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7
Assets/Scenes/VideoDownLoad.unity.meta
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@ -67,6 +67,16 @@ namespace Assets.Scripts.Apis.Models
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this.CalcGrade();
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this.CalcBbox();
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this.CalcCenter();
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this.CalcBearing();
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}
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}
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private void CalcBearing()
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{
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for (int i = 0; i < _List.Count - 1; i++)
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{
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var pt1 = Turf.Point(new double[] { _List[i].Point[1], _List[i].Point[0] });
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var pt2 = Turf.Point(new double[] { _List[i + 1].Point[1], _List[i + 1].Point[0] });
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_List[i].Bearing = Turf.Bearing(pt1, pt2);
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}
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}
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@ -157,6 +167,7 @@ namespace Assets.Scripts.Apis.Models
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public double Elevation { get; set; }
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public double Grade { get; set; }
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public double Bearing { get; set; }
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}
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public override string ToString()
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@ -201,28 +201,31 @@ public static class App
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static App()
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{
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InitLanguage();
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#if !UNITY_EDITOR
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//测试服务器
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Host = "http://pf.juze.pro/";
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UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21000);
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TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21001);
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//线上
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//Host = "https://wx.powerfun.com.cn/";
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//UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000);
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//TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001);
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//本地
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//Host = "http://192.168.0.101:5085/";
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//UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.97"), 11000);
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//TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
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Debug.unityLogger.logEnabled = false;
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#else
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//Host = "http://pf.juze.pro/";
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//Host = "http://192.168.0.101:5087/";
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Host = "https://wx.powerfun.com.cn/";
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UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000);
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TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001);
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//UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
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//TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
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#endif
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//#if !UNITY_EDITOR
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// //测试服务器
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// Host = "http://pf.juze.pro/";
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// UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21000);
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// TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 21001);
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// //线上
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// //Host = "https://wx.powerfun.com.cn/";
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// //UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000);
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// //TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001);
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// //本地
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// //Host = "http://192.168.0.101:5085/";
|
||||
// //UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.97"), 11000);
|
||||
// //TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
|
||||
// Debug.unityLogger.logEnabled = false;
|
||||
//#else
|
||||
// //Host = "http://pf.juze.pro/";
|
||||
// //Host = "http://192.168.0.101:5087/";
|
||||
// UdpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11000);
|
||||
// TcpAddress = new IPEndPoint(IPAddress.Parse("47.97.84.8"), 11001);
|
||||
// //UdpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
|
||||
// //TcpAddress = new IPEndPoint(IPAddress.Parse("192.168.0.102"), 21001);
|
||||
//#endif
|
||||
if (!FB.IsInitialized)
|
||||
{
|
||||
FB.Init();
|
||||
|
||||
8
Assets/Scripts/Editor.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b10ceda9bec25b14ea5e190eb9bb0341
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -61,6 +61,14 @@ public static class PFConstants
|
||||
}
|
||||
}
|
||||
|
||||
public static string VideoFolder
|
||||
{
|
||||
get
|
||||
{
|
||||
return Application.persistentDataPath+@"/video";
|
||||
}
|
||||
}
|
||||
|
||||
public static string LogFolder
|
||||
{
|
||||
get
|
||||
|
||||
@ -13,6 +13,7 @@ using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.Video;
|
||||
|
||||
namespace Assets.Scripts
|
||||
{
|
||||
@ -461,6 +462,52 @@ namespace Assets.Scripts
|
||||
}
|
||||
}
|
||||
}
|
||||
//下载video
|
||||
public static IEnumerator DownloadVideo(string fileName,string url, UnityAction<float, UnityWebRequest> onProcessing = null, UnityAction<string> onCompleted = null)
|
||||
{
|
||||
string local = "";
|
||||
var path = PFConstants.VideoFolder;
|
||||
//根据id读取本地文件
|
||||
if (!Directory.Exists(path))
|
||||
{
|
||||
Directory.CreateDirectory(path);
|
||||
}
|
||||
var filepath= path+$"/{fileName}.mp4";
|
||||
if (File.Exists(filepath))
|
||||
{
|
||||
local = filepath;
|
||||
|
||||
}
|
||||
//本地文件读取不到读取网络文件
|
||||
else
|
||||
{
|
||||
UnityWebRequest request = UnityWebRequest.Get(url);
|
||||
request.SendWebRequest();
|
||||
while (!request.isDone)
|
||||
{
|
||||
if (onProcessing != null)
|
||||
{
|
||||
onProcessing.Invoke(request.downloadProgress, request);
|
||||
}
|
||||
yield return new WaitForSeconds(1);
|
||||
}
|
||||
if (request.isNetworkError || request.isHttpError)
|
||||
{
|
||||
Debug.Log(request.error);
|
||||
}
|
||||
else
|
||||
{
|
||||
var fs = File.Create(filepath);
|
||||
fs.Write(request.downloadHandler.data, 0, request.downloadHandler.data.Length);
|
||||
fs.Close();
|
||||
local = filepath;
|
||||
}
|
||||
}
|
||||
if (onCompleted != null)
|
||||
{
|
||||
onCompleted.Invoke(local);
|
||||
}
|
||||
}
|
||||
static IEnumerator DownloadImage(MaskableGraphic img,string MediaUrl, Action<Texture> action = null,UnityAction<byte[]> callback = null)
|
||||
{
|
||||
UnityWebRequest request = UnityWebRequest.Get(MediaUrl);
|
||||
|
||||
8
Assets/Shaders.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc2be89798d538a40b4b50ea0765478b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
56
Assets/Shaders/SetShadowMapAsGlobalTexture.cs
Normal file
@ -0,0 +1,56 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using System.Collections;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Light))]
|
||||
public class SetShadowMapAsGlobalTexture : MonoBehaviour
|
||||
{
|
||||
public string textureSemanticName = "_SunCascadedShadowMap";
|
||||
#if UNITY_EDITOR
|
||||
public bool reset;
|
||||
#endif
|
||||
|
||||
private RenderTexture shadowMapRenderTexture;
|
||||
private CommandBuffer commandBuffer;
|
||||
private Light lightComponent;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
lightComponent = GetComponent<Light>();
|
||||
SetupCommandBuffer();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
lightComponent.RemoveCommandBuffer(LightEvent.AfterShadowMap, commandBuffer);
|
||||
ReleaseCommandBuffer();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void Update()
|
||||
{
|
||||
if (reset)
|
||||
{
|
||||
OnDisable();
|
||||
OnEnable();
|
||||
reset = false;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void SetupCommandBuffer()
|
||||
{
|
||||
commandBuffer = new CommandBuffer();
|
||||
|
||||
RenderTargetIdentifier shadowMapRenderTextureIdentifier = BuiltinRenderTextureType.CurrentActive;
|
||||
commandBuffer.SetGlobalTexture(textureSemanticName, shadowMapRenderTextureIdentifier);
|
||||
|
||||
lightComponent.AddCommandBuffer(LightEvent.AfterShadowMap, commandBuffer);
|
||||
}
|
||||
|
||||
void ReleaseCommandBuffer()
|
||||
{
|
||||
commandBuffer.Clear();
|
||||
}
|
||||
}
|
||||
11
Assets/Shaders/SetShadowMapAsGlobalTexture.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 35515eb99bdd1a24ba62e325b5705ecd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
174
Assets/Shaders/Shadows.cginc
Normal file
@ -0,0 +1,174 @@
|
||||
UNITY_DECLARE_SHADOWMAP(_SunCascadedShadowMap);
|
||||
float4 _SunCascadedShadowMap_TexelSize;
|
||||
|
||||
#define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights_splitSpheres(wpos)
|
||||
#define GET_SHADOW_FADE(wpos, z) getShadowFade_SplitSpheres(wpos)
|
||||
|
||||
#define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord(wpos,cascadeWeights)
|
||||
|
||||
/**
|
||||
* Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade.
|
||||
* Returns a float4 with only one component set that corresponds to the appropriate cascade.
|
||||
*/
|
||||
inline fixed4 getCascadeWeights_splitSpheres(float3 wpos)
|
||||
{
|
||||
float3 fromCenter0 = wpos.xyz - unity_ShadowSplitSpheres[0].xyz;
|
||||
float3 fromCenter1 = wpos.xyz - unity_ShadowSplitSpheres[1].xyz;
|
||||
float3 fromCenter2 = wpos.xyz - unity_ShadowSplitSpheres[2].xyz;
|
||||
float3 fromCenter3 = wpos.xyz - unity_ShadowSplitSpheres[3].xyz;
|
||||
float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3));
|
||||
fixed4 weights = float4(distances2 < unity_ShadowSplitSqRadii);
|
||||
weights.yzw = saturate(weights.yzw - weights.xyz);
|
||||
return weights;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the shadow fade based on the world position of the fragment, and the distance from the shadow fade center
|
||||
*/
|
||||
inline float getShadowFade_SplitSpheres( float3 wpos )
|
||||
{
|
||||
float sphereDist = distance(wpos.xyz, unity_ShadowFadeCenterAndType.xyz);
|
||||
half shadowFade = saturate(sphereDist * _LightShadowData.z + _LightShadowData.w);
|
||||
return shadowFade;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the shadowmap coordinates for the given fragment based on the world position and z-depth.
|
||||
* These coordinates belong to the shadowmap atlas that contains the maps for all cascades.
|
||||
*/
|
||||
inline float4 getShadowCoord( float4 wpos, fixed4 cascadeWeights )
|
||||
{
|
||||
float3 sc0 = mul (unity_WorldToShadow[0], wpos).xyz;
|
||||
float3 sc1 = mul (unity_WorldToShadow[1], wpos).xyz;
|
||||
float3 sc2 = mul (unity_WorldToShadow[2], wpos).xyz;
|
||||
float3 sc3 = mul (unity_WorldToShadow[3], wpos).xyz;
|
||||
return float4(sc0 * cascadeWeights[0] + sc1 * cascadeWeights[1] + sc2 * cascadeWeights[2] + sc3 * cascadeWeights[3], 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Combines the different components of a shadow coordinate and returns the final coordinate.
|
||||
*/
|
||||
inline float3 combineShadowcoordComponents (float2 baseUV, float2 deltaUV, float depth, float2 receiverPlaneDepthBias)
|
||||
{
|
||||
float3 uv = float3( baseUV + deltaUV, depth );
|
||||
uv.z += dot (deltaUV, receiverPlaneDepthBias); // apply the depth bias
|
||||
return uv;
|
||||
}
|
||||
|
||||
/**
|
||||
* PCF shadowmap filtering based on a 3x3 kernel (optimized with 4 taps)
|
||||
*
|
||||
* Algorithm: http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/
|
||||
* Implementation example: http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/
|
||||
*/
|
||||
half sampleShadowmap_PCF3x3 (float4 coord, float2 receiverPlaneDepthBias)
|
||||
{
|
||||
const float2 offset = float2(0.5,0.5);
|
||||
float2 uv = (coord.xy * _SunCascadedShadowMap_TexelSize.zw) + offset;
|
||||
float2 base_uv = (floor(uv) - offset) * _SunCascadedShadowMap_TexelSize.xy;
|
||||
float2 st = frac(uv);
|
||||
|
||||
float2 uw = float2( 3-2*st.x, 1+2*st.x );
|
||||
float2 u = float2( (2-st.x) / uw.x - 1, (st.x)/uw.y + 1 );
|
||||
u *= _SunCascadedShadowMap_TexelSize.x;
|
||||
|
||||
float2 vw = float2( 3-2*st.y, 1+2*st.y );
|
||||
float2 v = float2( (2-st.y) / vw.x - 1, (st.y)/vw.y + 1);
|
||||
v *= _SunCascadedShadowMap_TexelSize.y;
|
||||
|
||||
half shadow;
|
||||
half sum = 0;
|
||||
|
||||
sum += uw[0] * vw[0] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[0], v[0]), coord.z, receiverPlaneDepthBias) );
|
||||
sum += uw[1] * vw[0] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[1], v[0]), coord.z, receiverPlaneDepthBias) );
|
||||
sum += uw[0] * vw[1] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[0], v[1]), coord.z, receiverPlaneDepthBias) );
|
||||
sum += uw[1] * vw[1] * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u[1], v[1]), coord.z, receiverPlaneDepthBias) );
|
||||
|
||||
shadow = sum / 16.0f;
|
||||
shadow = lerp (_LightShadowData.r, 1.0f, shadow);
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
/**
|
||||
* PCF shadowmap filtering based on a 5x5 kernel (optimized with 9 taps)
|
||||
*
|
||||
* Algorithm: http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/
|
||||
* Implementation example: http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/
|
||||
*/
|
||||
half sampleShadowmap_PCF5x5 (float4 coord, float2 receiverPlaneDepthBias)
|
||||
{
|
||||
|
||||
const float2 offset = float2(0.5,0.5);
|
||||
float2 uv = (coord.xy * _SunCascadedShadowMap_TexelSize.zw) + offset;
|
||||
float2 base_uv = (floor(uv) - offset) * _SunCascadedShadowMap_TexelSize.xy;
|
||||
float2 st = frac(uv);
|
||||
|
||||
float3 uw = float3( 4-3*st.x, 7, 1+3*st.x );
|
||||
float3 u = float3( (3-2*st.x) / uw.x - 2, (3+st.x)/uw.y, st.x/uw.z + 2 );
|
||||
u *= _SunCascadedShadowMap_TexelSize.x;
|
||||
|
||||
float3 vw = float3( 4-3*st.y, 7, 1+3*st.y );
|
||||
float3 v = float3( (3-2*st.y) / vw.x - 2, (3+st.y)/vw.y, st.y/vw.z + 2 );
|
||||
v *= _SunCascadedShadowMap_TexelSize.y;
|
||||
|
||||
half shadow;
|
||||
half sum = 0.0f;
|
||||
|
||||
half3 accum = uw * vw.x;
|
||||
sum += accum.x * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.x,v.x), coord.z, receiverPlaneDepthBias) );
|
||||
sum += accum.y * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.y,v.x), coord.z, receiverPlaneDepthBias) );
|
||||
sum += accum.z * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.z,v.x), coord.z, receiverPlaneDepthBias) );
|
||||
|
||||
accum = uw * vw.y;
|
||||
sum += accum.x * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.x,v.y), coord.z, receiverPlaneDepthBias) );
|
||||
sum += accum.y * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.y,v.y), coord.z, receiverPlaneDepthBias) );
|
||||
sum += accum.z * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.z,v.y), coord.z, receiverPlaneDepthBias) );
|
||||
|
||||
accum = uw * vw.z;
|
||||
sum += accum.x * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.x,v.z), coord.z, receiverPlaneDepthBias) );
|
||||
sum += accum.y * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.y,v.z), coord.z, receiverPlaneDepthBias) );
|
||||
sum += accum.z * UNITY_SAMPLE_SHADOW( _SunCascadedShadowMap, combineShadowcoordComponents( base_uv, float2(u.z,v.z), coord.z, receiverPlaneDepthBias) );
|
||||
|
||||
shadow = sum / 144.0f;
|
||||
|
||||
shadow = lerp (_LightShadowData.r, 1.0f, shadow);
|
||||
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
/**
|
||||
* Samples the shadowmap at the given coordinates.
|
||||
*/
|
||||
half unity_sampleShadowmap( float4 coord )
|
||||
{
|
||||
half shadow = UNITY_SAMPLE_SHADOW(_SunCascadedShadowMap,coord);
|
||||
shadow = lerp(_LightShadowData.r, 1.0, shadow);
|
||||
return shadow;
|
||||
}
|
||||
|
||||
|
||||
|
||||
///////////////////
|
||||
/**
|
||||
* Gets the shadows attenuations at world positions.
|
||||
*/
|
||||
|
||||
half GetSunShadowsAttenuation(float3 worldPositions, float screenDepth)
|
||||
{
|
||||
fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(worldPositions.xyz, screenDepth);
|
||||
return unity_sampleShadowmap(GET_SHADOW_COORDINATES(float4(worldPositions, 1), cascadeWeights));
|
||||
}
|
||||
|
||||
half GetSunShadowsAttenuation_PCF3x3(float3 worldPositions, float screenDepth, float receiverPlaneDepthBias)
|
||||
{
|
||||
fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(worldPositions.xyz, screenDepth);
|
||||
return sampleShadowmap_PCF3x3(GET_SHADOW_COORDINATES(float4(worldPositions, 1), cascadeWeights), receiverPlaneDepthBias);
|
||||
}
|
||||
|
||||
half GetSunShadowsAttenuation_PCF5x5(float3 worldPositions, float screenDepth, float receiverPlaneDepthBias)
|
||||
{
|
||||
fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(worldPositions.xyz, screenDepth);
|
||||
return sampleShadowmap_PCF5x5(GET_SHADOW_COORDINATES(float4(worldPositions, 1), cascadeWeights), receiverPlaneDepthBias);
|
||||
}
|
||||
9
Assets/Shaders/Shadows.cginc.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c43ee60bb2d53eb4bbc448c8c29f40d7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
78
Assets/Shaders/TransparentPlane.mat
Normal file
@ -0,0 +1,78 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: TransparentPlane
|
||||
m_Shader: {fileID: 4800000, guid: b7bad1d63b69ded4f963a9fd7a590267, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _BumpMap:
|
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m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailAlbedoMap:
|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OcclusionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _ParallaxMap:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
- _BumpScale: 1
|
||||
- _Cutoff: 0.5
|
||||
- _DetailNormalMapScale: 1
|
||||
- _DstBlend: 0
|
||||
- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
|
||||
- _Metallic: 0
|
||||
- _Mode: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.02
|
||||
- _ShadowIntensity: 0.6
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
8
Assets/Shaders/TransparentPlane.mat.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 304fbd5441391b74cbc49963e461c7e0
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
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||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
48
Assets/Shaders/transparent.shader
Normal file
@ -0,0 +1,48 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Custom/TransparentShadowCollector"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color("Main Color", Color) = (1,1,1,.5)
|
||||
_ShadowIntensity("Shadow Intensity", Range(0, 1)) = 0.6
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags {"Queue" = "AlphaTest" }
|
||||
Pass
|
||||
{
|
||||
Tags {"LightMode" = "ForwardBase" }
|
||||
Cull Back
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fwdbase
|
||||
#include "UnityCG.cginc"
|
||||
#include "AutoLight.cginc"
|
||||
uniform fixed4 _Color;
|
||||
uniform float _ShadowIntensity;
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
LIGHTING_COORDS(0,1)
|
||||
};
|
||||
v2f vert(appdata_base v)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
TRANSFER_VERTEX_TO_FRAGMENT(o);
|
||||
|
||||
return o;
|
||||
}
|
||||
fixed4 frag(v2f i) : COLOR
|
||||
{
|
||||
float attenuation = LIGHT_ATTENUATION(i);
|
||||
return fixed4(0,0,0,(1 - attenuation) * _ShadowIntensity) * _Color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "VertexLit"
|
||||
}
|
||||
9
Assets/Shaders/transparent.shader.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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||||
guid: b7bad1d63b69ded4f963a9fd7a590267
|
||||
ShaderImporter:
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externalObjects: {}
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defaultTextures: []
|
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nonModifiableTextures: []
|
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
108
Assets/TestPlayerController.cs
Normal file
@ -0,0 +1,108 @@
|
||||
using Assets.Scenes.Ride.Scripts;
|
||||
using Assets.Scenes.Ride.Scripts.Model;
|
||||
using Assets.Scripts;
|
||||
using Assets.Scripts.Apis.Models;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using UnityEngine.Video;
|
||||
|
||||
public class TestPlayerController : MonoBehaviour
|
||||
{
|
||||
UnityWebRequest request = null;
|
||||
MapDataModel mapData;
|
||||
MapRoute mapRoute;
|
||||
int ticks = 0;
|
||||
float timer = 1f;
|
||||
double heartRate = 0;
|
||||
public double power = 800;
|
||||
double weight = 60;
|
||||
double bicycleWeight = 10;
|
||||
double elevation = 0f;
|
||||
double currentSlope = 0f;
|
||||
double speed = 0f;
|
||||
double distance = 0f;
|
||||
double totalDistance = 0f;
|
||||
double bearingInterval = 0f;//线路当前转向
|
||||
Animator animator;
|
||||
VideoPlayer videoPlayer;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
//测试数据
|
||||
var routeId = 1255;
|
||||
mapData = ConfigHelper.mapApi.GetData(routeId);//获取路书地理数据
|
||||
mapRoute = ConfigHelper.mapApi.GetById(routeId).data;
|
||||
animator = transform.GetComponent<Animator>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
timer -= Time.deltaTime;
|
||||
while (timer <= 0)
|
||||
{
|
||||
//var animInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||
//if (animInfo.normalizedTime < 0.6)
|
||||
//{
|
||||
// if (speed > 30)
|
||||
// {
|
||||
// animator.Play("New State Right");
|
||||
// }
|
||||
// else if (speed > 15)
|
||||
// {
|
||||
// animator.Play("RideLoop_Medium_01 1");
|
||||
// }
|
||||
// else if (speed == 0)
|
||||
// {
|
||||
// animator.Play("OnBicycle_01_Idle 0");
|
||||
// videoPlayer.Pause();
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// animator.Play("RideLoop_01");
|
||||
// }
|
||||
//}
|
||||
ticks++;
|
||||
ComputeNextSlope();
|
||||
speed = Helper.CalculateSpeed(elevation, currentSlope, power, weight, bicycleWeight);
|
||||
distance = Math.Round(speed / 3600, 5, MidpointRounding.AwayFromZero);
|
||||
totalDistance += distance;
|
||||
Debug.Log($"ticks:{ticks} speed:{speed} totalDistance:{totalDistance} bearing:{bearingInterval}");
|
||||
timer += 1f;
|
||||
transform.DORotate(new Vector3(0f, (float)(180 + bearingInterval), 0f), 1);
|
||||
}
|
||||
}
|
||||
int currentIndex = 0;
|
||||
void ComputeNextSlope()
|
||||
{
|
||||
double sumDistance = 0;
|
||||
if (mapData == null)
|
||||
return;
|
||||
var pointList = mapData.List;
|
||||
for (int i = 0; i < pointList.Count; i++)
|
||||
{
|
||||
sumDistance += pointList[i].Distance;
|
||||
decimal left = (decimal)totalDistance * 1000;
|
||||
decimal right = (decimal)sumDistance;
|
||||
if (left <= right)
|
||||
{
|
||||
currentIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var DOUBLE_DELTA = 1E-6;
|
||||
if (Math.Abs(totalDistance - mapData.TotalDistance) < DOUBLE_DELTA)
|
||||
{
|
||||
currentIndex = pointList.Count - 1;
|
||||
}
|
||||
elevation = pointList[currentIndex].Elevation;
|
||||
currentSlope = pointList[currentIndex].Grade;
|
||||
var preindex = currentIndex - 1 >= 0 ? currentIndex - 1 : 0;
|
||||
bearingInterval = pointList[currentIndex].Bearing - pointList[preindex].Bearing;
|
||||
}
|
||||
}
|
||||
11
Assets/TestPlayerController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d44d40e0ce48544ab744a5936f71d19
|
||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
|
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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57
Assets/VideoPlayer.cs
Normal file
@ -0,0 +1,57 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class VideoPlayer : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
Animator animator;
|
||||
void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
//人物获取场景脚本
|
||||
}
|
||||
//人物碰撞
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
//if (collision.gameObject.name == "Sphere")
|
||||
//{
|
||||
// var Message = "进入碰撞,碰撞名称:" + collision.gameObject.name;
|
||||
// collision.gameObject.GetComponent<TargetScript>().Log(Message);
|
||||
//}
|
||||
}
|
||||
|
||||
float timer = 1f;
|
||||
int ticks = 0;
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
timer -= Time.deltaTime;
|
||||
while (timer <= 0)
|
||||
{
|
||||
#region 动画封装
|
||||
//起步
|
||||
//快速骑
|
||||
animator.speed = 1;
|
||||
var currentInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||
if (currentInfo.normalizedTime > 0.2 && currentInfo.normalizedTime < 0.6f)
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.Play("all", 0, 0.2f);
|
||||
}
|
||||
//慢速骑 修改播放速度
|
||||
|
||||
//拐弯
|
||||
|
||||
//喝水
|
||||
|
||||
#endregion
|
||||
ticks++;
|
||||
timer += 1f;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/VideoPlayer.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8baf9644cea044f4b9542a63901414a3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
57
Assets/testDownLoad.cs
Normal file
@ -0,0 +1,57 @@
|
||||
using Assets.Scenes.Ride.Scripts;
|
||||
using Assets.Scenes.Ride.Scripts.Model;
|
||||
using Assets.Scripts;
|
||||
using Assets.Scripts.Apis.Models;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.Video;
|
||||
|
||||
public class testDownLoad : MonoBehaviour
|
||||
{
|
||||
UnityWebRequest request = null;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
//测试UI
|
||||
var button = transform.GetComponent<Button>();
|
||||
var text = transform.GetComponentInChildren<Text>();
|
||||
var inputFiled = transform.parent.GetComponentInChildren<InputField>();
|
||||
var player = FindObjectOfType<VideoPlayer>();
|
||||
var testPlayer = FindObjectOfType<TestPlayerController>();
|
||||
var url = @"http://192.168.0.97:6031/12067924_720p.mp4";
|
||||
var currentPath = "";
|
||||
inputFiled.onValueChanged.AddListener((s) =>
|
||||
{
|
||||
testPlayer.power = Convert.ToDouble(s);
|
||||
});
|
||||
button.onClick.AddListener(() =>
|
||||
{
|
||||
StartCoroutine(Utils.DownloadVideo("sdsd.mp4", url
|
||||
,(p,req)=> {
|
||||
text.text = Math.Round(p * 100, 2).ToString() + "%";
|
||||
request = req;
|
||||
}
|
||||
,(path)=> {
|
||||
text.text = "100%";
|
||||
currentPath = path;
|
||||
//player.url = path;
|
||||
}
|
||||
));
|
||||
if (!string.IsNullOrEmpty(currentPath))
|
||||
{
|
||||
//player.url = currentPath;
|
||||
}
|
||||
});
|
||||
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/testDownLoad.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1334799e672a05949b3e33f7abab3641
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -4,7 +4,7 @@
|
||||
QualitySettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 5
|
||||
m_CurrentQuality: 2
|
||||
m_CurrentQuality: 5
|
||||
m_QualitySettings:
|
||||
- serializedVersion: 2
|
||||
name: Very Low
|
||||
@ -153,15 +153,15 @@ QualitySettings:
|
||||
- serializedVersion: 2
|
||||
name: Very High
|
||||
pixelLightCount: 3
|
||||
shadows: 2
|
||||
shadowResolution: 2
|
||||
shadows: 1
|
||||
shadowResolution: 0
|
||||
shadowProjection: 1
|
||||
shadowCascades: 2
|
||||
shadowDistance: 70
|
||||
shadowNearPlaneOffset: 3
|
||||
shadowCascade2Split: 0.33333334
|
||||
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||
shadowmaskMode: 1
|
||||
shadowmaskMode: 0
|
||||
skinWeights: 4
|
||||
textureQuality: 0
|
||||
anisotropicTextures: 2
|
||||
|
||||