
new file mode 100644
index 000000000..aa3e4cda2
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/Demo/RayCastDemo.cs
@@ -0,0 +1,36 @@
+namespace PixelCamera
+{
+ using UnityEngine;
+
+ ///
+ /// Example on how to ray cast events with the camera system.
+ ///
+ public class RayCastDemo : MonoBehaviour
+ {
+ public Camera ViewCamera;
+ void Update()
+ {
+ bool castRay = false;
+ Vector3 mousePosition = Vector3.zero;
+ # if !ENABLE_INPUT_SYSTEM
+ castRay = Input.GetMouseButtonDown(0);
+ mousePosition = Input.mousePosition;
+ #else
+ castRay = UnityEngine.InputSystem.Mouse.current.leftButton.wasPressedThisFrame;
+ mousePosition = UnityEngine.InputSystem.Mouse.current.position.ReadValue();
+ #endif
+
+ if (castRay)
+ {
+ Debug.Log("Casting ray");
+ var ray = this.ViewCamera.ScreenPointToRay(mousePosition); // This is the important part. Use the view camera to cast them.
+ if (Physics.Raycast(ray, out var hit))
+ {
+ Debug.Log("Ray hit " + hit.transform.name);
+ Debug.DrawRay(ray.origin, ray.direction * 100000000, Color.blue, 3);
+ Debug.DrawLine(hit.point, hit.point + Vector3.up, Color.red, 1f);
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/3DPixelCamera/Scripts/Demo/RayCastDemo.cs.meta b/Assets/3DPixelCamera/Scripts/Demo/RayCastDemo.cs.meta
new file mode 100644
index 000000000..bcf70d687
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/Demo/RayCastDemo.cs.meta
@@ -0,0 +1,18 @@
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+ packageVersion: 2.3.0
+ assetPath: Assets/3DPixelCamera/Scripts/Demo/RayCastDemo.cs
+ uploadId: 754492
diff --git a/Assets/3DPixelCamera/Scripts/PixelCameraManager.cs b/Assets/3DPixelCamera/Scripts/PixelCameraManager.cs
new file mode 100644
index 000000000..d2fe5d0c2
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/PixelCameraManager.cs
@@ -0,0 +1,247 @@
+namespace PixelCamera
+{
+ using UnityEngine;
+
+ ///
+ /// Tooltips for Unity editor
+ ///
+ public static class Tooltips
+ {
+ public const string TT_FOLLOWED_TRANSFORM = "Transform that this camera follow while doing pixel perfect corrections. Very useful for camera controllers. Allows for full control of a transform.";
+
+ public const string TT_GRID_MOVEMENT = "Stationary objects in 3D world look stationary without jittering colors or outlines. Camera moves on a voxel grid.";
+
+ public const string TT_SUB_PIXEL = "Subpixel adjustments counter the blocky nature of moving along a grid.";
+
+ public const string TT_FOLLOW_ROTATION = "Should the camera transform follow the followed transforms rotation as well as position.";
+
+ public const string TT_GAME_RESOLUTION = "The resolution of the game render texture. Lower values look more pixelated.";
+
+ public const string TT_RESOLUTION_SYNCHRONIZATION_MODE = "How 'GameResolution' should be calculated. Synchronization ensures consistent pixelation for different device resolutions and artstyles.";
+
+ public const string TT_CONTROL_GAME_ZOOM = "Should this script control the game cameras orthographic size. This can be turned off if another controller is already controlling it to avoid unexpected behaviour.";
+
+ public const string TT_GAME_ZOOM = "The resolution of the game appears to stay the same but everything becomes more detailed while zooming in. The game cameras orhtographic size.";
+
+ public const string TT_VIEW_ZOOM = "Zoom where pixels stay a constant size and the view camera zooms in. The view cameras orhtographic size.";
+ }
+
+ ///
+ /// The main script that manges the pixel camera system.
+ ///
+ [ExecuteInEditMode]
+ public class PixelCameraManager : MonoBehaviour
+ {
+ [Tooltip(Tooltips.TT_FOLLOWED_TRANSFORM)] public Transform FollowedTransform;
+
+ [Header("Settings")]
+ [Tooltip(Tooltips.TT_GRID_MOVEMENT)] public bool VoxelGridMovement = true;
+ [Tooltip(Tooltips.TT_SUB_PIXEL)] public bool SubpixelAdjustments = true;
+ [Tooltip(Tooltips.TT_FOLLOW_ROTATION)] public bool FollowRotation = true;
+
+ [Header("Resolution")]
+ [Tooltip(Tooltips.TT_RESOLUTION_SYNCHRONIZATION_MODE)] public ResolutionSynchronizationMode resolutionSynchronizationMode = ResolutionSynchronizationMode.SetHeight;
+ public Vector2Int GameResolution = new Vector2Int(640, 360);
+
+ [Header("Zoom")]
+ [Tooltip(Tooltips.TT_CONTROL_GAME_ZOOM)] public bool ControlGameZoom = true;
+ [Tooltip(Tooltips.TT_GAME_ZOOM)] public float GameCameraZoom = 5f;
+ [Tooltip(Tooltips.TT_VIEW_ZOOM)][Range(-1f, 1f)] public float ViewCameraZoom = 1f;
+
+ Camera gameCamera;
+ CanvasViewCamera viewCamera;
+ UpscaledCanvas upscaledCanvas;
+
+ float renderTextureAspect;
+
+ void OnEnable()
+ {
+ this.Initialize();
+ }
+
+ void LateUpdate()
+ {
+ this.UpdateCameraSystem();
+ }
+
+ ///
+ /// How tall and wide a pixel on the camera is in world units.
+ ///
+ float PixelWorldSize => 2f * this.gameCamera.orthographicSize / this.gameCamera.pixelHeight;
+
+ ///
+ /// Gets the target texture resolution and Vector2Int.left if none is defined.
+ ///
+ Vector2Int TargetTextureResolution => this.gameCamera.targetTexture == null ? Vector2Int.left : new Vector2Int(this.gameCamera.targetTexture.width, this.gameCamera.targetTexture.height);
+
+ ///
+ /// Rounds a vector3 to the closest camera pixel sized voxel.
+ ///
+ public Vector3 PositionToGrid(Vector3 worldPosition)
+ {
+ var localPosition = this.transform.InverseTransformDirection(worldPosition);
+ var localPositionInPixels = localPosition / this.PixelWorldSize;
+ var integerMovement = (Vector3)Vector3Int.RoundToInt(localPositionInPixels);
+ var movement = integerMovement * this.PixelWorldSize;
+ return (movement.x * this.transform.right)
+ + (movement.y * this.transform.up)
+ + (movement.z * this.transform.forward);
+ }
+
+ ///
+ /// Sets the game camera zoom with some checks as orthographic cameras can not tolerate size = 0.
+ ///
+ float SetGameZoom(float zoom)
+ {
+ var checkedZoom = Mathf.Approximately(zoom, 0f) ? 0.01f : zoom;
+ this.gameCamera.orthographicSize = checkedZoom;
+ return checkedZoom;
+ }
+ ///
+ /// Synchronizes the clip planes. The view camera offset should be taken into account.
+ ///
+ void SynchronizeClipPlanes()
+ {
+ this.viewCamera.SetClipPlanes(0f, this.gameCamera.farClipPlane - this.viewCamera.transform.localPosition.z);
+ }
+
+ ///
+ /// Initializes the camera system.
+ ///
+ private void Initialize()
+ {
+ if (this.gameCamera == null)
+ {
+ if (!this.TryGetComponent(out this.gameCamera))
+ {
+ Debug.LogError("Camera is null. Attach required component!");
+ }
+ }
+
+ if (this.viewCamera == null)
+ {
+ this.viewCamera = FindAnyObjectByType(typeof(CanvasViewCamera)) as CanvasViewCamera;
+ if (this.viewCamera == null)
+ {
+ Debug.LogError("viewCamera is null. Set it in editor!");
+ }
+ }
+
+ if (this.upscaledCanvas == null)
+ {
+ this.upscaledCanvas = FindAnyObjectByType(typeof(UpscaledCanvas)) as UpscaledCanvas;
+ if (this.upscaledCanvas == null)
+ {
+ Debug.LogError("upscaledCanvas is null. Set it in editor!");
+ }
+ }
+
+ if (this.transform.parent == null)
+ {
+ Debug.LogError("There is no parent object! Are you sure this is setup correctly. Check the prefab!");
+ }
+
+ if (this.transform.parent.childCount > 2)
+ {
+ Debug.LogWarning("Pixel Camera Managers parent should only have 2 child objects. This and a transform that it follows.");
+ }
+
+ if (this.FollowedTransform == null)
+ {
+ Debug.LogError("Followed Transform is null. Create a empty sibling object and set in editor.");
+ }
+
+ this.SynchronizeClipPlanes();
+ }
+
+ ///
+ /// Sets the render texture of the upscaled canvas and game camera.
+ ///
+ void SetRenderTexture(float aspect, RenderTexture newRenderTexture)
+ {
+ this.upscaledCanvas.SetCanvasRenderTexture(newRenderTexture);
+ this.gameCamera.targetTexture = newRenderTexture;
+ this.renderTextureAspect = aspect;
+ }
+
+ ///
+ /// Updates the whole pixel camera system.
+ ///
+ void UpdateCameraSystem()
+ {
+ // On aspect change
+ var aspectRatioChanged = this.renderTextureAspect != this.viewCamera.Aspect;
+ var pixelResolutionChanged = this.GameResolution != this.TargetTextureResolution;
+ var resizeCanvas = false;
+
+ if (aspectRatioChanged || pixelResolutionChanged || this.gameCamera.targetTexture == null)
+ {
+ // Change fitting aspect ratio
+ this.GameResolution = RenderTextureUtilities.TextureResultion(this.viewCamera.Aspect, this.GameResolution, this.resolutionSynchronizationMode);
+
+ if (this.gameCamera.targetTexture != null)
+ {
+ this.gameCamera.targetTexture.Release();
+ }
+
+ var newRenderTexture = RenderTextureUtilities.CreateRenderTexture(this.GameResolution);
+
+ this.SetRenderTexture(this.viewCamera.Aspect, newRenderTexture);
+ resizeCanvas = true;
+ }
+ else if (Application.isEditor && this.upscaledCanvas.MaterialHasRenderTexture)
+ {
+ this.SetRenderTexture(this.renderTextureAspect, this.gameCamera.targetTexture);
+ resizeCanvas = true;
+ }
+
+ // Zooming
+ var orthographicSizeChanged = this.gameCamera.orthographicSize != this.GameCameraZoom;
+ if (!this.ControlGameZoom)
+ {
+ this.GameCameraZoom = this.gameCamera.orthographicSize;
+ resizeCanvas = true;
+ }
+
+ if (this.ControlGameZoom && orthographicSizeChanged)
+ {
+ this.GameCameraZoom = this.SetGameZoom(this.GameCameraZoom);
+ resizeCanvas = true;
+ }
+
+ if (orthographicSizeChanged || pixelResolutionChanged || this.ViewCameraZoom != this.viewCamera.Zoom)
+ {
+ var canvasOnScreenLimit = 1 - (2f / this.GameResolution.y); // This ensures that the view camera doesn't move over the canvas edge
+ if (this.GameResolution.y < 3)
+ {
+ canvasOnScreenLimit = 1f;
+ Debug.LogWarning("The resolution is too small, this might lead to unexpected behaviour");
+ }
+
+ this.ViewCameraZoom = Mathf.Approximately(this.ViewCameraZoom, 0f) ? 0.01f : Mathf.Clamp(this.ViewCameraZoom, -1, 1f);
+ this.viewCamera.SetZoom(this.ViewCameraZoom * canvasOnScreenLimit, this.GameCameraZoom);
+ }
+
+ // Resize canvas if aspect changed or camera orthographic size changed
+ if (resizeCanvas)
+ {
+ var gameResolutionAspect = (float)this.GameResolution.x / this.GameResolution.y;
+ this.upscaledCanvas.ResizeCanvas(gameResolutionAspect, this.GameCameraZoom * 2f);
+ }
+
+ // Transform updates
+ if (this.FollowRotation)
+ {
+ this.transform.rotation = this.FollowedTransform.rotation;
+ }
+
+ this.transform.position = this.VoxelGridMovement ? this.PositionToGrid(this.FollowedTransform.position) : this.FollowedTransform.position;
+
+ if (this.SubpixelAdjustments)
+ {
+ var targetViewPosition = this.gameCamera.WorldToViewportPoint(this.FollowedTransform.position);
+ this.viewCamera.AdjustSubPixelPosition(targetViewPosition, this.upscaledCanvas.transform.localScale);
+ }
+ }
+ }
+}
diff --git a/Assets/3DPixelCamera/Scripts/PixelCameraManager.cs.meta b/Assets/3DPixelCamera/Scripts/PixelCameraManager.cs.meta
new file mode 100644
index 000000000..d782a993b
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/PixelCameraManager.cs.meta
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+ packageVersion: 2.3.0
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+ uploadId: 754492
diff --git a/Assets/3DPixelCamera/Scripts/RenderTextureUtilities.cs b/Assets/3DPixelCamera/Scripts/RenderTextureUtilities.cs
new file mode 100644
index 000000000..73b215eca
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/RenderTextureUtilities.cs
@@ -0,0 +1,53 @@
+namespace PixelCamera
+{
+ using UnityEngine;
+
+ // How the game resolution is synchronized for different aspect ratios.
+ public enum ResolutionSynchronizationMode
+ {
+ SetHeight,
+ SetWidth,
+ SetBoth
+ }
+
+ ///
+ /// Utilities to help with creating render textures.
+ ///
+ public static class RenderTextureUtilities
+ {
+ ///
+ /// Gets the texture resolution with the aspect ratio and resolution.
+ ///
+ public static Vector2Int TextureResultion(float aspect, Vector2Int resolution, ResolutionSynchronizationMode resolutionSynchronizationMode)
+ {
+ return resolutionSynchronizationMode switch
+ {
+ ResolutionSynchronizationMode.SetHeight => new Vector2Int(Mathf.RoundToInt(resolution.y * aspect), resolution.y),
+ ResolutionSynchronizationMode.SetWidth => new Vector2Int(resolution.x, Mathf.RoundToInt(resolution.x / aspect)),
+ ResolutionSynchronizationMode.SetBoth => new Vector2Int(resolution.x, resolution.y),
+ _ => Vector2Int.one,
+ };
+ }
+
+ ///
+ /// Creates a new render texture of the correct size.
+ ///
+ /// The created render texture and null if failed.
+ public static RenderTexture CreateRenderTexture(Vector2Int textureSize)
+ {
+ var newTexture = new RenderTexture(textureSize.x, textureSize.y, 32, RenderTextureFormat.ARGB32)
+ {
+ filterMode = FilterMode.Point
+ };
+
+ if (newTexture.Create())
+ {
+ return newTexture;
+ }
+ else
+ {
+ return null;
+ }
+ }
+ }
+}
diff --git a/Assets/3DPixelCamera/Scripts/RenderTextureUtilities.cs.meta b/Assets/3DPixelCamera/Scripts/RenderTextureUtilities.cs.meta
new file mode 100644
index 000000000..8a1530623
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diff --git a/Assets/3DPixelCamera/Scripts/UpscaledCanvas.cs b/Assets/3DPixelCamera/Scripts/UpscaledCanvas.cs
new file mode 100644
index 000000000..766e777a7
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/UpscaledCanvas.cs
@@ -0,0 +1,65 @@
+namespace PixelCamera
+{
+ using UnityEngine;
+
+ ///
+ /// The upscaled canvas which displays the game camera render.
+ ///
+ [ExecuteInEditMode]
+ public class UpscaledCanvas : MonoBehaviour
+ {
+ const string materialVariableName = "_LowResTexture";
+ Material canvasMaterial;
+
+ void OnEnable()
+ {
+ this.Initialize();
+ }
+
+ ///
+ /// Initializes the upscaled canvas.
+ ///
+ void Initialize()
+ {
+ if (!this.TryGetComponent(out var meshRenderer))
+ {
+ Debug.LogError("MeshRenderer is required!");
+ }
+ else
+ {
+ this.canvasMaterial = meshRenderer.sharedMaterial;
+ if (this.canvasMaterial == null)
+ {
+ Debug.LogError("canvasMaterial is null. Set it in the MeshRenderer!");
+ }
+ }
+
+ if (this.transform.parent.localScale != Vector3.one)
+ {
+ Debug.LogWarning("The Upscaled Display localScale should be Vector3.one. Changing the local scale!");
+ this.transform.parent.localScale = Vector3.one;
+ }
+ }
+
+ ///
+ /// If the material has a render texture defined.
+ ///
+ public bool MaterialHasRenderTexture => this.canvasMaterial.HasProperty(materialVariableName);
+
+ ///
+ /// Resize the canvas to the provided aspect and height.
+ ///
+ public void ResizeCanvas(float aspect, float canvasHeight)
+ {
+ this.transform.localScale = new Vector3(canvasHeight * aspect, canvasHeight, 1f);
+ }
+
+ ///
+ /// Sets the canvas render texture.
+ ///
+ public void SetCanvasRenderTexture(RenderTexture renderTexture)
+ {
+ this.canvasMaterial.SetTexture(materialVariableName, renderTexture);
+ }
+ }
+}
diff --git a/Assets/3DPixelCamera/Scripts/UpscaledCanvas.cs.meta b/Assets/3DPixelCamera/Scripts/UpscaledCanvas.cs.meta
new file mode 100644
index 000000000..10a68c738
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diff --git a/Assets/3DPixelCamera/Scripts/VoxelGridAdjuster.cs b/Assets/3DPixelCamera/Scripts/VoxelGridAdjuster.cs
new file mode 100644
index 000000000..5e7f12c80
--- /dev/null
+++ b/Assets/3DPixelCamera/Scripts/VoxelGridAdjuster.cs
@@ -0,0 +1,46 @@
+namespace PixelCamera
+{
+ using UnityEngine;
+
+ ///
+ /// Adjusts the transform of this game object to a grid that ensures constant sampling by the camera.
+ ///
+ [ExecuteInEditMode]
+ public class VoxelGridAdjuster : MonoBehaviour
+ {
+ ///
+ /// Allows for full control of a transform while still locking an object to the camera grid.
+ ///
+ public Transform FollowedTransform;
+
+ ///
+ /// The pixel camera manager which decides the grid.
+ ///
+ PixelCameraManager pixelCameraManager;
+
+ void OnEnable()
+ {
+ this.Initialize();
+ }
+
+ void LateUpdate()
+ {
+ this.transform.position = this.pixelCameraManager.PositionToGrid(this.FollowedTransform.position);
+ }
+
+ ///
+ /// Initializes the adjuster.
+ ///
+ void Initialize()
+ {
+ if (this.pixelCameraManager == null)
+ {
+ this.pixelCameraManager = FindAnyObjectByType(typeof(PixelCameraManager)) as PixelCameraManager;
+ if (this.pixelCameraManager == null)
+ {
+ Debug.LogError("pixelCameraManager is null. Set it in editor!");
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
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diff --git a/Assets/Critter Volumetric Lighting.meta b/Assets/Critter Volumetric Lighting.meta
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diff --git a/Assets/Critter Volumetric Lighting/Demo/Demo Scripts/CameraController.cs b/Assets/Critter Volumetric Lighting/Demo/Demo Scripts/CameraController.cs
new file mode 100644
index 000000000..b21c71564
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Demo/Demo Scripts/CameraController.cs
@@ -0,0 +1,338 @@
+using System.Collections;
+using UnityEngine;
+
+/**
+Crude camera controller for demonstrating how volumetric light behaves with camera movement and rotations.
+*/
+namespace CritterVolumetricLighting
+{
+ public class CameraController : MonoBehaviour
+ {
+ public Transform target;
+ public float rotationSpeed = 125f;
+ public float rotationAngle = 90f;
+ public float movementSpeed = 10f;
+
+
+ private Coroutine _currentRotationCoroutine = null;
+
+ private float _movementMultiplier = 1f;
+ private float _lastAngle;
+ private float _lastStationaryAngle;
+ private float _newTargetAngle;
+ private float _cooldownTimer = 0;
+ private float _cdTimerQ = 0;
+ private float _cdTimerE = 0;
+ private float _startDistance;
+
+ private int _movingClockWise; // -1 = not moving, 0 = false, 1 = true
+ private int _que = 0;
+
+
+ void Start()
+ {
+ Vector3 delta = this.transform.position - target.position;
+ _startDistance = delta.magnitude;
+
+ _movingClockWise = -1;
+ _lastStationaryAngle = this.transform.eulerAngles.y;
+
+
+ // StartCoroutine(TempCoroutine());
+
+ }
+
+
+ IEnumerator TempCoroutine()
+ {
+ yield return new WaitForSeconds(1f);
+ _cdTimerQ = 0;
+ float moveAngle;
+ if (_movingClockWise == 0)
+ {
+ _que = 0;
+ moveAngle = 0;
+ } else if (_movingClockWise == 1)
+ {
+ if (_que >= 1)
+ {
+ } else
+ {
+ _que++;
+ }
+ } else // -1...
+ {
+ moveAngle = rotationAngle;
+ }
+
+ _movingClockWise = 1;
+ StartRotation(rotationAngle);
+ yield return null;
+ }
+
+
+ void Update()
+ {
+
+ if (_cooldownTimer < 0.1f)
+ {
+ _cooldownTimer += Time.deltaTime;
+ return;
+ }
+
+ _lastAngle = this.transform.eulerAngles.y;
+
+ if (_cdTimerQ < 0.15f)
+ {
+ _cdTimerQ += Time.deltaTime;
+ } else
+ {
+ HandleQ();
+ }
+
+ if (_cdTimerE < 0.15f)
+ {
+ _cdTimerE += Time.deltaTime;
+ } else
+ {
+ HandleE();
+ }
+
+ this.transform.position = target.position - _startDistance * this.transform.forward;
+ HandleMovement(target);
+ }
+
+ private void HandleQ()
+ {
+ bool qPressed = false;
+ #if ENABLE_INPUT_SYSTEM
+ qPressed = UnityEngine.InputSystem.Keyboard.current.qKey.isPressed;
+ #else
+ qPressed = Input.GetKey(KeyCode.Q);
+ #endif
+ if (qPressed)
+ {
+ _cdTimerQ = 0;
+ float moveAngle;
+ if (_movingClockWise == 0)
+ {
+ _que = 0;
+ moveAngle = 0;
+ } else if (_movingClockWise == 1)
+ {
+ if (_que >= 1)
+ {
+ return; // We're already going in that direction
+ } else
+ {
+ _que++;
+ return;
+ }
+ } else // -1...
+ {
+ moveAngle = rotationAngle;
+ }
+
+ _movingClockWise = 1;
+ StartRotation(moveAngle);
+ return;
+ }
+ }
+
+ private void HandleE()
+ {
+ bool ePressed = false;
+ #if ENABLE_INPUT_SYSTEM
+ ePressed = UnityEngine.InputSystem.Keyboard.current.eKey.isPressed;
+ #else
+ ePressed = Input.GetKey(KeyCode.E);
+ #endif
+ if (ePressed)
+ {
+ _cdTimerE = 0;
+ float moveAngle;
+ if (_movingClockWise == 0)
+ {
+ if (_que <= -1)
+ {
+ return; // We're already going in that direction
+ } else
+ {
+ _que--;
+ return;
+ }
+ } else if (_movingClockWise == 1)
+ {
+ _que = 0;
+ moveAngle = 0;
+ } else // -1...
+ {
+ moveAngle = -rotationAngle;
+ }
+
+ _movingClockWise = 0;
+ StartRotation(moveAngle);
+ }
+ }
+
+ void HandleMovement(Transform mover)
+ {
+ Vector3 forwardDirection = this.transform.forward;
+ Vector3 rightDirection = this.transform.right;
+
+ forwardDirection.y = 0f; // Remove vertical component
+ rightDirection.y = 0f; // Remove vertical component
+ forwardDirection.Normalize();
+ rightDirection.Normalize();
+
+ // Movement based on input
+ Vector3 movement = Vector3.zero;
+ # if ENABLE_INPUT_SYSTEM
+ if (UnityEngine.InputSystem.Keyboard.current.wKey.isPressed)
+ {
+ movement += forwardDirection;
+ }
+ if (UnityEngine.InputSystem.Keyboard.current.sKey.isPressed)
+ {
+ movement -= forwardDirection;
+ }
+ if (UnityEngine.InputSystem.Keyboard.current.aKey.isPressed)
+ {
+ movement -= rightDirection;
+ }
+ if (UnityEngine.InputSystem.Keyboard.current.dKey.isPressed)
+ {
+ movement += rightDirection;
+ }
+ #else
+ if (Input.GetKey(KeyCode.W))
+ {
+ movement += forwardDirection;
+ }
+ if (Input.GetKey(KeyCode.S))
+ {
+ movement -= forwardDirection;
+ }
+ if (Input.GetKey(KeyCode.A))
+ {
+ movement -= rightDirection;
+ }
+ if (Input.GetKey(KeyCode.D))
+ {
+ movement += rightDirection;
+ }
+ #endif
+
+ // Normalize the movement vector to prevent faster diagonal movement
+ if (movement.magnitude > 1f)
+ {
+ movement.Normalize();
+ }
+
+ # if ENABLE_INPUT_SYSTEM
+ if (UnityEngine.InputSystem.Keyboard.current.spaceKey.isPressed)
+ {
+ _movementMultiplier = 3f;
+ } else
+ {
+ _movementMultiplier = 1f;
+ }
+ #else
+ if (Input.GetKey(KeyCode.LeftShift))
+ {
+ _movementMultiplier = 3f;
+ } else
+ {
+ _movementMultiplier = 1f;
+ }
+ #endif
+
+ mover.Translate(movement * movementSpeed * Time.deltaTime * _movementMultiplier);
+ }
+
+ void StartRotation(float angle)
+ {
+ _cooldownTimer = 0;
+ if (_currentRotationCoroutine != null)
+ {
+ StopCoroutine(_currentRotationCoroutine);
+ }
+
+
+
+ _newTargetAngle = _lastStationaryAngle + angle;
+ _currentRotationCoroutine = StartCoroutine(RotateAroundTarget(_newTargetAngle));
+ }
+
+ IEnumerator RotateAroundTarget(float targetAngle, bool cameFromCoroutine = false)
+ {
+ // Debug.Log("TargetAngle: "+targetAngle+" lastAngle: "+lastAngle);
+ float angle = Mathf.DeltaAngle(_lastAngle, targetAngle);
+
+ Vector3 rotationAxis = target.up;
+
+ float totalRotationTime = Mathf.Abs(angle) / rotationSpeed; // Total time to complete the rotation
+ // totalRotationTime = 10000f;
+ float elapsedTime = 0f;
+
+ float initialRotation = transform.eulerAngles.y;
+
+ while (elapsedTime < totalRotationTime)
+ {
+ elapsedTime += Time.deltaTime;
+ float t = elapsedTime / totalRotationTime; // calculate current progress
+
+ float usedT;
+ if (_que == 0)
+ {
+ usedT = SmoothStep(t, cameFromCoroutine); // apply easing
+ } else
+ {
+ usedT = SmoothStep(t, cameFromCoroutine); // Don't apply easing when we are in que.
+ }
+
+ Vector3 rotationCenter = target.position; // update rotation center each frame
+
+ float targetRotation = initialRotation + usedT * angle; // target rotation after applying easing
+ float rotationThisFrame = targetRotation - transform.eulerAngles.y; // rotation to be done this frame
+
+ transform.RotateAround(rotationCenter, rotationAxis, rotationThisFrame);
+
+ yield return null;
+ }
+
+ _lastStationaryAngle = this.transform.eulerAngles.y;
+
+ if (_que != 0)
+ {
+ _que = 0;
+ _newTargetAngle = _lastStationaryAngle + angle;
+ StopCoroutine(_currentRotationCoroutine);
+ _currentRotationCoroutine = StartCoroutine(RotateAroundTarget(_newTargetAngle, true));
+ yield return null;
+ }
+
+ // apply a final rotation to ensure we exactly hit the target angle
+ Vector3 finalRotationCenter = target.position;
+ float finalRotation = targetAngle - transform.eulerAngles.y;
+ transform.RotateAround(finalRotationCenter, rotationAxis, finalRotation);
+
+ _movingClockWise = -1;
+ _lastStationaryAngle = this.transform.eulerAngles.y;
+ _currentRotationCoroutine = null;
+ }
+
+
+
+
+ float SmoothStep(float hardT, bool cameFromCoroutine)
+ {
+ return SmoothStepLogic(hardT);
+ }
+
+ float SmoothStepLogic(float steppedValue)
+ {
+ return steppedValue * steppedValue * (3f - 2f* steppedValue);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Demo/Demo Scripts/CameraController.cs.meta b/Assets/Critter Volumetric Lighting/Demo/Demo Scripts/CameraController.cs.meta
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+ assetBundleVariant:
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+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Documentation/Critter Volumetric
+ Lighting Documentation.pdf
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Scripts.meta b/Assets/Critter Volumetric Lighting/Scripts.meta
new file mode 100644
index 000000000..71f2ecc71
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Critter Volumetric Lighting/Scripts/CloudManager.cs b/Assets/Critter Volumetric Lighting/Scripts/CloudManager.cs
new file mode 100644
index 000000000..33327a5b3
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/CloudManager.cs
@@ -0,0 +1,136 @@
+using UnityEngine;
+
+namespace CritterVolumetricLighting
+{
+ public class CloudManager : MonoBehaviour
+ {
+ [Header("General")]
+ [SerializeField] float cloudCoverage = 0.6f;
+ [SerializeField] float cloudScale = 0.025f;
+ [SerializeField] float cloudChange = 0.005f; // 0.015f
+ [SerializeField] Vector2 cloudMovement = new Vector2(-0.25f, 0.25f);
+ [SerializeField] Vector2 cloudStep = new Vector2(13, 17);
+
+ [Header("Visuals")]
+ [SerializeField] int shades = 5;
+ [SerializeField] float cloudStrength = 2f;
+ [SerializeField] float brightness = -1f;
+ [SerializeField] float miminumDarkness = 0.2f;
+
+ [Header("Materials with clouds")]
+ [SerializeField] public Material[] Materials = new Material[0];
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_OVERRIDEMATVALUES)] public bool overrideMatValues = true;
+
+ [Header("Main light cookie clouds")]
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_COOKIECLOUDS)] public bool cookieClouds = false;
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_ADDITIONALCOOKIESIZE)] public Vector2 additionalCookieSize = new Vector2(20, 20);
+
+ private VolumetricLightManager _VLManager;
+ private Material mainlightCookieWriterMat;
+ private bool _hasStarted = false;
+ private bool _cookieCloudsUsed = false;
+
+ /**
+ Push cloud values to VLManager and also to materials if 'overrideMatValues' is true. Refresh cookie clouds if used.
+ */
+ public void ApplyChanges()
+ {
+ if (overrideMatValues && Materials.Length > 0)
+ SetMaterialValues();
+
+ SyncVLManagerClouds();
+ if (cookieClouds)
+ MainlightCookieHandler.Refresh();
+
+ }
+
+ public void SyncDisplayChanges()
+ {
+ if (cookieClouds)
+ MainlightCookieHandler.ApplySettings();
+ }
+
+
+ private void SetMaterialValues()
+ {
+ foreach (Material mat in Materials)
+ {
+ mat.SetFloat("_Cloud_Density", cloudScale);
+ mat.SetVector("_Cloud_Movement", cloudMovement);
+ mat.SetFloat("_Cloud_Strength", cloudStrength);
+ mat.SetFloat("_Cloud_Cover", cloudCoverage);
+ mat.SetFloat("_Cloud_Change", cloudChange);
+ mat.SetVector("_Cloud_Step", cloudStep);
+ mat.SetFloat("_Shades", shades);
+ mat.SetFloat("_Brightness", brightness);
+ mat.SetFloat("_MinimumDarkness", miminumDarkness);
+ }
+ }
+
+
+ private void SyncVLManagerClouds()
+ {
+ _VLManager.dataWriterAdditive = ((1.12f + (brightness / shades)) - cloudStrength)+0.005f;
+ _VLManager.dataWriterMultiplier = cloudStrength;
+ _VLManager.brightness = 0.25f * (-0.49f*shades+1.95f);
+
+ _VLManager.lightRamps = (int)shades;
+ _VLManager.cloudCoverage = cloudCoverage;
+ _VLManager.cloudScale = cloudScale;
+ _VLManager.cloudChange = cloudChange;
+ _VLManager.cloudMovement = cloudMovement;
+ _VLManager.cloudStep = cloudStep;
+ }
+
+ void OnEnable()
+ {
+ if (_hasStarted)
+ {
+ _VLManager.SetCloudManager(this, true);
+ if (cookieClouds)
+ {
+ MainlightCookieHandler.Init();
+ }
+ }
+ }
+
+
+ [HideInInspector] private Vector2 previousAdditionalSize = new Vector2(-9999999, -9999999);
+ void Update()
+ {
+ if (cookieClouds)
+ {
+ if (previousAdditionalSize != additionalCookieSize)
+ {
+ // MainlightCookieHandler.additiveAdjustment = VolumetricLightResources.GetMainlightCookieMaterialAdditiveAdjustValue(shades);
+
+ MainlightCookieHandler.additionalCookieSizeWorldUnit = additionalCookieSize;
+ MainlightCookieHandler.ApplySettings();
+ previousAdditionalSize = additionalCookieSize;
+ }
+
+ MainlightCookieHandler.DrawCookie();
+ _cookieCloudsUsed = true;
+ } else if (_cookieCloudsUsed)
+ {
+ previousAdditionalSize = new Vector2(-9999999, -9999999);
+ MainlightCookieHandler.CheckRemoveCookie();
+ _cookieCloudsUsed = false;
+ }
+ }
+
+ void OnDisable()
+ {
+ _VLManager.SetCloudManager(this, false);
+ }
+
+
+ void Start()
+ {
+ _VLManager = FindFirstObjectByType();
+ ApplyChanges();
+ _hasStarted = true;
+ _VLManager.SetCloudManager(this, true);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Scripts/CloudManager.cs.meta b/Assets/Critter Volumetric Lighting/Scripts/CloudManager.cs.meta
new file mode 100644
index 000000000..78f9e914b
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/CloudManager.cs.meta
@@ -0,0 +1,18 @@
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+guid: e4d51a812d712c649bdb962dd6a598d2
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Scripts/CloudManager.cs
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Editor.meta b/Assets/Critter Volumetric Lighting/Scripts/Editor.meta
new file mode 100644
index 000000000..f66905892
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Editor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c9927f42feb8a704e9772ad130272386
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Editor/VolumetricLightEditorButtons.cs b/Assets/Critter Volumetric Lighting/Scripts/Editor/VolumetricLightEditorButtons.cs
new file mode 100644
index 000000000..225f251f2
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Editor/VolumetricLightEditorButtons.cs
@@ -0,0 +1,32 @@
+using UnityEngine;
+using UnityEditor;
+
+namespace CritterVolumetricLighting
+{
+ [CustomEditor(typeof(VolumetricLightManager))]
+ public class VolumetricLightEditorButtons : Editor
+ {
+ public override void OnInspectorGUI()
+ {
+ base.OnInspectorGUI();
+
+ if (EditorApplication.isPlaying)
+ {
+ VolumetricLightManager vLManager = (VolumetricLightManager)target;
+
+ if (GUILayout.Button("Apply settings"))
+ {
+ Debug.Log("Changes applied.");
+ vLManager.ApplySettings();
+ }
+ } else
+ {
+ if (GUILayout.Button("Apply settings"))
+ {
+ Debug.Log("Volumetric lighting can be seen in play mode.");
+ }
+ }
+
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Editor/VolumetricLightEditorButtons.cs.meta b/Assets/Critter Volumetric Lighting/Scripts/Editor/VolumetricLightEditorButtons.cs.meta
new file mode 100644
index 000000000..f82232bab
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Editor/VolumetricLightEditorButtons.cs.meta
@@ -0,0 +1,18 @@
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+guid: 4165af57669511543845a5ec9dc07e89
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+ userData:
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+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Scripts/Editor/VolumetricLightEditorButtons.cs
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils.meta b/Assets/Critter Volumetric Lighting/Scripts/Utils.meta
new file mode 100644
index 000000000..51d447bbb
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: f6957122ad934f2479757f8cf6121d39
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/CloudAnchor.cs b/Assets/Critter Volumetric Lighting/Scripts/Utils/CloudAnchor.cs
new file mode 100644
index 000000000..ff6f8a81a
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/CloudAnchor.cs
@@ -0,0 +1,263 @@
+using UnityEngine;
+using System.Collections.Generic;
+using System.Linq;
+
+namespace CritterVolumetricLighting
+{
+ /**
+ Helper library for VolumetricLightManager.
+ This class is responsible for the anchor transform that is used to precompute some values and angles for the godray shader.
+ */
+ public static class CloudAnchor
+ {
+ public static Vector3 planeOrigo = Vector3.zero;
+
+
+ private static VolumetricLightManager _vLManager;
+ private static Camera _mainCamera;
+ private static Material _godrayMatRef;
+ private static Transform _sunTrans;
+ private static Transform _anchorTrans;
+
+ private static Vector3 _projectionDirUvX;
+ private static Vector3 _projectionDirUvY;
+ private static Vector3 _sunProjectionOnScreen;
+
+ private static float _radius;
+ private static float _textureLengthWorldUnits;
+ private static float _projectionWidth;
+ private static float _projectionLen;
+
+
+ public static void Init(Transform sunTransParam, Transform anchorTransParam, Camera mainCameraParam, float radiusParam, float textureLengthParam, ref Material godrayMat, VolumetricLightManager vLManager)
+ {
+ CheckDebugReferences(true);
+ _godrayMatRef = godrayMat;
+ _sunTrans = sunTransParam;
+ _anchorTrans = anchorTransParam;
+ _mainCamera = mainCameraParam;
+ _radius = radiusParam;
+ _textureLengthWorldUnits = textureLengthParam;
+ _vLManager = vLManager;
+
+ UpdateAnchorScale();
+ }
+
+
+ public static void UpdateAnchorScale()
+ {
+ _anchorTrans.localScale = new Vector3(VolumetricLightResources.GetCameraDiagonalWorldUnits() / 10, 1, VolumetricLightResources.GetPlaneHeightWorldUnits() / 10);
+ }
+
+ public static void UpkeepAnchor()
+ {
+ SetAnchorRotationAndPosition();
+ CalculateAnchorValues();
+ }
+
+ public static void DrawGodrayArea()
+ {
+ CheckDebugReferences();
+ float screenHeightWorldUnits = _mainCamera.orthographicSize * 2;
+ float screenWidthWorldUnits = screenHeightWorldUnits * _mainCamera.aspect;
+ Vector3 halfRight = _mainCamera.transform.right * screenWidthWorldUnits * 0.5f;
+ Vector3 halfUp = _mainCamera.transform.up * screenHeightWorldUnits * 0.5f;
+
+ Vector3 godrayNearCLipPosition = _mainCamera.transform.position
+ + _mainCamera.transform.forward * _vLManager.cloudAreaNearClipPlane;
+ Vector3 godrayFarClipPosition = _mainCamera.transform.position
+ + _mainCamera.transform.forward * _vLManager.cloudAreaFarClipPlane;
+ Vector3 cameraNearClipPosition = _mainCamera.transform.position
+ + _mainCamera.transform.forward * _mainCamera.nearClipPlane;
+ Vector3 cameraFarClipPosition = _mainCamera.transform.position
+ + _mainCamera.transform.forward * _mainCamera.farClipPlane;
+
+
+ Vector3 godrayNearClipTopLeft = godrayNearCLipPosition + halfUp - halfRight;
+ Vector3 godrayNearClipTopRight = godrayNearCLipPosition + halfUp + halfRight;
+ Vector3 godrayNearClipBottomLeft = godrayNearCLipPosition - halfUp - halfRight;
+ Vector3 godrayNearClipBottomRight = godrayNearCLipPosition - halfUp + halfRight;
+
+ Vector3 godrayFarClipTopLeft = godrayFarClipPosition + halfUp - halfRight;
+ Vector3 godrayFarClipTopRight = godrayFarClipPosition + halfUp + halfRight;
+ Vector3 godrayFarClipBottomLeft = godrayFarClipPosition - halfUp - halfRight;
+ Vector3 godrayFarClipBottomRight = godrayFarClipPosition - halfUp + halfRight;
+
+ Vector3 cameraNearClipTopLeft = cameraNearClipPosition + halfUp - halfRight;
+ Vector3 cameraNearClipTopRight = cameraNearClipPosition + halfUp + halfRight;
+ Vector3 cameraNearClipBottomLeft = cameraNearClipPosition - halfUp - halfRight;
+ Vector3 cameraNearClipBottomRight = cameraNearClipPosition - halfUp + halfRight;
+
+ Vector3 cameraFarClipTopLeft = cameraFarClipPosition + halfUp - halfRight;
+ Vector3 cameraFarClipTopRight = cameraFarClipPosition + halfUp + halfRight;
+ Vector3 cameraFarClipBottomLeft = cameraFarClipPosition - halfUp - halfRight;
+ Vector3 cameraFarClipBottomRight = cameraFarClipPosition - halfUp + halfRight;
+
+ Gizmos.color = Color.green;
+ Gizmos.DrawLine(godrayNearClipTopLeft, godrayNearClipTopRight);
+ Gizmos.DrawLine(godrayNearClipTopRight, godrayNearClipBottomRight);
+ Gizmos.DrawLine(godrayNearClipBottomRight, godrayNearClipBottomLeft);
+ Gizmos.DrawLine(godrayNearClipBottomLeft, godrayNearClipTopLeft);
+
+ Gizmos.color = Color.red;
+ Gizmos.DrawLine(godrayFarClipTopLeft, godrayFarClipTopRight);
+ Gizmos.DrawLine(godrayFarClipTopRight, godrayFarClipBottomRight);
+ Gizmos.DrawLine(godrayFarClipBottomRight, godrayFarClipBottomLeft);
+ Gizmos.DrawLine(godrayFarClipBottomLeft, godrayFarClipTopLeft);
+
+ Gizmos.color = Color.yellow;
+ Gizmos.DrawLine(godrayNearClipTopLeft, cameraFarClipTopLeft);
+ Gizmos.DrawLine(godrayNearClipTopRight, cameraFarClipTopRight);
+ Gizmos.DrawLine(godrayNearClipBottomRight, cameraFarClipBottomRight);
+ Gizmos.DrawLine(godrayNearClipBottomLeft, cameraFarClipBottomLeft);
+
+ Gizmos.color = Color.gray;
+ Gizmos.DrawLine(cameraNearClipTopLeft, cameraNearClipTopRight);
+ Gizmos.DrawLine(cameraNearClipTopRight, cameraNearClipBottomRight);
+ Gizmos.DrawLine(cameraNearClipBottomRight, cameraNearClipBottomLeft);
+ Gizmos.DrawLine(cameraNearClipBottomLeft, cameraNearClipTopLeft);
+ Gizmos.DrawLine(cameraNearClipTopLeft, godrayNearClipTopLeft);
+ Gizmos.DrawLine(cameraNearClipTopRight, godrayNearClipTopRight);
+ Gizmos.DrawLine(cameraNearClipBottomRight, godrayNearClipBottomRight);
+ Gizmos.DrawLine(cameraNearClipBottomLeft, godrayNearClipBottomLeft);
+
+ Gizmos.DrawLine(cameraFarClipTopLeft, cameraFarClipTopRight);
+ Gizmos.DrawLine(cameraFarClipTopRight, cameraFarClipBottomRight);
+ Gizmos.DrawLine(cameraFarClipBottomRight, cameraFarClipBottomLeft);
+ Gizmos.DrawLine(cameraFarClipBottomLeft, cameraFarClipTopLeft);
+ Gizmos.DrawLine(cameraFarClipTopLeft, godrayFarClipTopLeft);
+ Gizmos.DrawLine(cameraFarClipTopRight, godrayFarClipTopRight);
+ Gizmos.DrawLine(cameraFarClipBottomRight, godrayFarClipBottomRight);
+ Gizmos.DrawLine(cameraFarClipBottomLeft, godrayFarClipBottomLeft);
+ }
+
+ public static void SetAnchorRotationAndPosition()
+ {
+ float screenHeightWorldUnits = _mainCamera.orthographicSize * 2;
+ float screenWidthWorldUnits = screenHeightWorldUnits * _mainCamera.aspect;
+ Vector3 halfRight = _mainCamera.transform.right * screenWidthWorldUnits * 0.5f;
+ Vector3 halfUp = _mainCamera.transform.up * screenHeightWorldUnits * 0.5f;
+
+ Vector3 godrayNearCLipPosition = _mainCamera.transform.position
+ + _mainCamera.transform.forward * _vLManager.cloudAreaNearClipPlane;
+ Vector3 godrayFarClipPosition = _mainCamera.transform.position
+ + _mainCamera.transform.forward * _vLManager.cloudAreaFarClipPlane;
+
+ _anchorTrans.position = _mainCamera.transform.position
+ + _vLManager.cloudAreaNearClipPlane * _mainCamera.transform.forward;
+
+ Vector3 fromLowNearToUpFar =
+ ((godrayFarClipPosition - halfUp + halfRight)
+ - (godrayNearCLipPosition - halfUp + halfRight)).normalized;
+
+ Vector3 upSameAngle = Vector3.Cross(fromLowNearToUpFar, _mainCamera.transform.right);
+ Vector3 upDifferentAngle = -_vLManager.mainLightTrans.forward;
+
+ float dot = 1-Vector3.Dot(upSameAngle, upDifferentAngle);
+ float normalizedDot = Mathf.Clamp01((dot + 1) / 2.0f);
+
+ Vector3 upVec = Vector3.Lerp(upSameAngle, upDifferentAngle, normalizedDot);
+ _anchorTrans.rotation = Quaternion.LookRotation(_mainCamera.transform.forward, upVec);
+ }
+
+
+ private static void CheckDebugReferences(bool reset = false)
+ {
+ if (reset)
+ {
+ _vLManager = null;
+ _mainCamera = null;
+ }
+
+ if (_vLManager == null)
+ {
+ _vLManager = GameObject.FindFirstObjectByType();
+ }
+
+ if (_mainCamera == null)
+ {
+ Camera[] cameras = GameObject.FindObjectsByType(FindObjectsSortMode.None);
+ foreach (Camera cam in cameras)
+ {
+ if (cam.tag == "MainCamera")
+ {
+ _mainCamera = cam;
+ break;
+ }
+ }
+ }
+
+ }
+
+ private static void CalculateAnchorValues()
+ {
+ float widthWorldUnits = _radius*2;
+ Vector3 origo = _anchorTrans.right * -0.5f * widthWorldUnits + _anchorTrans.position;
+ _vLManager.planeOrigo = origo;
+ _sunProjectionOnScreen = ProjectVectorOntoPlane(_sunTrans.forward, _mainCamera.transform.forward);
+
+ _godrayMatRef.SetVector("_SunProjectionOnScreen", _sunProjectionOnScreen);
+ _godrayMatRef.SetVector("_planeOrigo", origo);
+ _godrayMatRef.SetVector("_anchorForward", _anchorTrans.forward);
+ _godrayMatRef.SetVector("_anchorPosition", _anchorTrans.position);
+ _godrayMatRef.SetVector("_anchorUp", _anchorTrans.up);
+ _godrayMatRef.SetFloat("_planeWidthWorldUnits", VolumetricLightResources.GetCameraDiagonalWorldUnits());
+ _godrayMatRef.SetFloat("_planeHeightWorldUnits", VolumetricLightResources.GetPlaneHeightWorldUnits());
+
+ /////// Uncomment the line below to debug the area for which cloud data is computed ///////
+ // DebugProjections(origo, widthWorldUnits);
+ }
+
+
+ /**
+ Used to debug area for which cloud data is computed.
+ This method is currently never called.
+ */
+ private static void DebugProjections(Vector3 origo, float widthWorldUnits)
+ {
+ Vector3 bottomRight = origo + _anchorTrans.right * widthWorldUnits;
+ Vector3 topLeft = origo + _anchorTrans.forward * _textureLengthWorldUnits;
+ Vector3 topRight = bottomRight + _anchorTrans.forward * _textureLengthWorldUnits;
+ Vector3 origoPP = ProjectionPosition(origo, _sunTrans.forward);
+ Vector3 bottomRightPP = ProjectionPosition(bottomRight, _sunTrans.forward);
+ Vector3 topLeftPP = ProjectionPosition(topLeft, _sunTrans.forward);
+ Vector3 yDirUvPP = (topLeftPP - origoPP).normalized;
+ Vector3 xDirUvPP = (bottomRightPP - origoPP).normalized;
+ _projectionWidth = (bottomRightPP-origoPP).magnitude;
+ _projectionLen = (topLeftPP-origoPP).magnitude;
+ _projectionDirUvX = xDirUvPP;
+ _projectionDirUvY = yDirUvPP;
+
+ // Basic debug (Projection vectors)
+ Debug.DrawLine(origoPP, topLeftPP, Color.blue);
+ Debug.DrawLine(origoPP, bottomRightPP, Color.blue);
+ Debug.DrawLine(topLeftPP, topLeftPP+xDirUvPP*_projectionWidth, Color.blue);
+ Debug.DrawLine(bottomRightPP, bottomRightPP+yDirUvPP*_projectionLen, Color.blue);
+
+ // Basic debug (World vectors)
+ Debug.DrawLine(origo, topLeft, Color.red);
+ Debug.DrawLine(origo, bottomRight, Color.red);
+ Debug.DrawLine(topLeft, topLeft+_anchorTrans.right*widthWorldUnits, Color.red);
+ Debug.DrawLine(bottomRight, bottomRight+_anchorTrans.forward*_textureLengthWorldUnits, Color.red);
+ Debug.DrawLine(origoPP, origo, Color.yellow);
+ Debug.DrawLine(bottomRightPP, bottomRight, Color.yellow);
+ Debug.DrawLine(topLeftPP, topLeft, Color.yellow);
+ Debug.DrawLine(bottomRightPP+yDirUvPP*_projectionLen, bottomRight+_anchorTrans.forward*_textureLengthWorldUnits, Color.yellow);
+ Debug.DrawLine(_vLManager.mainCamera.transform.position, _vLManager.mainCamera.transform.position + _sunProjectionOnScreen * 3, Color.red);
+ }
+
+ private static Vector3 ProjectVectorOntoPlane(Vector3 vectorToProject, Vector3 planeNormal)
+ {
+ Vector3 projectionOntoNormal = Vector3.Dot(vectorToProject, planeNormal) * planeNormal;
+ Vector3 projectionOntoPlane = vectorToProject - projectionOntoNormal;
+ return projectionOntoPlane.normalized;
+ }
+
+ private static Vector3 ProjectionPosition(Vector3 objPosition, Vector3 sunDirection)
+ {
+ Vector3 offsetVec = (objPosition.y / -sunDirection.y) * sunDirection;
+ Vector3 shadowPosition = new Vector3(objPosition.x + offsetVec.x, 0, objPosition.z + offsetVec.z);
+ return shadowPosition;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/CloudAnchor.cs.meta b/Assets/Critter Volumetric Lighting/Scripts/Utils/CloudAnchor.cs.meta
new file mode 100644
index 000000000..01cfc7055
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/CloudAnchor.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 5d9e2695cc270244a84ed049b604da51
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Scripts/Utils/CloudAnchor.cs
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/MainlightCookieHandler.cs b/Assets/Critter Volumetric Lighting/Scripts/Utils/MainlightCookieHandler.cs
new file mode 100644
index 000000000..db7b1252d
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/MainlightCookieHandler.cs
@@ -0,0 +1,159 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Rendering.Universal;
+
+namespace CritterVolumetricLighting
+{
+ public static class MainlightCookieHandler
+ {
+ private static Light _mainlight;
+ public static Material mainlightCookieWriterMat;
+ public static Vector2 additionalCookieSizeWorldUnit;
+ private static RenderTexture _cookieTexture;
+ private static VolumetricLightManager _vLManager;
+ private static UniversalAdditionalLightData _lightData;
+ private static Vector3 _targetPosition;
+
+
+ private static bool hasInit = false;
+
+ public static void Refresh()
+ {
+ if (hasInit == false)
+ {
+ Init();
+ } else
+ {
+ UpdateCookie(false);
+ }
+ }
+
+ public static void ApplySettings()
+ {
+ if (hasInit == false)
+ {
+ Init();
+ } else
+ {
+ UpdateCookie(true);
+ }
+ }
+
+ /**
+ Initialize values
+ */
+ public static void Init()
+ {
+ MaterialCheck();
+ FindMainLight();
+ VlManagerCheck();
+ UpdateCookie(true);
+ hasInit = true;
+ }
+
+ public static void CheckRemoveCookie()
+ {
+ if (_cookieTexture != null)
+ {
+ _cookieTexture.Release();
+ GameObject.Destroy(_cookieTexture);
+ _cookieTexture = null;
+ }
+ }
+
+
+
+ /**
+ Called continiuously to write the data
+ */
+ public static void DrawCookie()
+ {
+ _targetPosition = VolumetricLightResources.GetCloudShadowCenterPosition();
+ _mainlight.transform.position = _targetPosition;
+
+ UpkeepMaterialValues();
+ Graphics.Blit(null, _cookieTexture, mainlightCookieWriterMat);
+ }
+
+
+ private static void UpkeepMaterialValues()
+ {
+ Transform mainCameraTrans = _vLManager.mainCamera.transform;
+ mainlightCookieWriterMat.SetVector("_Cookie_Position", _targetPosition);
+
+ mainlightCookieWriterMat.SetVector("_PlaneRight", _mainlight.transform.right);
+ mainlightCookieWriterMat.SetVector("_PlaneForward", _mainlight.transform.up);
+
+ mainlightCookieWriterMat.SetFloat("_PlaneWidthWorldUnits", _vLManager.planeWidthWorldUnits + additionalCookieSizeWorldUnit.x);
+ mainlightCookieWriterMat.SetFloat("_PlaneLengthWorldUnits", _vLManager.planeHeightWorldUnits + additionalCookieSizeWorldUnit.y);
+ mainlightCookieWriterMat.SetFloat("_CloudScale", _vLManager.cloudScale);
+ mainlightCookieWriterMat.SetFloat("_Cloud_Change", _vLManager.cloudChange);
+ mainlightCookieWriterMat.SetFloat("_CloudCoverage", _vLManager.cloudCoverage);
+ mainlightCookieWriterMat.SetVector("_CloudStep", _vLManager.cloudStep);
+ mainlightCookieWriterMat.SetVector("_CloudMovement", _vLManager.cloudMovement);
+ mainlightCookieWriterMat.SetFloat("_Ramps", _vLManager.lightRamps);
+
+ mainlightCookieWriterMat.SetFloat("_DataWriterMultiplier", _vLManager.dataWriterMultiplier);
+
+ mainlightCookieWriterMat.SetFloat("_DataWriterAdditive", _vLManager.dataWriterAdditive);
+ mainlightCookieWriterMat.SetFloat("_Brigthness", _vLManager.brightness);
+ }
+
+
+ private static void FindMainLight()
+ {
+ _mainlight = VolumetricLightResources.FindMainLight();
+
+ if (_mainlight == null)
+ {
+ Debug.LogWarning("No main light found in the scene.");
+ return;
+ }
+
+ _lightData = _mainlight.GetComponent();
+ }
+
+
+ private static void UpdateCookie(bool increaseAccuracy)
+ {
+ if (increaseAccuracy)
+ {
+ CheckRemoveCookie();
+
+ float pixelLengthWorldUnits = _vLManager.planeHeightWorldUnits / _vLManager.cloudDataResolution;
+ float pixelWidthWorldUnits = _vLManager.planeWidthWorldUnits / VolumetricLightResources.GetTextureWidth(_vLManager.cloudDataResolution);
+
+ Vector2Int additionalCookieSizePixel = new Vector2Int(Mathf.CeilToInt(additionalCookieSizeWorldUnit.x / pixelWidthWorldUnits), Mathf.CeilToInt(additionalCookieSizeWorldUnit.y / pixelLengthWorldUnits));
+ _cookieTexture = VolumetricLightResources.CreateCookieMap(additionalCookieSizePixel);
+
+ _mainlight.cookie = _cookieTexture;
+ }
+
+ _lightData.lightCookieSize = new Vector2(_vLManager.planeWidthWorldUnits + additionalCookieSizeWorldUnit.x, _vLManager.planeHeightWorldUnits + additionalCookieSizeWorldUnit.y);
+ _lightData.lightCookieOffset = new Vector2(0, 0);
+ }
+
+
+ private static void MaterialCheck()
+ {
+ if (mainlightCookieWriterMat == null)
+ {
+ mainlightCookieWriterMat = Resources.Load("MainlightCookieWriter");
+ }
+ }
+
+
+ private static void VlManagerCheck()
+ {
+ if (_vLManager == null)
+ {
+ _vLManager = (VolumetricLightManager)Object.FindFirstObjectByType(typeof(VolumetricLightManager));
+ if (_vLManager == null)
+ {
+ Debug.LogError("VolumetricLightManager not found in the scene.");
+ }
+ }
+ }
+ }
+}
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/MainlightCookieHandler.cs.meta b/Assets/Critter Volumetric Lighting/Scripts/Utils/MainlightCookieHandler.cs.meta
new file mode 100644
index 000000000..3999a36a7
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/MainlightCookieHandler.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: 2b659fe721dc01741b2b8de4529fbe92
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Scripts/Utils/MainlightCookieHandler.cs
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/PreComputedCloudBufferHandler.cs b/Assets/Critter Volumetric Lighting/Scripts/Utils/PreComputedCloudBufferHandler.cs
new file mode 100644
index 000000000..5dc47f9cf
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/PreComputedCloudBufferHandler.cs
@@ -0,0 +1,142 @@
+using UnityEngine;
+
+
+namespace CritterVolumetricLighting
+{
+ static public class PreComputedCloudBufferHandler
+ {
+ private static ComputeShader _computeShader;
+ private static VolumetricLightManager _vlManager;
+
+ private static RenderTexture _cloudDataTexture;
+ private static RenderTexture _preComputedTexture;
+
+ private static Material _vLMat;
+ private static int _screenHeight, _screenWidth;
+
+ private static int _mainCSKernel;
+ private static int _clearerKernel;
+
+ private static Vector2Int _preCalcTextBounds;
+
+ private static int _n; // 'N' is the amount of pixels on Y axis in the precomputed cloud data texture. Each individual pixel in this texture represents a chunk of pixels in the raw cloud data texture. X in this texture is same as in raw texture
+ private static int _nSizeInCloudDataTex;
+
+ private static bool _firstInit = false;
+
+ public static RenderTexture Init(ref RenderTexture cloudTexture, VolumetricLightManager vlManager)
+ {
+ _vlManager = vlManager;
+ _cloudDataTexture = cloudTexture;
+
+ if (!_firstInit) {
+ _computeShader = Resources.Load("CloudTexturePreCalculationCS");
+ _mainCSKernel = _computeShader.FindKernel("CSMain");
+ _clearerKernel = _computeShader.FindKernel("ClearKernel");
+ _firstInit = true;
+ }
+
+ _n = CalculateN(cloudTexture.width, cloudTexture.height);
+ _nSizeInCloudDataTex = Mathf.CeilToInt(cloudTexture.height / _n);
+
+ GetPreCalTextBounds();
+ InitPreCalcTexture(vlManager);
+ InitCs();
+
+ RunCS();
+ return _preComputedTexture;
+ }
+
+ /**
+ Calculates optimal amount of splits for the precomputed cloud data texture that maximizes optimization benefits.
+ N needs to be dividable by 8 and the texture width needs to be dividable by N.
+
+ The final N is as close to the most performatic "ideal N" as possible, while still adhering to the constraints described above.
+ */
+ private static int CalculateN(int dataTextureWidth, int dataTextureHeight)
+ {
+ int nIdeal = VolumetricLightResources.GetIdealN(dataTextureHeight);
+ int n = 16;
+ bool foundOptimal = false;
+ for (int i = 0; i < 8; i++)
+ {
+ float investigatedN = nIdeal + i * 8;
+ if (dataTextureWidth % investigatedN == 0)
+ {
+ foundOptimal = true;
+ n = Mathf.RoundToInt(investigatedN);
+ break;
+ }
+ }
+
+ // Because texture width is configured to be compatible with optimization, nearest optimal N should be quite close to ideal N.
+ // Exhausting all combinations of screen and data resolutions did not find a single case where optimal was not found.
+ // Still... If for some reason optimal is not found, we can try to find a working but slightly suboptimal solution.
+ if (!foundOptimal)
+ {
+ int iterationsToIdealN = Mathf.RoundToInt((nIdeal - 8) / 8);
+ bool foundSubOptimalN = false;
+
+ for (int i = 0; i < iterationsToIdealN; i++)
+ {
+ float investigatedN = nIdeal - i * 8;
+ if (dataTextureWidth % investigatedN == 0)
+ {
+ foundSubOptimalN = true;
+ n = Mathf.RoundToInt(investigatedN);
+ break;
+ }
+ }
+
+ if (!foundSubOptimalN)
+ {
+ Debug.LogWarning("Stylized Volumetric Lighting could not properly optimize the sampling of Clouds with this screen resolution. Artifacts in cloud shadows may occur in some cases.");
+ }
+ }
+ return n;
+ }
+
+ private static void InitPreCalcTexture(VolumetricLightManager vlManager)
+ {
+ if (_preComputedTexture != null)
+ {
+ _preComputedTexture.Release();
+ _preComputedTexture = null;
+ }
+
+ _preComputedTexture = new RenderTexture(_preCalcTextBounds.x, _preCalcTextBounds.y, 0, RenderTextureFormat.ARGB64);
+ _preComputedTexture.wrapMode = TextureWrapMode.Clamp;
+ _preComputedTexture.filterMode = FilterMode.Point;
+ _preComputedTexture.enableRandomWrite = true;
+ _preComputedTexture.Create();
+
+ _vLMat = vlManager.godrayMat;
+ _vLMat.SetFloat("_PreCalcN", _n);
+ _vLMat.SetFloat("_PreCalcWorldUnitSizeN", VolumetricLightResources.GetPlaneHeightWorldUnits() / _n);
+ _vLMat.SetTexture("_PreComputedTexture", _preComputedTexture);
+ }
+
+ private static void GetPreCalTextBounds()
+ {
+ int textureHeight = _n;
+ int textureWidth = _vlManager.cloudDataTexture.width;
+ _preCalcTextBounds = new Vector2Int(textureWidth, textureHeight);
+ }
+
+
+ private static void InitCs()
+ {
+ _computeShader.SetTexture(_clearerKernel, "_PreCalcTexture", _preComputedTexture);
+ _computeShader.SetTexture(_mainCSKernel, "_PreCalcTexture", _preComputedTexture);
+ _computeShader.SetTexture(_mainCSKernel, "_CloudShadowMap", _cloudDataTexture);
+ _computeShader.SetFloat("_nSizeInCloudDataTex", _nSizeInCloudDataTex);
+ }
+
+
+ public static void RunCS()
+ {
+ _computeShader.Dispatch(_clearerKernel, _preCalcTextBounds.x / 8, _preCalcTextBounds.y / 8, 1);
+ _computeShader.Dispatch(_mainCSKernel, _preCalcTextBounds.x / 8, _preCalcTextBounds.y / 8, 1);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/PreComputedCloudBufferHandler.cs.meta b/Assets/Critter Volumetric Lighting/Scripts/Utils/PreComputedCloudBufferHandler.cs.meta
new file mode 100644
index 000000000..2441053af
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/PreComputedCloudBufferHandler.cs.meta
@@ -0,0 +1,18 @@
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+guid: 70569c2616708d1418d63eb037e21346
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Scripts/Utils/PreComputedCloudBufferHandler.cs
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/ProjectionLib.cs b/Assets/Critter Volumetric Lighting/Scripts/Utils/ProjectionLib.cs
new file mode 100644
index 000000000..ab6bf83db
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/ProjectionLib.cs
@@ -0,0 +1,122 @@
+using UnityEngine;
+using System.Collections.Generic;
+
+namespace CritterVolumetricLighting
+{
+ public static class ProjectionLib
+ {
+ public static Vector3 FindIntersectionWithPlane(Vector3 inspectDirection, Vector3 inspectPoint, Vector3 planePoint, Vector3 planeNormal)
+ {
+ float denominator = Vector3.Dot(planeNormal, inspectDirection);
+
+ if (Mathf.Approximately(denominator, 0f))
+ {
+ return inspectPoint;
+ }
+ Vector3 startToPlanePoint = planePoint - inspectPoint;
+ float t = Vector3.Dot(planeNormal, startToPlanePoint) / denominator;
+ Vector3 intersection = inspectPoint + inspectDirection * t;
+ return intersection;
+ }
+
+
+ private static Vector2 ReverseEngineerUV(Vector3 positionOnPlane, Vector3 planeOrigo, Vector3 anchorPosition, Vector3 anchorForward,
+ float planeWidthWorldUnits, float planeHeightWorldUnits)
+ {
+ Vector3 posOnRelAxisX = FindIntersectionWithPlane(-anchorForward, positionOnPlane, anchorPosition, -anchorForward);
+
+ Vector3 compX = (posOnRelAxisX - planeOrigo);
+ Vector3 compY = (positionOnPlane - posOnRelAxisX);
+
+ float compXLen = compX.magnitude;
+ float compYLen = compY.magnitude;
+
+ float xUV = compXLen / planeWidthWorldUnits;
+ float yUV = compYLen / planeHeightWorldUnits;
+
+ Vector2 uv = new Vector2(xUV, yUV);
+
+ return uv;
+ }
+
+ public static Vector2 PositionToUV(Vector3 inputPosition, Vector3 sunForward, Vector3 anchorPosition, Vector3 anchorUp, Vector3 planeOrigo, Vector3 anchorForward,
+ float planeWidthWorldUnits, float planeHeightWorldUnits)
+ {
+ Vector3 pointOnPlane = FindIntersectionWithPlane(-sunForward, inputPosition, anchorPosition, anchorUp);
+
+ return ReverseEngineerUV(pointOnPlane, planeOrigo, anchorPosition, anchorForward, planeWidthWorldUnits, planeHeightWorldUnits);
+ }
+
+ public static Vector3 ProjectVectorOntoPlane(Vector3 vectorToProject, Vector3 planeNormal)
+ {
+ Vector3 projectionOntoNormal = Vector3.Dot(vectorToProject, planeNormal) * planeNormal;
+ Vector3 projectionOntoPlane = vectorToProject - projectionOntoNormal;
+ return projectionOntoPlane.normalized;
+ }
+
+ public static Vector3 ProjectPointOntoPlane(Vector3 point, Vector3 planeNormal, Vector3 planePoint)
+ {
+ Vector3 displacement = point - planePoint;
+ float distance = Vector3.Dot(displacement, planeNormal.normalized);
+ return point - planeNormal.normalized * distance;
+ }
+
+ public static Vector2Int CalculateLongestFrustumAxis(List frustumPoints)
+ {
+ Vector2Int longestAxis = Vector2Int.zero;
+ float longestDistance = 0f;
+ for (int i = 0; i <= 1; i++)
+ {
+ float distance2 = Vector3.Distance(frustumPoints[2+i], frustumPoints[4+i]);
+ float distance3 = Vector3.Distance(frustumPoints[2+i], frustumPoints[6+i]);
+
+ if (distance2 > longestDistance) {
+ longestDistance = distance2;
+ longestAxis = new Vector2Int(2+i, 4+i);
+ }
+
+ if (distance3 > longestDistance) {
+ longestDistance = distance3;
+ longestAxis = new Vector2Int(2+i, 6+i);
+ }
+ }
+
+ return longestAxis;
+ }
+
+ static public Vector3 CalculateRightVector(Vector3 forward)
+ {
+ Vector3 upWorld = Vector3.up;
+ Vector3 right = Vector3.Cross(forward, upWorld);
+
+ if (right.sqrMagnitude < 0.0001) // If right vector is nearly zero due to parallel vectors
+ {
+ // Use another vector that is guaranteed not to be parallel
+ right = Vector3.Cross(forward, Vector3.right);
+ if (right.sqrMagnitude < 0.0001) // Check again
+ {
+ right = Vector3.Cross(forward, Vector3.forward);
+ }
+ }
+
+ return right.normalized;
+ }
+
+ static public Vector3 CalculateUpVector(Vector3 forward, Vector3 directionalLightForward)
+ {
+ Vector3 right = CalculateRightVector(forward);
+ Vector3 up = Vector3.Cross(right, forward);
+
+ // Align 'up' more closely with the light's forward direction without breaking the orthogonality
+ Vector3 projectedLightForward = Vector3.ProjectOnPlane(directionalLightForward, forward);
+ float angle = Vector3.Angle(up, projectedLightForward);
+
+ if (angle > 0.0001 && angle < 179.9999) // Avoid aligning if already aligned or directly opposite
+ {
+ up = projectedLightForward.normalized;
+ }
+
+ return up;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/ProjectionLib.cs.meta b/Assets/Critter Volumetric Lighting/Scripts/Utils/ProjectionLib.cs.meta
new file mode 100644
index 000000000..8c20838dc
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/ProjectionLib.cs.meta
@@ -0,0 +1,18 @@
+fileFormatVersion: 2
+guid: d3f5de13c79ca2c4e9e0e3cb66d16ba3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Scripts/Utils/ProjectionLib.cs
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightMaterialHandler.cs b/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightMaterialHandler.cs
new file mode 100644
index 000000000..be579a627
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightMaterialHandler.cs
@@ -0,0 +1,133 @@
+using UnityEngine;
+
+namespace CritterVolumetricLighting
+{
+ /**
+ Helper library for VolumetricLightManager.
+ This class is used push values to godray materials.
+ */
+ public static class VolumetricLightMaterialHandler
+ {
+ private static VolumetricLightManager _vLManager;
+
+ public static void Init(VolumetricLightManager vLManager)
+ {
+ _vLManager = vLManager;
+
+ ApplySettings();
+ UpkeepProperties();
+
+ _vLManager.godrayMat.SetTexture("_CloudDataTexture", _vLManager.cloudDataTexture);
+ }
+
+
+ public static void UpkeepProperties()
+ {
+ UpkeepDataWriterProp();
+ UpkeepGodrayMatProp();
+ }
+
+ public static void DrawCloudData()
+ {
+ Graphics.Blit(null, _vLManager.cloudDataTexture, _vLManager.cloudDataWriterMat);
+ }
+
+ public static void ApplySettings()
+ {
+ UpdateDataWriterProp();
+ UpdateGodrayMatProp();
+ }
+
+ //////////////////////////////////////////////////////
+ ////////////////// DATA WRITER //////////////////
+ //////////////////////////////////////////////////////
+
+ private static void UpdateDataWriterProp()
+ {
+ _vLManager.cloudDataWriterMat.SetFloat("_PlaneWidthWorldUnits", _vLManager.planeWidthWorldUnits);
+ _vLManager.cloudDataWriterMat.SetFloat("_PlaneLengthWorldUnits", _vLManager.planeHeightWorldUnits);
+ _vLManager.cloudDataWriterMat.SetFloat("_CloudScale", _vLManager.cloudScale);
+ _vLManager.cloudDataWriterMat.SetFloat("_Cloud_Change", _vLManager.cloudChange);
+ _vLManager.cloudDataWriterMat.SetVector("_CloudStep", _vLManager.cloudStep);
+ _vLManager.cloudDataWriterMat.SetVector("_CloudMovement", _vLManager.cloudMovement);
+ _vLManager.cloudDataWriterMat.SetFloat("_Ramps", _vLManager.lightRamps);
+
+ _vLManager.cloudDataWriterMat.SetFloat("_DataWriterMultiplier", _vLManager.dataWriterMultiplier);
+ _vLManager.cloudDataWriterMat.SetFloat("_DataWriterAdditive", _vLManager.dataWriterAdditive);
+ _vLManager.cloudDataWriterMat.SetFloat("_Brigthness", _vLManager.brightness);
+
+ }
+
+ private static void UpkeepDataWriterProp()
+ {
+ _vLManager.cloudDataWriterMat.SetVector("_PlaneRight", -_vLManager.anchorTrans.right);
+ _vLManager.cloudDataWriterMat.SetVector("_CameraPos", _vLManager.mainCamera.transform.position);
+ _vLManager.cloudDataWriterMat.SetVector("_PlaneForward", -_vLManager.anchorTrans.forward);
+ float cameraSunDot = Vector3.Dot(_vLManager.mainCamera.transform.forward, _vLManager.mainLightTrans.forward);
+ _vLManager.cloudDataWriterMat.SetFloat("_CloudCoverage", _vLManager.cloudCoverage);
+
+ Vector3 planeMid = _vLManager.anchorTrans.position +
+ _vLManager.anchorTrans.forward * _vLManager.planeHeightWorldUnits / 2;
+
+ _vLManager.cloudDataWriterMat.SetVector("_AnchorMid", planeMid);
+ }
+
+ //////////////////////////////////////////////////////
+ ////////////////// GODRAY MAT //////////////////
+ //////////////////////////////////////////////////////
+
+ private static void UpdateGodrayMatProp()
+ {
+ _vLManager.godrayMat.SetFloat("_planeWidthWorldUnits", _vLManager.planeWidthWorldUnits);
+ _vLManager.godrayMat.SetFloat("_planeHeightWorldUnits", _vLManager.planeHeightWorldUnits);
+ _vLManager.godrayMat.SetFloat("_planeWidthPixels", _vLManager.cloudDataTexture.width);
+ _vLManager.godrayMat.SetFloat("_planeHeightPixels", _vLManager.cloudDataTexture.height);
+ _vLManager.godrayMat.SetFloat("_ScreenWidthWorldUnits", _vLManager.screenWidthWorldUnits);
+ _vLManager.godrayMat.SetFloat("_ScreenHeightWorldUnits", _vLManager.screenHeightWorldUnits);
+ _vLManager.godrayMat.SetFloat("_pixelUvLen", 1.0f / _vLManager.cloudDataTexture.height);
+ _vLManager.godrayMat.SetFloat("_NearPlane", _vLManager.mainCamera.nearClipPlane);
+ _vLManager.godrayMat.SetFloat("_CloudNearClipPlane", _vLManager.cloudAreaNearClipPlane);
+ _vLManager.godrayMat.SetFloat("_FarPlane", _vLManager.mainCamera.farClipPlane);
+
+ if (_vLManager.mainCamera.targetTexture != null) {
+ _vLManager.godrayMat.SetFloat("ScreenWidthPixels", _vLManager.mainCamera.targetTexture.width);
+ _vLManager.godrayMat.SetFloat("ScreenHeightPixels", _vLManager.mainCamera.targetTexture.height);
+ } else {
+ _vLManager.godrayMat.SetFloat("ScreenWidthPixels", Screen.width);
+ _vLManager.godrayMat.SetFloat("ScreenHeightPixels", Screen.height);
+ }
+
+ _vLManager.godrayMat.SetFloat("_StepSize", _vLManager.shadowMarchStepSize);
+ _vLManager.godrayMat.SetFloat("_Steps", _vLManager.shadowMarchSteps);
+ _vLManager.godrayMat.SetColor("_GodrayColor", _vLManager.lightColor);
+ _vLManager.godrayMat.SetFloat("_Cells", _vLManager.lightRamps);
+ _vLManager.godrayMat.SetFloat("_ShadowRamps", _vLManager.shadowRamps);
+ _vLManager.godrayMat.SetFloat("_FadeStart", _vLManager.fadeStart);
+ _vLManager.godrayMat.SetFloat("_FadeStrength", _vLManager.fadeStrength);
+ _vLManager.godrayMat.SetFloat("_ShadowStrength", _vLManager.shadowStrength*1.25f);
+ _vLManager.godrayMat.SetFloat("_Strength", _vLManager.lightStrength);
+ _vLManager.godrayMat.SetFloat("_DirectionalFading", _vLManager.directionalFading);
+ }
+
+ private static void UpkeepGodrayMatProp()
+ {
+ _vLManager.godrayMat.SetVector("_planeOrigo", _vLManager.planeOrigo);
+ _vLManager.godrayMat.SetVector("_anchorForward", _vLManager.anchorTrans.forward);
+ _vLManager.godrayMat.SetVector("_anchorPosition", _vLManager.anchorTrans.position);
+ _vLManager.godrayMat.SetVector("_anchorUp", _vLManager.anchorTrans.up);
+ _vLManager.godrayMat.SetVector("_CameraPos", _vLManager.mainCamera.transform.position);
+ _vLManager.godrayMat.SetVector("_CameraForward", _vLManager.mainCamera.transform.forward);
+ _vLManager.godrayMat.SetVector("_CameraRight", _vLManager.mainCamera.transform.right);
+ _vLManager.godrayMat.SetVector("_CameraUp", _vLManager.mainCamera.transform.up);
+
+ // Hardcoded smoothnes for directional disappearance. It is hardcoded to quite high value because smooth disappearance is difficult to achieve without running into weird clipping or premature disappearance...
+ const float disappearanceSpeed = 12f; // Higher value = more snappy disappearance, lower value = smoother disappearance
+
+ float cameraSunDot = 1-Vector3.Dot(_vLManager.mainCamera.transform.forward, _vLManager.mainLightTrans.forward);
+ float normalizedVisibility = Mathf.Clamp01((cameraSunDot + 1) / 2.0f);
+ float directionalShadowEffect = Mathf.Clamp01((normalizedVisibility - _vLManager.directionalDisappearance) * disappearanceSpeed);
+ _vLManager.godrayMat.SetFloat("_DirectionalShadowEffect", directionalShadowEffect);
+
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightMaterialHandler.cs.meta b/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightMaterialHandler.cs.meta
new file mode 100644
index 000000000..ffd292d2d
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightMaterialHandler.cs.meta
@@ -0,0 +1,18 @@
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+guid: f2a4b1117f0b9e04caefee3dea66d7c9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightMaterialHandler.cs
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightResources.cs b/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightResources.cs
new file mode 100644
index 000000000..4b2d14ceb
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightResources.cs
@@ -0,0 +1,181 @@
+using UnityEngine;
+
+namespace CritterVolumetricLighting
+{
+ static public class VolumetricLightResources
+ {
+ // Tooltips
+ public const string TT_LIGHTCOLOR = "Color of volumetric light.";
+ public const string TT_LIGHTSTRENGTH = "Strength of volumetric light.";
+
+ public const string TT_FADESTART = "Distance from the light source where volumetric light begins to fade.";
+ public const string TT_FADESTRENGTH = "Strength of the fade effect of volumetric light.";
+ public const string TT_DIRECTIONALFADING = "Controls fading of light in the direction of the light source.";
+
+ public const string TT_SHADOWSTRENGTH = "Strength of Unity shadows. Note that clouds are always fully occluded by objects. This value can be used for stylized visuals where shadows are shown always on top of volumetric light.";
+ public const string TT_SHADOWRAMPS = "Number of distinct 'ramps' for shadows.";
+
+ public const string TT_DIRECTIONALDISAPPEARANCE = "How light reacts to the angle between camera and light source. Higher values cause the light to disappear sooner as the camera angle approaches the main light angle."+
+ " This value prevents situations in which beams of light would 'go through' the screen causing weird clipping. This also mimics the natural behaviour of light from the observer's perspective in relation to the sun.";
+ public const string TT_CLOUDAREANEARCLIPPLANE = "Distance from the camera where calculations for clouds begin. The visual appearance of clouds is also affected by 'Cloud Display Distance Threshold'.\n\nNote that the shorter the gap is between the near and far clip planes for clouds, the better the performance and quality will be.";
+ public const string TT_CLOUDAREAFARCLIPPLANE = "Distance from the camera beyond which clouds are no longer calculated.\n\nNote, that the shorter the gap is between the near and far clip planes for clouds, the better the performance and quality will be.";
+ public const string TT_SHOWCLOUDAREAINEDITOR = "Visualize the area between the near and far clip planes for clouds in editor.";
+
+ public const string TT_STEPSIZE = "Length of an individual step in world units when sampling Unity's mainlight shadows. Shorter steps mean more accurate shadow sampling but the shadows might not be sampled very far away from the ground.\n\nNote that this value does not affect accuracy of simulated clouds, which are always displayed as accurately as possible.";
+ public const string TT_SHADOWSTEPS = "How many times are Unity's shadows sampled in a raymarch. This value has a significant effect on performance. The raymarch always begins at the rendered object and moves towards the camera.";
+ public const string TT_CLOUDDATARESOLUTION = "Resolution of cloud data."+
+ " A higher value results in more detailed clouds but at a higher performance cost."
+ +" Instead of increasing resolution, consider shortening the gap between 'Cloud Near Clip Plane' and 'Cloud Far Clip Plane' for better visuals. This area can be visualized in editor by enabling the 'Show Cloud Area In Editor' checkbox. Minimum value is 64.";
+
+ public const string TT_AUTOAPPLYSETTINGS = "Apply settings on every frame."+
+ " Applying settings on every frame comes with a slight performance cost but is useful for visual feedback when adjusting volumetric light values.";
+
+ public const string TT_OVERRIDEMATVALUES = "When settings are applied, should materials' cloud values be set with values defined in this script.";
+
+ public const string TT_COOKIECLOUDS = "Adds a cookie to mainlight which casts the generated clouds. NOTE: this functionality will take over the position of your main light, which in most cases is irrelevant.";
+ public const string TT_ADDITIONALCOOKIESIZE = "This value can be used to enlarge main light's cookie size. This does not affect the 3D God rays in any way, only the cookie size.";
+
+ private static VolumetricLightManager _VLManager;
+
+ public static void Init(VolumetricLightManager vLManager)
+ {
+ _VLManager = vLManager;
+ }
+
+ /**
+ Returns "Ideal N" which represents the number of splits in Pre Computed Cloud Data texture
+ that minimizes the total number of iterations in raymarch.
+ */
+ public static int GetIdealN(int textureHeight)
+ {
+ float nIdealF = Mathf.Sqrt(textureHeight * 1.5f);
+ int nIdeal = Mathf.FloorToInt(nIdealF / 8) * 8;
+ return Mathf.Max(8, nIdeal);
+ }
+
+ /**
+ Texture should be able to be divided by number that is close to IdealN.
+ To ensure this can happen, iterate through textureWidth and find the closest number that can be divided by ideal N.
+ */
+ static public int SnapTextureWidthToNearestOptimal(int textureWidth, int textureHeight)
+ {
+ int idealN = GetIdealN(textureHeight);
+ int goodWidth = textureWidth;
+ bool foundWorkingSolution = false;
+
+ for (int i = 0; i < 16; i++)
+ {
+ int investigatedWidth = textureWidth + i * 8;
+ if (investigatedWidth % idealN == 0)
+ {
+ foundWorkingSolution = true;
+ goodWidth = investigatedWidth;
+ break;
+ }
+ }
+
+ if (!foundWorkingSolution)
+ {
+ Debug.LogWarning("Volumetric Lights could not properly optimize cloud sampling for this screen resolution and Cloud Data Resolution Combination. Artifacts may occur if distance between near and far clip planes is large.");
+ }
+
+ return goodWidth;
+ }
+
+ /**
+ Returns texture width for Cloud Data Texture in pixels.
+ The value is at least the diagonal length of the final render in pixels.
+ This is then rounded up to the nearest multipler of 8 and snapped to the closest value that is compatible with the ideal resolution for the optimization system.
+ */
+ static public int GetTextureWidth(int textureHeight)
+ {
+ float textureWidth;
+ if (_VLManager.mainCamera.targetTexture == null)
+ {
+ textureWidth = Mathf.Sqrt(Screen.width * Screen.width + Screen.height * Screen.height);
+ } else
+ {
+ textureWidth = Mathf.Sqrt(_VLManager.mainCamera.targetTexture.width * _VLManager.mainCamera.targetTexture.width + _VLManager.mainCamera.targetTexture.height * _VLManager.mainCamera.targetTexture.height);
+ }
+ textureWidth = Mathf.CeilToInt(textureWidth / 8) * 8; // Snap the resolution to be increment of 8
+ textureWidth = SnapTextureWidthToNearestOptimal(Mathf.CeilToInt(textureWidth), textureHeight); // Ensure it is compatible with optimization algorithm
+ return Mathf.CeilToInt(textureWidth);
+ }
+
+ static public float GetCameraDiagonalWorldUnits()
+ {
+ float orthoHeight = Camera.main.orthographicSize * 2;
+ float orthoWidth = orthoHeight * Camera.main.aspect;
+ return Mathf.Sqrt(orthoWidth * orthoWidth + orthoHeight * orthoHeight);
+ }
+
+ public static float GetPlaneHeightWorldUnits()
+ {
+ return _VLManager.cloudAreaFarClipPlane - _VLManager.cloudAreaNearClipPlane;
+ }
+
+ static public RenderTexture CreateCloudDataMap()
+ {
+ int textureWidth = GetTextureWidth(_VLManager.cloudDataResolution);
+ RenderTexture newTexture = new RenderTexture(textureWidth, _VLManager.cloudDataResolution, 0, RenderTextureFormat.ARGB64);
+
+ newTexture.enableRandomWrite = true;
+ newTexture.wrapMode = TextureWrapMode.Clamp;
+ newTexture.filterMode = FilterMode.Point;
+ newTexture.Create();
+
+ return newTexture;
+ }
+
+ static public RenderTexture CreateCookieMap(Vector2Int additionalCookieSizePixel)
+ {
+ int textureWidth = GetTextureWidth(_VLManager.cloudDataResolution);
+
+ int textureX = Mathf.Max(64, Mathf.Min(4096, textureWidth + additionalCookieSizePixel.x));
+ int textureY = Mathf.Max(64, Mathf.Min(4096, _VLManager.cloudDataResolution + additionalCookieSizePixel.y));
+
+ RenderTexture newTexture = new RenderTexture(textureX, textureY, 0, RenderTextureFormat.ARGB64);
+
+ newTexture.enableRandomWrite = true;
+ newTexture.wrapMode = TextureWrapMode.Clamp;
+ newTexture.filterMode = FilterMode.Point;
+ newTexture.Create();
+
+ return newTexture;
+ }
+
+ static public Transform FindMainLightTrans()
+ {
+ Light[] lights = GameObject.FindObjectsByType(FindObjectsSortMode.None);
+ foreach (Light light in lights)
+ {
+ if (light.type == LightType.Directional)
+ {
+ return light.transform;
+ }
+ }
+ return null;
+ }
+
+ static public Light FindMainLight()
+ {
+ Light[] lights = GameObject.FindObjectsByType(FindObjectsSortMode.None);
+ foreach (Light light in lights)
+ {
+ if (light.type == LightType.Directional)
+ {
+ return light;
+ }
+ }
+ return null;
+ }
+
+ static public Vector3 GetCloudShadowCenterPosition()
+ {
+ float lengthToMiddle = _VLManager.mainCamera.nearClipPlane + _VLManager.cloudAreaNearClipPlane + _VLManager.planeHeightWorldUnits * 0.5f;
+ return _VLManager.mainCamera.transform.position + _VLManager.mainCamera.transform.forward * lengthToMiddle;
+ }
+
+ }
+}
+
diff --git a/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightResources.cs.meta b/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightResources.cs.meta
new file mode 100644
index 000000000..f4a8f58bf
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/Utils/VolumetricLightResources.cs.meta
@@ -0,0 +1,18 @@
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diff --git a/Assets/Critter Volumetric Lighting/Scripts/VolumetricLightManager.cs b/Assets/Critter Volumetric Lighting/Scripts/VolumetricLightManager.cs
new file mode 100644
index 000000000..03841a2fc
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Scripts/VolumetricLightManager.cs
@@ -0,0 +1,234 @@
+using UnityEngine;
+
+namespace CritterVolumetricLighting
+{
+ /**
+ This script is the interface for godray values.
+ */
+ public class VolumetricLightManager : MonoBehaviour
+ {
+ [Header("Light Settings")]
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_LIGHTCOLOR)]
+ public Color lightColor = new Color(1f, 1f, 0.825f, 0);
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_LIGHTSTRENGTH)]
+ public float lightStrength = 1f;
+ [HideInInspector] public int lightRamps = 5;
+
+ [Header("Fade Settings")]
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_FADESTART)]
+ public float fadeStart = 0.4f;
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_FADESTRENGTH)]
+ public float fadeStrength = 0.33f;
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_DIRECTIONALFADING)]
+ public float directionalFading = 1f;
+
+ [Header("Shadow Settings")]
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_SHADOWSTRENGTH)]
+ public float shadowStrength = 0.6f;
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_SHADOWRAMPS)]
+ public int shadowRamps = 5;
+
+ [Header("Cloud display conditions")]
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_DIRECTIONALDISAPPEARANCE)]
+ public float directionalDisappearance = 0.725f;
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_CLOUDAREANEARCLIPPLANE)]
+ public float cloudAreaNearClipPlane = 5;
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_CLOUDAREAFARCLIPPLANE)]
+ public float cloudAreaFarClipPlane = 65f; // 50
+ [SerializeField] [Tooltip(VolumetricLightResources.TT_SHOWCLOUDAREAINEDITOR)]
+ public bool showCloudAreaInEditor = true;
+
+ [Header("Quality settings")]
+ [Tooltip(VolumetricLightResources.TT_STEPSIZE)] [SerializeField]
+ public float shadowMarchStepSize = 0.18f; // 0.33
+ [Tooltip(VolumetricLightResources.TT_SHADOWSTEPS)] [SerializeField]
+ public int shadowMarchSteps = 48; // 24
+ [Tooltip(VolumetricLightResources.TT_CLOUDDATARESOLUTION)] [SerializeField]
+ public int cloudDataResolution = 700; // 700
+
+ [Header("Apply changes")]
+ [Tooltip(VolumetricLightResources.TT_AUTOAPPLYSETTINGS)] [SerializeField]
+ public bool autoApplySettings = true;
+
+ ////// Non-setting properties //////
+
+ // Cloud manager
+ private CloudManager _cloudManager;
+
+ // Render textures
+ [HideInInspector] public RenderTexture _preComputedCloudTexture;
+ [HideInInspector] public RenderTexture cloudDataTexture;
+
+
+ // Materials
+ [HideInInspector] public Material godrayMat;
+ [HideInInspector] public Material cloudDataWriterMat;
+
+ // Other properties
+ [HideInInspector] public Camera mainCamera;
+ [HideInInspector] public Transform mainLightTrans;
+ [HideInInspector] public Transform anchorTrans;
+
+ [HideInInspector] public Vector3 planeOrigo;
+ [HideInInspector] public Vector2 cloudMovement;
+ [HideInInspector] public Vector2 cloudStep;
+
+ [HideInInspector] public float planeWidthWorldUnits;
+ [HideInInspector] public float planeHeightWorldUnits;
+ [HideInInspector] public float screenWidthWorldUnits;
+ [HideInInspector] public float screenHeightWorldUnits;
+ [HideInInspector] public float cloudCoverage;
+ [HideInInspector] public float cloudScale;
+ [HideInInspector] public float cloudChange;
+
+ [HideInInspector] public float dataWriterMultiplier = 2.7f;
+ [HideInInspector] public float dataWriterAdditive = 0f;
+ [HideInInspector] public float brightness = 0.25f;
+
+ private float _initializedOrthoSize;
+ private float _initializedAspectRatio;
+ private bool _cloudManagerExists = false;
+
+ ////// Unity methods //////
+
+ void Awake()
+ {
+ VolumetricLightResources.Init(this);
+
+ anchorTrans = new GameObject("CloudAnchor").transform;
+ anchorTrans.SetParent(transform);
+
+ cloudDataWriterMat = Resources.Load("CloudDataWriterMat");
+ godrayMat = Resources.Load("VolumetricScreenSpaceLightingMat");
+
+ InitializeVolumetricLights();
+ }
+
+ void OnEnable()
+ {
+ godrayMat.SetFloat("_Enable", 1);
+ }
+ void OnDisable()
+ {
+ godrayMat.SetFloat("_Enable", 0);
+ }
+
+
+ void Update()
+ {
+ if (autoApplySettings)
+ ApplySettings();
+
+ // Ensure that values are correct
+ ValidateCriticalValues();
+ CheckDisplayChanges();
+ CloudAnchor.UpkeepAnchor();
+
+ // Draw cloud data
+ VolumetricLightMaterialHandler.UpkeepProperties();
+ VolumetricLightMaterialHandler.DrawCloudData();
+
+ // Draw precomputed buffer
+ PreComputedCloudBufferHandler.RunCS();
+ }
+
+
+
+ ////// Public methods //////
+
+ /**
+ Applies godray and cloud settings.
+ */
+ public void ApplySettings()
+ {
+ planeWidthWorldUnits = VolumetricLightResources.GetCameraDiagonalWorldUnits();
+ planeHeightWorldUnits = VolumetricLightResources.GetPlaneHeightWorldUnits();
+
+ if (_cloudManagerExists) {
+ _cloudManager.ApplyChanges();
+ }
+
+ VolumetricLightMaterialHandler.ApplySettings();
+ }
+
+ /**
+ Called by CloudManager to inform VolumetricLightManager if clouds should be computed or not.
+ */
+ public void SetCloudManager(CloudManager cloudManager, bool exists)
+ {
+ _cloudManagerExists = exists;
+ if (_cloudManagerExists)
+ {
+ _cloudManager = cloudManager;
+ godrayMat.EnableKeyword("_USECLOUDS");
+ } else
+ {
+ godrayMat.DisableKeyword("_USECLOUDS");
+ }
+ }
+
+ /**
+ Creates rendertextures and computes constant values from scratch.
+ This is used when the scene is loaded or when the screen aspect ratio or resolution changes at runtime for example.
+ */
+ public void InitializeVolumetricLights()
+ {
+ mainCamera = Camera.main;
+ if (cloudDataTexture != null) {
+ cloudDataTexture.Release();
+ cloudDataTexture = null;
+ }
+
+ cloudDataTexture = VolumetricLightResources.CreateCloudDataMap();
+ mainLightTrans = VolumetricLightResources.FindMainLightTrans();
+
+ planeWidthWorldUnits = VolumetricLightResources.GetCameraDiagonalWorldUnits();
+ planeHeightWorldUnits = VolumetricLightResources.GetPlaneHeightWorldUnits();
+ screenHeightWorldUnits = mainCamera.orthographicSize * 2;
+ screenWidthWorldUnits = screenHeightWorldUnits * mainCamera.aspect;
+
+ // Ready to initialize support classes
+ _preComputedCloudTexture = PreComputedCloudBufferHandler.Init(ref cloudDataTexture, this);
+ CloudAnchor.Init(mainLightTrans, anchorTrans, mainCamera, VolumetricLightResources.GetCameraDiagonalWorldUnits() / 2, VolumetricLightResources.GetPlaneHeightWorldUnits(), ref godrayMat, this);
+ VolumetricLightMaterialHandler.Init(this);
+
+ _initializedOrthoSize = mainCamera.orthographicSize;
+ _initializedAspectRatio = mainCamera.aspect;
+ ApplySettings();
+ }
+
+
+
+ ////// Private methods //////
+
+ private void ValidateCriticalValues()
+ {
+ shadowMarchStepSize = Mathf.Max(0.01f, shadowMarchStepSize);
+ cloudDataResolution = Mathf.Max(64, cloudDataResolution);
+ }
+
+ private void CheckDisplayChanges()
+ {
+ bool resetRequired = _initializedOrthoSize != mainCamera.orthographicSize
+ || _initializedAspectRatio != mainCamera.aspect
+ || cloudDataTexture.height != cloudDataResolution;
+
+ if (resetRequired) {
+ InitializeVolumetricLights();
+
+ if (_cloudManagerExists) {
+ _cloudManager.SyncDisplayChanges();
+ }
+ }
+
+ }
+
+ private void OnDrawGizmos()
+ {
+ if (showCloudAreaInEditor) {
+ CloudAnchor.DrawGodrayArea();
+ }
+ }
+
+ }
+}
diff --git a/Assets/Critter Volumetric Lighting/Scripts/VolumetricLightManager.cs.meta b/Assets/Critter Volumetric Lighting/Scripts/VolumetricLightManager.cs.meta
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new file mode 100644
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new file mode 100644
index 000000000..1ccce6fb2
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diff --git a/Assets/Critter Volumetric Lighting/Shading/Resources/CloudTexturePreCalculationCS.compute b/Assets/Critter Volumetric Lighting/Shading/Resources/CloudTexturePreCalculationCS.compute
new file mode 100644
index 000000000..045f15db3
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Resources/CloudTexturePreCalculationCS.compute
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+#pragma kernel CSMain
+#pragma kernel ClearKernel
+
+
+RWTexture2D _PreCalcTexture;
+RWTexture2D _CloudShadowMap;
+float _nSizeInCloudDataTex;
+
+[numthreads(8,8,1)]
+void CSMain (uint3 id : SV_DispatchThreadID)
+{
+ uint startY = uint(max((id.y - 0) * _nSizeInCloudDataTex, 0));
+ uint endY = uint((id.y + 1) * _nSizeInCloudDataTex) - 1;
+
+
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+ {
+ float currentValue = _CloudShadowMap[uint2(id.x, y)].r;
+ minValue = max(minValue, currentValue);
+ }
+
+ float4 finalColor = float4(minValue, minValue, minValue, 1);
+ _PreCalcTexture[id.xy] = finalColor;
+}
+
+[numthreads(8,8,1)]
+void ClearKernel (uint3 id : SV_DispatchThreadID)
+{
+ _PreCalcTexture[id.xy] = float4(0, 0, 0, 0);
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Shading/Resources/CloudTexturePreCalculationCS.compute.meta b/Assets/Critter Volumetric Lighting/Shading/Resources/CloudTexturePreCalculationCS.compute.meta
new file mode 100644
index 000000000..539365a60
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new file mode 100644
index 000000000..828d568ab
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new file mode 100644
index 000000000..71d0f6d4b
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diff --git a/Assets/Critter Volumetric Lighting/Shading/Resources/VolumetricScreenSpaceLightingMat.mat b/Assets/Critter Volumetric Lighting/Shading/Resources/VolumetricScreenSpaceLightingMat.mat
new file mode 100644
index 000000000..67a964c80
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Resources/VolumetricScreenSpaceLightingMat.mat
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index 000000000..1aa4df852
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diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Graph Sub Shaders/SubGraphs Third-Party/LICENSE b/Assets/Critter Volumetric Lighting/Shading/Shader Graph Sub Shaders/SubGraphs Third-Party/LICENSE
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+MIT License
+
+Copyright (c) 2020 Cyanilux
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
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diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Graphs/MainlightCookieWriter.shadergraph b/Assets/Critter Volumetric Lighting/Shading/Shader Graphs/MainlightCookieWriter.shadergraph
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diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Graphs/VolumetricScreenSpaceLighting.shadergraph.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Graphs/VolumetricScreenSpaceLighting.shadergraph.meta
new file mode 100644
index 000000000..ca76a0d73
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@@ -0,0 +1,17 @@
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+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Shading/Shader Graphs/VolumetricScreenSpaceLighting.shadergraph
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib.meta
new file mode 100644
index 000000000..fd2399a7f
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+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudDataSampler.hlsl b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudDataSampler.hlsl
new file mode 100644
index 000000000..819f04d97
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudDataSampler.hlsl
@@ -0,0 +1,58 @@
+#include "Noise/CloudNoise.hlsl"
+#include "ProjectionLib.hlsl"
+
+/**
+Samples cloud data around an individual uv.
+
+Takes into consideration the difference in how accurately shadows are sampled and how accurately clouds CAN BE sampled.
+Samples clouds as accurately as possible by sampling them around the targetUV based on which shadows are sampled.
+
+ Sampling clouds is significantly cheaper than sampling Unity shadows.
+ In addition, always sampling clouds accurately facilitates the use of low accuracy for shadow sampling
+ which has significant boost on performance.
+*/
+float CloudDataUvSplitSample(Texture2D DataTexture, float2 firstUv, float2 targetUv, float2 shadowStep, float2 pixelStep,
+ float planeWidthPixels, float planeHeightPixels)
+{
+ // Calculate the number of pixel steps that fit within one shadow step, rounded to the nearest larger odd number
+ uint pixelStepsInShadowStep = max(floor(length(shadowStep) / length(pixelStep)), 1);
+ pixelStepsInShadowStep++;
+ if (pixelStepsInShadowStep % 2 == 0) {
+ pixelStepsInShadowStep += 1;
+ }
+ pixelStepsInShadowStep = max(1, pixelStepsInShadowStep);
+
+ float minValue = 100000;
+
+ int halfSteps = (pixelStepsInShadowStep - 1) / 2;
+
+ for (int i = -halfSteps; i <= halfSteps; i++) {
+
+ float2 sampleUv = targetUv + pixelStep * i;
+ sampleUv = float2(sampleUv.x, max(firstUv.y, sampleUv.y));
+
+ float sampleValue = 1-DataTexture[float2(sampleUv.x*planeWidthPixels, sampleUv.y*planeHeightPixels)].r;
+
+ minValue = min(minValue, sampleValue);
+ }
+
+ return minValue;
+}
+
+
+/**
+Sample on position on the cloud data texture.
+*/
+float CloudDataWorldPosSample(Texture2D DataTexture, SamplerState ShadowSampler,
+ float3 sampledWorldPos, float3 sunForward, float3 anchorPosition, float3 anchorUp, float3 planeOrigo, float3 anchorForward,
+ float planeWidthWorldUnits, float planeHeightWorldUnits)
+{
+ float2 uv = PositionToUV(sampledWorldPos, sunForward, anchorPosition,
+ anchorUp, planeOrigo, anchorForward,
+ planeWidthWorldUnits, planeHeightWorldUnits);
+
+ uv = float2(1 - uv.x, 1 - uv.y);
+ float sampledVal = DataTexture.Sample(ShadowSampler, uv).r;
+
+ return 1 - (sampledVal);
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudDataSampler.hlsl.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudDataSampler.hlsl.meta
new file mode 100644
index 000000000..311136307
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+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudDataSampler.hlsl
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudNoise.hlsl b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudNoise.hlsl
new file mode 100644
index 000000000..bc4e92022
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudNoise.hlsl
@@ -0,0 +1,33 @@
+#ifndef CLOUD_NOISE_INCLUDED
+#define CLOUD_NOISE_INCLUDED
+
+#include "SimplexNoise3D.hlsl"
+
+void CloudNoise_half(float2 UV, float Scale, float VerticalSpeed, float2 Step, float Coverage, float Time, out float Sample)
+{
+ // FBX Calculations (Lacunarity, Octaves, Amplitude)
+ float n = snoise(float3(UV * Scale, Time * VerticalSpeed));
+ n += 0.5 * snoise(float3((UV * 2.0 - Step) * Scale, Time * VerticalSpeed));
+ n += 0.25 * snoise(float3((UV * 4.0 - 2.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.125 * snoise(float3((UV * 8.0 - 3.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.0625 * snoise(float3((UV * 16.0 - 4.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.03125 * snoise(float3((UV * 32.0 - 5.0 * Step) * Scale, Time * VerticalSpeed));
+
+ Sample = Coverage + 0.5 * n;
+ return;
+}
+void CloudNoise_float(float2 UV, float Scale, float VerticalSpeed, float2 Step, float Coverage, float Time, out float Sample)
+{
+ // FBX Calculations (Lacunarity, Octaves, Amplitude)
+ float n = snoise(float3(UV * Scale, Time * VerticalSpeed));
+ n += 0.5 * snoise(float3((UV * 2.0 - Step) * Scale, Time * VerticalSpeed));
+ n += 0.25 * snoise(float3((UV * 4.0 - 2.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.125 * snoise(float3((UV * 8.0 - 3.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.0625 * snoise(float3((UV * 16.0 - 4.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.03125 * snoise(float3((UV * 32.0 - 5.0 * Step) * Scale, Time * VerticalSpeed));
+
+ Sample = Coverage + 0.5 * n;
+ return;
+}
+
+#endif
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudNoise.hlsl.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudNoise.hlsl.meta
new file mode 100644
index 000000000..fb9dd97a1
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+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Shading/Shader Lib/CloudNoise.hlsl
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise.meta
new file mode 100644
index 000000000..5abbe25c7
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diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/CloudNoise.hlsl b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/CloudNoise.hlsl
new file mode 100644
index 000000000..7500d714b
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/CloudNoise.hlsl
@@ -0,0 +1,56 @@
+#ifndef CLOUD_NOISE_INCLUDED
+#define CLOUD_NOISE_INCLUDED
+
+#include "SimplexNoise3D.hlsl"
+
+void CloudNoise_half(float2 UV, float Scale, float VerticalSpeed, float2 Step, float Coverage, float Time, out float Sample)
+{
+ // FBX Calculations (Lacunarity, Octaves, Amplitude)
+ float n = snoise(float3(UV * Scale, Time * VerticalSpeed));
+ n += 0.5 * snoise(float3((UV * 2.0 - Step) * Scale, Time * VerticalSpeed));
+ n += 0.25 * snoise(float3((UV * 4.0 - 2.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.125 * snoise(float3((UV * 8.0 - 3.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.0625 * snoise(float3((UV * 16.0 - 4.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.03125 * snoise(float3((UV * 32.0 - 5.0 * Step) * Scale, Time * VerticalSpeed));
+
+ Sample = Coverage + 0.5 * n;
+ return;
+}
+void CloudNoise_float(float2 UV, float Scale, float VerticalSpeed, float2 Step, float Coverage, float Time, out float Sample)
+{
+ // FBX Calculations (Lacunarity, Octaves, Amplitude)
+ float n = snoise(float3(UV * Scale, Time * VerticalSpeed));
+ n += 0.5 * snoise(float3((UV * 2.0 - Step) * Scale, Time * VerticalSpeed));
+ n += 0.25 * snoise(float3((UV * 4.0 - 2.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.125 * snoise(float3((UV * 8.0 - 3.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.0625 * snoise(float3((UV * 16.0 - 4.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.03125 * snoise(float3((UV * 32.0 - 5.0 * Step) * Scale, Time * VerticalSpeed));
+
+ Sample = Coverage + 0.5 * n;
+ return;
+}
+
+
+void FastCloudNoise(float2 UV, float Scale, float VerticalSpeed, float2 Step, float Coverage, float Time, out float Sample)
+{
+ // FBX Calculations (Lacunarity, Octaves, Amplitude)
+ float n = snoise(float3(UV * Scale, Time * VerticalSpeed));
+ n += 0.5 * snoise(float3((UV * 2.0 - Step) * Scale, Time * VerticalSpeed));
+ n += 0.25 * snoise(float3((UV * 4.0 - 2.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.125 * snoise(float3((UV * 8.0 - 3.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.0625 * snoise(float3((UV * 16.0 - 4.0 * Step) * Scale, Time * VerticalSpeed));
+ n += 0.03125 * snoise(float3((UV * 32.0 - 5.0 * Step) * Scale, Time * VerticalSpeed));
+
+ Sample = Coverage + 0.5 * n;
+
+ // int cells = 7;
+ // cells = cells - 1;
+
+ // Sample *= cells;
+ // Sample = floor(Sample);
+ // Sample /= cells;
+
+ return;
+}
+
+#endif
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/CloudNoise.hlsl.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/CloudNoise.hlsl.meta
new file mode 100644
index 000000000..015896715
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+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/CloudNoise.hlsl.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: cb626eb6f1c98b744ab968f066c794b1
+ShaderIncludeImporter:
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+ assetBundleVariant:
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+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/CloudNoise.hlsl
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/SimplexNoise3D.hlsl b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/SimplexNoise3D.hlsl
new file mode 100644
index 000000000..abda01491
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/SimplexNoise3D.hlsl
@@ -0,0 +1,132 @@
+
+/*
+Copyright (C) 2011 by Ashima Arts (Simplex noise)
+Copyright (C) 2011-2016 by Stefan Gustavson (Classic noise and others)
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+
+*/
+
+//
+// Description : Array and textureless GLSL 2D/3D/4D simplex
+// noise functions.
+// Author : Ian McEwan, Ashima Arts.
+// Maintainer : stegu
+// Lastmod : 20201014 (stegu)
+// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
+// Distributed under the MIT License. See LICENSE file.
+// https://github.com/ashima/webgl-noise
+// https://github.com/stegu/webgl-noise
+//
+
+
+float3 mod289(float3 x)
+{
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+float4 mod289(float4 x)
+{
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+float4 permute(float4 x)
+{
+ return mod289(((x * 34.0) + 10.0) * x);
+}
+
+float4 taylorInvSqrt(float4 r)
+{
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+float snoise(float3 v)
+{
+ const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
+ const float4 D = float4(0.0, 0.5, 1.0, 2.0);
+
+ // First corner
+ float3 i = floor(v + dot(v, C.yyy));
+ float3 x0 = v - i + dot(i, C.xxx);
+
+ // Other corners
+ float3 g = step(x0.yzx, x0.xyz);
+ float3 l = 1.0 - g;
+ float3 i1 = min(g.xyz, l.zxy);
+ float3 i2 = max(g.xyz, l.zxy);
+
+ // x0 = x0 - 0.0 + 0.0 * C.xxx;
+ // x1 = x0 - i1 + 1.0 * C.xxx;
+ // x2 = x0 - i2 + 2.0 * C.xxx;
+ // x3 = x0 - 1.0 + 3.0 * C.xxx;
+ float3 x1 = x0 - i1 + C.xxx;
+ float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
+ float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
+
+ // Permutations
+ i = mod289(i);
+ float4 p = permute(permute(permute(
+ i.z + float4(0.0, i1.z, i2.z, 1.0))
+ + i.y + float4(0.0, i1.y, i2.y, 1.0))
+ + i.x + float4(0.0, i1.x, i2.x, 1.0));
+
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+ float n_ = 0.142857142857; // 1.0/7.0
+ float3 ns = n_ * D.wyz - D.xzx;
+
+ float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
+
+ float4 x_ = floor(j * ns.z);
+ float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
+
+ float4 x = x_ * ns.x + ns.yyyy;
+ float4 y = y_ * ns.x + ns.yyyy;
+ float4 h = 1.0 - abs(x) - abs(y);
+
+ float4 b0 = float4(x.xy, y.xy);
+ float4 b1 = float4(x.zw, y.zw);
+
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+ float4 s0 = floor(b0) * 2.0 + 1.0;
+ float4 s1 = floor(b1) * 2.0 + 1.0;
+ float4 sh = -step(h, float4(0.0, 0.0, 0.0, 0.0));
+
+ float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
+ float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
+
+ float3 p0 = float3(a0.xy, h.x);
+ float3 p1 = float3(a0.zw, h.y);
+ float3 p2 = float3(a1.xy, h.z);
+ float3 p3 = float3(a1.zw, h.w);
+
+ //Normalise gradients
+ float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
+ p0 *= norm.x;
+ p1 *= norm.y;
+ p2 *= norm.z;
+ p3 *= norm.w;
+
+ // Mix final noise value
+ float4 m = max(0.5 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
+ m = m * m;
+ return 105.0 * dot(m * m, float4(dot(p0, x0), dot(p1, x1),
+ dot(p2, x2), dot(p3, x3)));
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/SimplexNoise3D.hlsl.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/SimplexNoise3D.hlsl.meta
new file mode 100644
index 000000000..364c71ae4
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@@ -0,0 +1,14 @@
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+ assetPath: Assets/Critter Volumetric Lighting/Shading/Shader Lib/Noise/SimplexNoise3D.hlsl
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ProjectionLib.hlsl b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ProjectionLib.hlsl
new file mode 100644
index 000000000..a38cf0330
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ProjectionLib.hlsl
@@ -0,0 +1,63 @@
+float3 FindIntersectionWithPlane(float3 inspectDirection, float3 inspectPoint, float3 planePoint, float3 planeNormal)
+{
+ float denominator = dot(planeNormal, inspectDirection);
+
+ // In theory, this check is good practice but we should avoid 'if' statements in shaders.
+ // In rigorous testing, the check did not seem to make a difference so therefore it was commented out.
+ // if (abs(denominator) < 0.00001f) {
+ // return inspectPoint;
+ // }
+
+ float3 startToPlanePoint = planePoint - inspectPoint;
+ float t = dot(planeNormal, startToPlanePoint) / denominator;
+ float3 intersection = inspectPoint + inspectDirection * t;
+ return intersection;
+}
+
+/**
+Custom tailored function to reverse engineer UV coordinates from a given position on a plane,
+based on how they were placed there in the first place within the ShaderGraph that draws the rendertexture.
+*/
+float2 ReverseEngineerUV(float3 positionOnPlane, float3 planeOrigo, float3 anchorPosition, float3 anchorForward,
+ float planeWidthWorldUnits, float planeHeightWorldUnits)
+{
+ float3 posOnRelAxisX = FindIntersectionWithPlane(-anchorForward, positionOnPlane, anchorPosition, -anchorForward);
+
+ float3 compX = (posOnRelAxisX - planeOrigo);
+ float3 compY = (positionOnPlane - posOnRelAxisX);
+
+ float compXLen = length(compX);
+ float compYLen = length(compY);
+
+ float xUV = compXLen / planeWidthWorldUnits;
+ float yUV = compYLen / planeHeightWorldUnits;
+
+ float2 uv = float2(xUV, yUV);
+ return uv;
+}
+
+float2 PositionToUV(float3 inputPosition, float3 sunForward, float3 anchorPosition, float3 anchorUp, float3 planeOrigo, float3 anchorForward,
+ float planeWidthWorldUnits, float planeHeightWorldUnits)
+{
+ float3 pointOnPlane = FindIntersectionWithPlane(-sunForward, inputPosition, anchorPosition, anchorUp);
+
+ return ReverseEngineerUV(pointOnPlane, planeOrigo, anchorPosition, anchorForward, planeWidthWorldUnits, planeHeightWorldUnits);
+}
+
+void ProjectVectorOntoPlane_float(float3 vectorToProject, float3 planeNormal, out float3 projectionOnPlane)
+{
+ float3 projectionOntoNormal = dot(vectorToProject, planeNormal) * planeNormal;
+ float3 projectionOntoPlane = vectorToProject - projectionOntoNormal;
+ projectionOnPlane = normalize(projectionOntoPlane);
+}
+
+
+float2 GetUvOnCloudTexture(float3 sampledWorldPos, float3 sunForward, float3 anchorPosition, float3 anchorUp, float3 planeOrigo, float3 anchorForward,
+ float planeWidthWorldUnits, float planeHeightWorldUnits)
+{
+ float2 uv = PositionToUV(sampledWorldPos, sunForward, anchorPosition,
+ anchorUp, planeOrigo, anchorForward,
+ planeWidthWorldUnits, planeHeightWorldUnits);
+
+ return float2(1 - uv.x, 1 - uv.y);
+}
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ProjectionLib.hlsl.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ProjectionLib.hlsl.meta
new file mode 100644
index 000000000..49e473ada
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ProjectionLib.hlsl.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 10e971e26c7349f418e820d4564ffffa
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Shading/Shader Lib/ProjectionLib.hlsl
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/RaymarchLogic.hlsl b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/RaymarchLogic.hlsl
new file mode 100644
index 000000000..e00adc3d5
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/RaymarchLogic.hlsl
@@ -0,0 +1,170 @@
+#include "Noise/CloudNoise.hlsl"
+#include "CloudDataSampler.hlsl"
+#include "URP_CustomLighting/CustomLighting.hlsl"
+
+void RampValue_float(float Ramps, float value, float brigthness, out float outputValue){
+ float temp = value * Ramps;
+ float r = round(temp + brigthness);
+ outputValue = r / Ramps;
+}
+
+float RampValue(float Ramps, float value){
+ float r = round(value * Ramps);
+ return r / Ramps;
+}
+
+/**
+Godrays from Unity shadows only.
+*/
+void ShadowDataGodrays_float(float3 WorldPos, int TotalSteps, float3 Step,
+ float shadowStrength, float Ramps,
+ out float ShadowAtten)
+{
+ float3 currentPos = WorldPos;
+ float cumulativeShadowAtten = 0;
+ float shadowMultiplier = ((length(Step)) / 0.5f) / TotalSteps;
+
+ for (int i = 0; i < TotalSteps; i++)
+ {
+ float ShadowAttenuationHere = 0;
+
+ MainLightShadows_float(currentPos, half4(1, 1, 1, 1), ShadowAttenuationHere);
+ cumulativeShadowAtten += shadowMultiplier * (1 - ShadowAttenuationHere);
+ currentPos += Step;
+ }
+
+ ShadowAtten = RampValue(Ramps, cumulativeShadowAtten * shadowStrength);
+}
+
+
+float2 SnapUvY(float2 uv, float snapValue){
+ float snappedUvY = ceil(uv.y * snapValue) / snapValue;
+ return float2(uv.x, snappedUvY);
+}
+
+float GetRandomValue(float2 position, float randomStrength) {
+ float random = frac(sin(dot(position, float2(12.9898, 78.233))) * 43758.5453);
+ return (random - 0.5)*randomStrength;
+}
+
+/**
+Godrays from simulated clouds and Unity's shadows both in such way that they combine.
+This method is the core of the entire system and is the most sophisticated part of the shader.
+
+@param[out] GodrayValue[0, 1] - the final godray value for this pixel
+*/
+void CombinedGodrays_float(float3 WorldPos, float3 pixelWorldPositionOnNearClipPlane, int RaymarchSteps, float3 Step,
+ Texture2D CloudDataTexture, float pixelLengthInUv,
+ float3 planeOrigo, float3 anchorForward, float3 anchorPosition, float3 anchorUp, float3 sunForward,
+ float planeWidthWorldUnits, float planeHeightWorldUnits, float planeWidthPixels, float planeHeightPixels, float depth,
+ float shadowStrength, float Ramps, float ShadowRamps,
+ Texture2D PreCalcTexture, float PreCalcN, float PreCalcWorldUnitSizeN,
+
+ out float GodrayValue)
+{
+ float minPixelValue = 1000000;
+ float cumulativeShadow = 0;
+
+ float3 currentPos = WorldPos;
+ float2 currentUV = GetUvOnCloudTexture(currentPos, sunForward, anchorPosition, anchorUp, planeOrigo, anchorForward, planeWidthWorldUnits, planeHeightWorldUnits);
+ float2 stepUV = GetUvOnCloudTexture(currentPos + Step, sunForward, anchorPosition, anchorUp, planeOrigo, anchorForward, planeWidthWorldUnits, planeHeightWorldUnits)
+ - currentUV;
+
+ float2 firstUv = currentUV;
+
+ float2 pixelStep = normalize(stepUV) * pixelLengthInUv;
+ float shadowMultiplier = ((length(Step)) / 0.5f) / RaymarchSteps;
+
+ // First step: Unity shadow raymarch
+ RaymarchSteps = min(RaymarchSteps, 512); // Can prevent compile crash
+ for (int i = 0; i < RaymarchSteps; i++)
+ {
+ float AmountOfLightHere = 0;
+
+ // float3 randomizedShadowPos = currentPos + Step * GetRandomValue(currentPos.xy, 0.1f);
+ MainLightShadows_float(currentPos, half4(1, 1, 1, 1), AmountOfLightHere);
+
+ float unityShadowHere = 1 - AmountOfLightHere;
+
+ float CloudShadowHere = CloudDataUvSplitSample(CloudDataTexture, firstUv, currentUV, stepUV, pixelStep, planeWidthPixels, planeHeightPixels);
+
+ cumulativeShadow += unityShadowHere * shadowMultiplier;
+
+ float actualShadowHere = CloudShadowHere + unityShadowHere;
+ minPixelValue = min(minPixelValue, actualShadowHere);
+
+ currentPos += Step;
+ currentUV += stepUV;
+ }
+
+ // currentUV -= stepUV * 0.5f ; // Technically this goes slightly less than half step too far backwards, but it does not matter.
+ float stepAdjustmentFactor = RaymarchSteps / (RaymarchSteps + 1e-6);
+ currentUV -= stepUV * 0.5f * stepAdjustmentFactor;
+
+ // Prepare values for steps the second and third steps...
+ float2 preCalcUvStep = float2(stepUV.x, normalize(stepUV).y * (1/PreCalcN));
+ float2 firstCorrectSnappedUv = SnapUvY(firstUv + preCalcUvStep*2, PreCalcN);
+ float2 thisSnappedUv = SnapUvY(currentUV, PreCalcN);
+ float2 targetSnappedUv = max(firstCorrectSnappedUv, thisSnappedUv);
+ float2 hereToNextUv = targetSnappedUv - currentUV;
+
+
+ // Second step: Bridge the gap between Unity shadow raymarch and precomputed texture iteration.
+ float stepsToNextAlignedY = length(hereToNextUv) / length(pixelStep);
+ stepsToNextAlignedY = min(stepsToNextAlignedY, 512); // Can prevent compile crash
+ for (int j = 0; j < stepsToNextAlignedY; j++)
+ {
+ float CloudShadowHere = 1 - CloudDataTexture[float2(currentUV.x * planeWidthPixels, currentUV.y * planeHeightPixels)].r;
+ minPixelValue = min(minPixelValue, CloudShadowHere);
+ currentUV += pixelStep;
+ }
+
+
+ // Third step: Pre calc raymarch
+ float requiredIterations = PreCalcN * (1-currentUV.y);
+ requiredIterations = min(requiredIterations, 256); // Can prevent compile crash
+ for (int k = 0; k < requiredIterations; k++)
+ {
+ float preCalcValue = 1-PreCalcTexture[float2(currentUV.x*planeWidthPixels, currentUV.y*PreCalcN)].r;
+ minPixelValue = min(minPixelValue, preCalcValue);
+ currentUV += preCalcUvStep;
+ }
+
+
+ // Final step: Process the results
+ GodrayValue = minPixelValue; // Godray value for this pixel
+
+ GodrayValue = RampValue(Ramps, GodrayValue); // Stylize godray
+ GodrayValue = clamp(GodrayValue, 0, 1); // Clamp it so shadows can be applied properly
+
+ cumulativeShadow = RampValue(ShadowRamps, cumulativeShadow * shadowStrength); // Stylize shadows
+ GodrayValue += (cumulativeShadow * shadowStrength); // Apply shadows on top of godray for stylistic reasons
+}
+
+
+
+
+
+float3 WorldPosToShadowProjectionPos(float3 objPosition, float3 sunDirection) {
+ float3 offsetVec = (objPosition.y / -sunDirection.y) * sunDirection;
+ float3 shadowPosition = float3(objPosition.x + offsetVec.x, 0, objPosition.z + offsetVec.z);
+ return shadowPosition;
+}
+
+/**
+Takes in world position, gives out freshly computed cloud value. Not recommended to be used in raymarch.
+This is used for constructing the cloud data texture.
+
+@param[in] worldPos - world position whose cloud data will be computed
+@param[out] sampleValue - the computed cloud data value
+*/
+void CloudDataFromWorldPos_float(float3 worldPos, float3 sunAngle, float scale,
+ float cloudChange, float2 noiseStep, float coverage, float2 cloudMovement,
+ float time,
+ out float sampleValue)
+{
+ float3 shadowPosition = WorldPosToShadowProjectionPos(worldPos, sunAngle);
+ float2 uv = float2(shadowPosition.x, shadowPosition.z);
+ uv += cloudMovement * time;
+ FastCloudNoise(uv, scale, cloudChange, noiseStep, coverage, time, sampleValue);
+}
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/RaymarchLogic.hlsl.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/RaymarchLogic.hlsl.meta
new file mode 100644
index 000000000..6377bba32
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/RaymarchLogic.hlsl.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 65e56e7ff6c6ae0419c39b8ea4ff8b5f
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Shading/Shader Lib/RaymarchLogic.hlsl
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ShadowProjection.hlsl b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ShadowProjection.hlsl
new file mode 100644
index 000000000..e20e5a35c
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ShadowProjection.hlsl
@@ -0,0 +1,5 @@
+void ShadowProjection_float(float3 objPos, float3 SunDir, out float2 shadowPos) {
+ float multiplier = (objPos.y / -SunDir.y);
+ float3 offsetVec = multiplier * SunDir;
+ shadowPos = float2(objPos.x + offsetVec.x, objPos.z + offsetVec.z);
+}
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ShadowProjection.hlsl.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ShadowProjection.hlsl.meta
new file mode 100644
index 000000000..9c9cfd519
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/ShadowProjection.hlsl.meta
@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: 242205f8464b9bc42b1a520b692f5582
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Shading/Shader Lib/ShadowProjection.hlsl
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting.meta
new file mode 100644
index 000000000..68dcf67f1
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 97611e84f0d8db84fa78540ec8c29ea6
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/CustomLighting.hlsl b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/CustomLighting.hlsl
new file mode 100644
index 000000000..05d2d9db5
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/CustomLighting.hlsl
@@ -0,0 +1,492 @@
+#ifndef CUSTOM_LIGHTING_INCLUDED
+#define CUSTOM_LIGHTING_INCLUDED
+
+// @Cyanilux | https://github.com/Cyanilux/URP_ShaderGraphCustomLighting
+// Note this version of the package assumes v12+ due to usage of "Branch on Input Connection" node
+// For older versions, see branches on github repo!
+
+//------------------------------------------------------------------------------------------------------
+// Main Light
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Obtains the Direction, Color and Distance Atten for the Main Light.
+- (DistanceAtten is either 0 or 1 for directional light, depending if the light is in the culling mask or not)
+- If you want shadow attenutation, see MainLightShadows_float, or use MainLightFull_float instead
+*/
+void MainLight_float(out float3 Direction, out float3 Color, out float DistanceAtten)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Direction = normalize(float3(1,1,-0.4));
+ Color = float4(1,1,1,1);
+ DistanceAtten = 1;
+#else
+ Light mainLight = GetMainLight();
+ Direction = mainLight.direction;
+ Color = mainLight.color;
+ DistanceAtten = mainLight.distanceAttenuation;
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Main Light Layer Test
+//------------------------------------------------------------------------------------------------------
+
+#ifndef SHADERGRAPH_PREVIEW
+#if UNITY_VERSION < 202220
+ /*
+ GetMeshRenderingLayer() is only available in 2022.2+
+ Previous versions need to use GetMeshRenderingLightLayer()
+ */
+uint GetMeshRenderingLayer()
+{
+ return GetMeshRenderingLightLayer();
+}
+#endif
+#endif
+
+/*
+- Tests whether the Main Light Layer Mask appears in the Rendering Layers from renderer
+- (Used to support Light Layers, pass your shading from Main Light into this)
+- To work in an Unlit Graph, requires keywords :
+ - Boolean Keyword, Global Multi-Compile "_LIGHT_LAYERS"
+*/
+void MainLightLayer_float(float3 Shading, out float3 Out)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Out = Shading;
+#else
+ Out = 0;
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+ #ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(GetMainLight().layerMask, meshRenderingLayers))
+ #endif
+ {
+ Out = Shading;
+ }
+#endif
+}
+
+/*
+- Obtains the Light Cookie assigned to the Main Light
+- (For usage, You'd want to Multiply the result with your Light Colour)
+- To work in an Unlit Graph, requires keywords :
+ - Boolean Keyword, Global Multi-Compile "_LIGHT_COOKIES"
+*/
+void MainLightCookie_float(float3 WorldPos, out float3 Cookie)
+{
+ Cookie = 1;
+#if defined(_LIGHT_COOKIES)
+ Cookie = SampleMainLightCookie(WorldPos);
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Main Light Shadows
+//------------------------------------------------------------------------------------------------------
+
+/*
+- This undef (un-define) is required to prevent the "invalid subscript 'shadowCoord'" error,
+ which occurs when _MAIN_LIGHT_SHADOWS is used with 1/No Shadow Cascades with the Unlit Graph.
+- It's not required for the PBR/Lit graph, so I'm using the SHADERPASS_FORWARD to ignore it for that pass
+*/
+#ifndef SHADERGRAPH_PREVIEW
+#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+#if (SHADERPASS != SHADERPASS_FORWARD)
+#undef REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
+#endif
+#endif
+
+/*
+- Samples the Shadowmap for the Main Light, based on the World Position passed in. (Position node)
+- For shadows to work in the Unlit Graph, the following keywords must be defined in the blackboard :
+ - Enum Keyword, Global Multi-Compile "_MAIN_LIGHT", with entries :
+ - "SHADOWS"
+ - "SHADOWS_CASCADE"
+ - "SHADOWS_SCREEN"
+ - Boolean Keyword, Global Multi-Compile "_SHADOWS_SOFT"
+- For a PBR/Lit Graph, these keywords are already handled for you.
+*/
+void MainLightShadows_float(float3 WorldPos, half4 Shadowmask, out float ShadowAtten)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ ShadowAtten = 1;
+#else
+#if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)
+ float4 shadowCoord = ComputeScreenPos(TransformWorldToHClip(WorldPos));
+#else
+ float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
+#endif
+ ShadowAtten = MainLightShadow(shadowCoord, WorldPos, Shadowmask, _MainLightOcclusionProbes);
+#endif
+}
+
+void MainLightShadows_float(float3 WorldPos, out float ShadowAtten)
+{
+ MainLightShadows_float(WorldPos, half4(1, 1, 1, 1), ShadowAtten);
+}
+
+//------------------------------------------------------------------------------------------------------
+// Shadowmask (v10+)
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Used to support "Shadowmask" mode in Lighting window.
+- Should be sampled once in graph, then input into the Main Light Shadows and/or Additional Light subgraphs/functions.
+- To work in an Unlit Graph, likely requires keywords :
+ - Boolean Keyword, Global Multi-Compile "SHADOWS_SHADOWMASK"
+ - Boolean Keyword, Global Multi-Compile "LIGHTMAP_SHADOW_MIXING"
+ - (also LIGHTMAP_ON, but I believe Shader Graph is already defining this one)
+*/
+void Shadowmask_half(float2 lightmapUV, out half4 Shadowmask)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Shadowmask = half4(1,1,1,1);
+#else
+ OUTPUT_LIGHTMAP_UV(lightmapUV, unity_LightmapST, lightmapUV);
+ Shadowmask = SAMPLE_SHADOWMASK(lightmapUV);
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Ambient Lighting
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Uses "SampleSH", the spherical harmonic stuff that ambient lighting / light probes uses.
+- Will likely be used in the fragment, so will be per-pixel.
+- Alternatively could use the Baked GI node, as it'll also handle this for you.
+- Could also use the Ambient node, would be cheaper but the result won't automatically adapt based on the Environmental Lighting Source (Lighting tab).
+*/
+void AmbientSampleSH_float(float3 WorldNormal, out float3 Ambient)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Ambient = float3(0.1, 0.1, 0.1); // Default ambient colour for previews
+#else
+ Ambient = SampleSH(WorldNormal);
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Subtractive Baked GI
+//------------------------------------------------------------------------------------------------------
+/*
+- Used to support "Subtractive" mode in Lighting window.
+- To work in an Unlit Graph, likely requires keywords :
+ - Boolean Keyword, Global Multi-Compile "LIGHTMAP_SHADOW_MIXING"
+ - (also LIGHTMAP_ON, but I believe Shader Graph is already defining this one)
+*/
+void SubtractiveGI_float(float ShadowAtten, float3 normalWS, float3 bakedGI, out half3 result)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ result = half3(1,1,1);
+#else
+ Light mainLight = GetMainLight();
+ mainLight.shadowAttenuation = ShadowAtten;
+ MixRealtimeAndBakedGI(mainLight, normalWS, bakedGI);
+ result = bakedGI;
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Mix Fog
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Adds fog to the colour, based on the Fog settings in the Lighting tab.
+- Note : Not required for v12, can use Lerp instead. See "Mix Fog" SubGraph
+*/
+void MixFog_float(float3 Colour, float Fog, out float3 Out)
+{
+#ifdef SHADERGRAPH_PREVIEW
+ Out = Colour;
+#else
+ Out = MixFog(Colour, Fog);
+#endif
+}
+
+//------------------------------------------------------------------------------------------------------
+// Default Additional Lights
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Handles additional lights (e.g. additional directional, point, spotlights)
+- For custom lighting, you may want to duplicate this and swap the LightingLambert / LightingSpecular functions out. See Toon Example below!
+- To work in the Unlit Graph, the following keywords must be defined in the blackboard :
+ - Boolean Keyword, Global Multi-Compile "_ADDITIONAL_LIGHT_SHADOWS"
+ - Boolean Keyword, Global Multi-Compile "_ADDITIONAL_LIGHTS"
+- To support Forward+ path,
+ - Boolean Keyword, Global Multi-Compile "_FORWARD_PLUS" (2022.2+)
+*/
+void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, half4 Shadowmask,
+ out float3 Diffuse, out float3 Specular)
+{
+ float3 diffuseColor = 0;
+ float3 specularColor = 0;
+#ifndef SHADERGRAPH_PREVIEW
+ Smoothness = exp2(10 * Smoothness + 1);
+ uint pixelLightCount = GetAdditionalLightsCount();
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+
+#if USE_FORWARD_PLUS
+ for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) {
+ FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+#ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+#endif
+ {
+ // Blinn-Phong
+ float3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
+ diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
+ specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
+ }
+ }
+#endif
+
+ // For Foward+ the LIGHT_LOOP_BEGIN macro will use inputData.normalizedScreenSpaceUV, inputData.positionWS, so create that:
+ InputData inputData = (InputData) 0;
+ float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
+ inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
+ inputData.positionWS = WorldPosition;
+
+ LIGHT_LOOP_BEGIN(pixelLightCount)
+
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+ #ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ // Blinn-Phong
+ float3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
+ diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
+ specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
+ }
+ LIGHT_LOOP_END
+#endif
+
+ Diffuse = diffuseColor;
+ Specular = specularColor;
+}
+
+// For backwards compatibility (before Shadowmask was introduced)
+void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView,
+ out float3 Diffuse, out float3 Specular)
+{
+ AdditionalLights_float(SpecColor, Smoothness, WorldPosition, WorldNormal, WorldView, half4(1, 1, 1, 1), Diffuse, Specular);
+}
+
+//------------------------------------------------------------------------------------------------------
+// Additional Lights Toon Example
+//------------------------------------------------------------------------------------------------------
+
+/*
+- Calculates light attenuation values to produce multiple bands for a toon effect. See AdditionalLightsToon function below
+*/
+#ifndef SHADERGRAPH_PREVIEW
+float ToonAttenuation(int lightIndex, float3 positionWS, float pointBands, float spotBands)
+{
+#if !USE_FORWARD_PLUS
+ lightIndex = GetPerObjectLightIndex(lightIndex);
+#endif
+#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
+ float4 lightPositionWS = _AdditionalLightsBuffer[lightIndex].position;
+ half4 spotDirection = _AdditionalLightsBuffer[lightIndex].spotDirection;
+ half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[lightIndex].attenuation;
+#else
+ float4 lightPositionWS = _AdditionalLightsPosition[lightIndex];
+ half4 spotDirection = _AdditionalLightsSpotDir[lightIndex];
+ half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[lightIndex];
+#endif
+
+ // Point
+ float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
+ float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
+ float range = rsqrt(distanceAndSpotAttenuation.x);
+ float dist = sqrt(distanceSqr) / range;
+
+ // Spot
+ half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
+ half SdotL = dot(spotDirection.xyz, lightDirection);
+ half spotAtten = saturate(SdotL * distanceAndSpotAttenuation.z + distanceAndSpotAttenuation.w);
+ spotAtten *= spotAtten;
+ float maskSpotToRange = step(dist, 1);
+
+ // Atten
+ bool isSpot = (distanceAndSpotAttenuation.z > 0);
+ return isSpot ?
+ //step(0.01, spotAtten) : // cheaper if you just want "1" band for spot lights
+ (floor(spotAtten * spotBands) / spotBands) * maskSpotToRange :
+ saturate(1.0 - floor(dist * pointBands) / pointBands);
+}
+#endif
+
+/*
+- Handles additional lights (e.g. point, spotlights) with banded toon effect
+- For shadows to work in the Unlit Graph, the following keywords must be defined in the blackboard :
+ - Boolean Keyword, Global Multi-Compile "_ADDITIONAL_LIGHT_SHADOWS"
+ - Boolean Keyword, Global Multi-Compile "_ADDITIONAL_LIGHTS" (required to prevent the one above from being stripped from builds)
+- For a PBR/Lit Graph, these keywords are already handled for you.
+*/
+void AdditionalLightsToon_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, half4 Shadowmask,
+ float PointLightBands, float SpotLightBands,
+ out float3 Diffuse, out float3 Specular)
+{
+ float3 diffuseColor = 0;
+ float3 specularColor = 0;
+
+#ifndef SHADERGRAPH_PREVIEW
+ Smoothness = exp2(10 * Smoothness + 1);
+ uint pixelLightCount = GetAdditionalLightsCount();
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+
+#if USE_FORWARD_PLUS
+ for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) {
+ FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+#ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+#endif
+ {
+ if (PointLightBands <= 1 && SpotLightBands <= 1){
+ // Solid colour lights
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }else{
+ // Multiple bands
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(lightIndex, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+ }
+#endif
+
+ // For Foward+ the LIGHT_LOOP_BEGIN macro will use inputData.normalizedScreenSpaceUV, inputData.positionWS, so create that:
+ InputData inputData = (InputData) 0;
+ float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
+ inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
+ inputData.positionWS = WorldPosition;
+
+ LIGHT_LOOP_BEGIN(pixelLightCount)
+
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+ #ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ if (PointLightBands <= 1 && SpotLightBands <= 1)
+ {
+ // Solid colour lights
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }
+ else
+ {
+ // Multiple bands
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(lightIndex, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+ LIGHT_LOOP_END
+#endif
+
+/*
+#ifndef SHADERGRAPH_PREVIEW
+ Smoothness = exp2(10 * Smoothness + 1);
+ WorldNormal = normalize(WorldNormal);
+ WorldView = SafeNormalize(WorldView);
+ int pixelLightCount = GetAdditionalLightsCount();
+ for (int i = 0; i < pixelLightCount; ++i) {
+ Light light = GetAdditionalLight(i, WorldPosition, Shadowmask);
+
+ // DIFFUSE
+ if (PointLightBands <= 1 && SpotLightBands <= 1){
+ // Solid colour lights
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }else{
+ // Multiple bands :
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(i, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+#endif
+*/
+
+ Diffuse = diffuseColor;
+ Specular = specularColor;
+ // Didn't really like the look of specular lighting in the toon shader here, so just keeping it at 0
+}
+
+// For backwards compatibility (before Shadowmask was introduced)
+void AdditionalLightsToon_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView,
+ float PointLightBands, float SpotLightBands,
+ out float3 Diffuse, out float3 Specular)
+{
+ AdditionalLightsToon_float(SpecColor, Smoothness, WorldPosition, WorldNormal, WorldView, half4(1, 1, 1, 1),
+ PointLightBands, SpotLightBands, Diffuse, Specular);
+}
+
+
+// EDITS BEGIN
+void AdditionalLightsToonAttenuation_float(float3 WorldPosition, float3 WorldNormal, half4 Shadowmask,
+ float PointLightBands, float SpotLightBands,
+ out float3 Diffuse, out float Attenuation)
+{
+ float3 diffuseColor = 0;
+ float attenSum = 0;
+
+#ifndef SHADERGRAPH_PREVIEW
+ uint pixelLightCount = GetAdditionalLightsCount();
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+
+#if USE_FORWARD_PLUS
+ for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) {
+ FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+#ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+#endif
+ {
+ if (PointLightBands <= 1 && SpotLightBands <= 1){
+ // Solid colour lights
+ attenSum += light.distanceAttenuation * light.shadowAttenuation;
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }else{
+ attenSum += light.distanceAttenuation * light.shadowAttenuation;
+ // Multiple bands
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(lightIndex, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+ }
+#endif
+
+ // For Foward+ the LIGHT_LOOP_BEGIN macro will use inputData.normalizedScreenSpaceUV, inputData.positionWS, so create that:
+ InputData inputData = (InputData) 0;
+ float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
+ inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
+ inputData.positionWS = WorldPosition;
+
+ LIGHT_LOOP_BEGIN(pixelLightCount)
+
+ Light light = GetAdditionalLight(lightIndex, WorldPosition, Shadowmask);
+ #ifdef _LIGHT_LAYERS
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ if (PointLightBands <= 1 && SpotLightBands <= 1)
+ {
+ attenSum += light.distanceAttenuation * light.shadowAttenuation;
+ // Solid colour lights
+ diffuseColor += light.color * step(0.0001, light.distanceAttenuation * light.shadowAttenuation);
+ }
+ else
+ {
+ attenSum += light.distanceAttenuation * light.shadowAttenuation;
+ // Multiple bands
+ diffuseColor += light.color * light.shadowAttenuation * ToonAttenuation(lightIndex, WorldPosition, PointLightBands, SpotLightBands);
+ }
+ }
+ LIGHT_LOOP_END
+#endif
+
+ Diffuse = diffuseColor;
+ Attenuation = attenSum;
+}
+// EDITS END
+
+#endif // CUSTOM_LIGHTING_INCLUDED
\ No newline at end of file
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/CustomLighting.hlsl.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/CustomLighting.hlsl.meta
new file mode 100644
index 000000000..426982f4d
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@@ -0,0 +1,14 @@
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+guid: d933f4494a89c5c4092872c784372642
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 283681
+ packageName: Critter Volumetric Lighting
+ packageVersion: 1.2
+ assetPath: Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/CustomLighting.hlsl
+ uploadId: 754469
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/LICENSE b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/LICENSE
new file mode 100644
index 000000000..b8a775318
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2020 Cyanilux
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/LICENSE.meta b/Assets/Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/LICENSE.meta
new file mode 100644
index 000000000..edbc2ddc7
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diff --git a/Assets/Critter Volumetric Lighting/Third-Party Notices.txt b/Assets/Critter Volumetric Lighting/Third-Party Notices.txt
new file mode 100644
index 000000000..a4b894593
--- /dev/null
+++ b/Assets/Critter Volumetric Lighting/Third-Party Notices.txt
@@ -0,0 +1,21 @@
+Files in: Critter Volumetric Lighting/Shading/Shader Lib/URP_CustomLighting/
+
+License Type: "MIT"
+
+Hosted: https://github.com/Cyanilux/URP_ShaderGraphCustomLighting/blob/main/LICENSE
+
+---------------------------------------------------------------------------------------------------
+
+Files in: Critter Volumetric Lighting/Shading/Shader Graph Sub Shaders/SubGraphs Third-Party/
+
+License Type: "MIT"
+
+Hosted: https://github.com/Cyanilux/URP_ShaderGraphCustomLighting/blob/main/LICENSE
+
+---------------------------------------------------------------------------------------------------
+
+Files in: Critter Volumetric Lighting/Shading/Shader Lib/Noise/
+
+License Type: "MIT"
+
+Hosted: https://github.com/ashima/webgl-noise/blob/master/LICENSE
\ No newline at end of file
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