Add water system package
This commit is contained in:
@@ -0,0 +1,291 @@
|
||||
using System;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
using UnityEngine.Serialization;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace UnityEngine.Rendering.Universal
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public class PlanarReflections : MonoBehaviour
|
||||
{
|
||||
[Serializable]
|
||||
public enum ResolutionMulltiplier
|
||||
{
|
||||
Full,
|
||||
Half,
|
||||
Third,
|
||||
Quarter
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class PlanarReflectionSettings
|
||||
{
|
||||
public ResolutionMulltiplier m_ResolutionMultiplier = ResolutionMulltiplier.Third;
|
||||
public float m_ClipPlaneOffset = 0.07f;
|
||||
public LayerMask m_ReflectLayers = -1;
|
||||
public bool m_Shadows;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
public PlanarReflectionSettings m_settings = new PlanarReflectionSettings();
|
||||
|
||||
public GameObject target;
|
||||
[FormerlySerializedAs("camOffset")] public float m_planeOffset;
|
||||
|
||||
private static Camera _reflectionCamera;
|
||||
private RenderTexture _reflectionTexture;
|
||||
private readonly int _planarReflectionTextureId = Shader.PropertyToID("_PlanarReflectionTexture");
|
||||
|
||||
private int2 _oldReflectionTextureSize;
|
||||
|
||||
public static event Action<ScriptableRenderContext, Camera> BeginPlanarReflections;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
RenderPipelineManager.beginCameraRendering += ExecutePlanarReflections;
|
||||
}
|
||||
|
||||
// Cleanup all the objects we possibly have created
|
||||
private void OnDisable()
|
||||
{
|
||||
Cleanup();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Cleanup();
|
||||
}
|
||||
|
||||
private void Cleanup()
|
||||
{
|
||||
RenderPipelineManager.beginCameraRendering -= ExecutePlanarReflections;
|
||||
|
||||
if(_reflectionCamera)
|
||||
{
|
||||
_reflectionCamera.targetTexture = null;
|
||||
SafeDestroy(_reflectionCamera.gameObject);
|
||||
}
|
||||
if (_reflectionTexture)
|
||||
{
|
||||
RenderTexture.ReleaseTemporary(_reflectionTexture);
|
||||
}
|
||||
}
|
||||
|
||||
private static void SafeDestroy(Object obj)
|
||||
{
|
||||
if (Application.isEditor)
|
||||
{
|
||||
DestroyImmediate(obj);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(obj);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateCamera(Camera src, Camera dest)
|
||||
{
|
||||
if (dest == null) return;
|
||||
|
||||
dest.CopyFrom(src);
|
||||
dest.useOcclusionCulling = false;
|
||||
if (dest.gameObject.TryGetComponent(out UniversalAdditionalCameraData camData))
|
||||
{
|
||||
camData.renderShadows = m_settings.m_Shadows; // turn off shadows for the reflection camera
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateReflectionCamera(Camera realCamera)
|
||||
{
|
||||
if (_reflectionCamera == null)
|
||||
_reflectionCamera = CreateMirrorObjects();
|
||||
|
||||
// find out the reflection plane: position and normal in world space
|
||||
Vector3 pos = Vector3.zero;
|
||||
Vector3 normal = Vector3.up;
|
||||
if (target != null)
|
||||
{
|
||||
pos = target.transform.position + Vector3.up * m_planeOffset;
|
||||
normal = target.transform.up;
|
||||
}
|
||||
|
||||
UpdateCamera(realCamera, _reflectionCamera);
|
||||
|
||||
// Render reflection
|
||||
// Reflect camera around reflection plane
|
||||
var d = -Vector3.Dot(normal, pos) - m_settings.m_ClipPlaneOffset;
|
||||
var reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
|
||||
|
||||
var reflection = Matrix4x4.identity;
|
||||
reflection *= Matrix4x4.Scale(new Vector3(1, -1, 1));
|
||||
|
||||
CalculateReflectionMatrix(ref reflection, reflectionPlane);
|
||||
var oldPosition = realCamera.transform.position - new Vector3(0, pos.y * 2, 0);
|
||||
var newPosition = ReflectPosition(oldPosition);
|
||||
_reflectionCamera.transform.forward = Vector3.Scale(realCamera.transform.forward, new Vector3(1, -1, 1));
|
||||
_reflectionCamera.worldToCameraMatrix = realCamera.worldToCameraMatrix * reflection;
|
||||
|
||||
// Setup oblique projection matrix so that near plane is our reflection
|
||||
// plane. This way we clip everything below/above it for free.
|
||||
var clipPlane = CameraSpacePlane(_reflectionCamera, pos - Vector3.up * 0.1f, normal, 1.0f);
|
||||
var projection = realCamera.CalculateObliqueMatrix(clipPlane);
|
||||
_reflectionCamera.projectionMatrix = projection;
|
||||
_reflectionCamera.cullingMask = m_settings.m_ReflectLayers; // never render water layer
|
||||
_reflectionCamera.transform.position = newPosition;
|
||||
}
|
||||
|
||||
// Calculates reflection matrix around the given plane
|
||||
private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
|
||||
{
|
||||
reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
|
||||
reflectionMat.m01 = (-2F * plane[0] * plane[1]);
|
||||
reflectionMat.m02 = (-2F * plane[0] * plane[2]);
|
||||
reflectionMat.m03 = (-2F * plane[3] * plane[0]);
|
||||
|
||||
reflectionMat.m10 = (-2F * plane[1] * plane[0]);
|
||||
reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
|
||||
reflectionMat.m12 = (-2F * plane[1] * plane[2]);
|
||||
reflectionMat.m13 = (-2F * plane[3] * plane[1]);
|
||||
|
||||
reflectionMat.m20 = (-2F * plane[2] * plane[0]);
|
||||
reflectionMat.m21 = (-2F * plane[2] * plane[1]);
|
||||
reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
|
||||
reflectionMat.m23 = (-2F * plane[3] * plane[2]);
|
||||
|
||||
reflectionMat.m30 = 0F;
|
||||
reflectionMat.m31 = 0F;
|
||||
reflectionMat.m32 = 0F;
|
||||
reflectionMat.m33 = 1F;
|
||||
}
|
||||
|
||||
private static Vector3 ReflectPosition(Vector3 pos)
|
||||
{
|
||||
var newPos = new Vector3(pos.x, -pos.y, pos.z);
|
||||
return newPos;
|
||||
}
|
||||
|
||||
private float GetScaleValue()
|
||||
{
|
||||
switch(m_settings.m_ResolutionMultiplier)
|
||||
{
|
||||
case ResolutionMulltiplier.Full:
|
||||
return 1f;
|
||||
case ResolutionMulltiplier.Half:
|
||||
return 0.5f;
|
||||
case ResolutionMulltiplier.Third:
|
||||
return 0.33f;
|
||||
case ResolutionMulltiplier.Quarter:
|
||||
return 0.25f;
|
||||
default:
|
||||
return 0.5f; // default to half res
|
||||
}
|
||||
}
|
||||
|
||||
// Compare two int2
|
||||
private static bool Int2Compare(int2 a, int2 b)
|
||||
{
|
||||
return a.x == b.x && a.y == b.y;
|
||||
}
|
||||
|
||||
// Given position/normal of the plane, calculates plane in camera space.
|
||||
private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
|
||||
{
|
||||
var offsetPos = pos + normal * m_settings.m_ClipPlaneOffset;
|
||||
var m = cam.worldToCameraMatrix;
|
||||
var cameraPosition = m.MultiplyPoint(offsetPos);
|
||||
var cameraNormal = m.MultiplyVector(normal).normalized * sideSign;
|
||||
return new Vector4(cameraNormal.x, cameraNormal.y, cameraNormal.z, -Vector3.Dot(cameraPosition, cameraNormal));
|
||||
}
|
||||
|
||||
private Camera CreateMirrorObjects()
|
||||
{
|
||||
var go = new GameObject("Planar Reflections",typeof(Camera));
|
||||
var cameraData = go.AddComponent(typeof(UniversalAdditionalCameraData)) as UniversalAdditionalCameraData;
|
||||
|
||||
cameraData.requiresColorOption = CameraOverrideOption.Off;
|
||||
cameraData.requiresDepthOption = CameraOverrideOption.Off;
|
||||
cameraData.SetRenderer(1);
|
||||
|
||||
var t = transform;
|
||||
var reflectionCamera = go.GetComponent<Camera>();
|
||||
reflectionCamera.transform.SetPositionAndRotation(t.position, t.rotation);
|
||||
reflectionCamera.depth = -10;
|
||||
reflectionCamera.enabled = false;
|
||||
go.hideFlags = HideFlags.HideAndDontSave;
|
||||
|
||||
return reflectionCamera;
|
||||
}
|
||||
|
||||
private void PlanarReflectionTexture(Camera cam)
|
||||
{
|
||||
if (_reflectionTexture == null)
|
||||
{
|
||||
var res = ReflectionResolution(cam, UniversalRenderPipeline.asset.renderScale);
|
||||
bool useHdr10 = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);
|
||||
RenderTextureFormat hdrFormat = useHdr10 ? RenderTextureFormat.RGB111110Float : RenderTextureFormat.DefaultHDR;
|
||||
_reflectionTexture = RenderTexture.GetTemporary(res.x, res.y, 16,
|
||||
GraphicsFormatUtility.GetGraphicsFormat(hdrFormat, true));
|
||||
}
|
||||
_reflectionCamera.targetTexture = _reflectionTexture;
|
||||
}
|
||||
|
||||
private int2 ReflectionResolution(Camera cam, float scale)
|
||||
{
|
||||
var x = (int)(cam.pixelWidth * scale * GetScaleValue());
|
||||
var y = (int)(cam.pixelHeight * scale * GetScaleValue());
|
||||
return new int2(x, y);
|
||||
}
|
||||
|
||||
private void ExecutePlanarReflections(ScriptableRenderContext context, Camera camera)
|
||||
{
|
||||
// we dont want to render planar reflections in reflections or previews
|
||||
if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
|
||||
return;
|
||||
|
||||
UpdateReflectionCamera(camera); // create reflected camera
|
||||
PlanarReflectionTexture(camera); // create and assign RenderTexture
|
||||
|
||||
var data = new PlanarReflectionSettingData(); // save quality settings and lower them for the planar reflections
|
||||
data.Set(); // set quality settings
|
||||
|
||||
Shader.EnableKeyword("_PLANAR_REFLECTION_CAMERA");
|
||||
|
||||
BeginPlanarReflections?.Invoke(context, _reflectionCamera); // callback Action for PlanarReflection
|
||||
UniversalRenderPipeline.RenderSingleCamera(context, _reflectionCamera); // render planar reflections
|
||||
|
||||
data.Restore(); // restore the quality settings
|
||||
Shader.SetGlobalTexture(_planarReflectionTextureId, _reflectionTexture); // Assign texture to water shader
|
||||
Shader.DisableKeyword("_PLANAR_REFLECTION_CAMERA");
|
||||
}
|
||||
|
||||
class PlanarReflectionSettingData
|
||||
{
|
||||
private readonly bool _fog;
|
||||
private readonly int _maxLod;
|
||||
private readonly float _lodBias;
|
||||
|
||||
public PlanarReflectionSettingData()
|
||||
{
|
||||
_fog = RenderSettings.fog;
|
||||
_maxLod = QualitySettings.maximumLODLevel;
|
||||
_lodBias = QualitySettings.lodBias;
|
||||
}
|
||||
|
||||
public void Set()
|
||||
{
|
||||
GL.invertCulling = true;
|
||||
RenderSettings.fog = false; // disable fog for now as it's incorrect with projection
|
||||
QualitySettings.maximumLODLevel = 1;
|
||||
QualitySettings.lodBias = _lodBias * 0.5f;
|
||||
}
|
||||
|
||||
public void Restore()
|
||||
{
|
||||
GL.invertCulling = false;
|
||||
RenderSettings.fog = _fog;
|
||||
QualitySettings.maximumLODLevel = _maxLod;
|
||||
QualitySettings.lodBias = _lodBias;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3971d89a730cd5846a1944ab0228bf76
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,234 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace WaterSystem
|
||||
{
|
||||
public class WaterSystemFeature : ScriptableRendererFeature
|
||||
{
|
||||
|
||||
#region Water Effects Pass
|
||||
|
||||
class WaterFxPass : ScriptableRenderPass
|
||||
{
|
||||
private const string k_RenderWaterFXTag = "Render Water FX";
|
||||
private ProfilingSampler m_WaterFX_Profile = new ProfilingSampler(k_RenderWaterFXTag);
|
||||
private readonly ShaderTagId m_WaterFXShaderTag = new ShaderTagId("WaterFX");
|
||||
private readonly Color m_ClearColor = new Color(0.0f, 0.5f, 0.5f, 0.5f); //r = foam mask, g = normal.x, b = normal.z, a = displacement
|
||||
private FilteringSettings m_FilteringSettings;
|
||||
private RTHandle m_WaterFX;
|
||||
|
||||
public WaterFxPass()
|
||||
{
|
||||
m_WaterFX=RTHandles.Alloc("_WaterFXMap", "_WaterFXMap");
|
||||
// only wanting to render transparent objects
|
||||
m_FilteringSettings = new FilteringSettings(RenderQueueRange.transparent);
|
||||
}
|
||||
|
||||
// Calling Configure since we are wanting to render into a RenderTexture and control cleat
|
||||
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
||||
{
|
||||
// no need for a depth buffer
|
||||
cameraTextureDescriptor.depthBufferBits = 0;
|
||||
// Half resolution
|
||||
cameraTextureDescriptor.width /= 2;
|
||||
cameraTextureDescriptor.height /= 2;
|
||||
// default format TODO research usefulness of HDR format
|
||||
cameraTextureDescriptor.colorFormat = RenderTextureFormat.Default;
|
||||
// get a temp RT for rendering into
|
||||
cmd.GetTemporaryRT(Shader.PropertyToID(m_WaterFX.name), cameraTextureDescriptor, FilterMode.Bilinear);
|
||||
ConfigureTarget(m_WaterFX);
|
||||
// clear the screen with a specific color for the packed data
|
||||
ConfigureClear(ClearFlag.Color, m_ClearColor);
|
||||
}
|
||||
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
CommandBuffer cmd = CommandBufferPool.Get();
|
||||
using (new ProfilingScope(cmd, m_WaterFX_Profile)) // makes sure we have profiling ability
|
||||
{
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
|
||||
// here we choose renderers based off the "WaterFX" shader pass and also sort back to front
|
||||
var drawSettings = CreateDrawingSettings(m_WaterFXShaderTag, ref renderingData,
|
||||
SortingCriteria.CommonTransparent);
|
||||
|
||||
// draw all the renderers matching the rules we setup
|
||||
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings);
|
||||
}
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
|
||||
public override void OnCameraCleanup(CommandBuffer cmd)
|
||||
{
|
||||
// since the texture is used within the single cameras use we need to cleanup the RT afterwards
|
||||
cmd.ReleaseTemporaryRT(Shader.PropertyToID(m_WaterFX.name));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Caustics Pass
|
||||
|
||||
class WaterCausticsPass : ScriptableRenderPass
|
||||
{
|
||||
private const string k_RenderWaterCausticsTag = "Render Water Caustics";
|
||||
private ProfilingSampler m_WaterCaustics_Profile = new ProfilingSampler(k_RenderWaterCausticsTag);
|
||||
public Material WaterCausticMaterial;
|
||||
private static Mesh m_mesh;
|
||||
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
var cam = renderingData.cameraData.camera;
|
||||
// Stop the pass rendering in the preview or material missing
|
||||
if (cam.cameraType == CameraType.Preview || !WaterCausticMaterial)
|
||||
return;
|
||||
|
||||
CommandBuffer cmd = CommandBufferPool.Get();
|
||||
using (new ProfilingScope(cmd, m_WaterCaustics_Profile))
|
||||
{
|
||||
var sunMatrix = RenderSettings.sun != null
|
||||
? RenderSettings.sun.transform.localToWorldMatrix
|
||||
: Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-45f, 45f, 0f), Vector3.one);
|
||||
WaterCausticMaterial.SetMatrix("_MainLightDir", sunMatrix);
|
||||
|
||||
|
||||
// Create mesh if needed
|
||||
if (!m_mesh)
|
||||
m_mesh = GenerateCausticsMesh(1000f);
|
||||
|
||||
// Create the matrix to position the caustics mesh.
|
||||
var position = cam.transform.position;
|
||||
position.y = 0; // TODO should read a global 'water height' variable.
|
||||
var matrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one);
|
||||
// Setup the CommandBuffer and draw the mesh with the caustic material and matrix
|
||||
cmd.DrawMesh(m_mesh, matrix, WaterCausticMaterial, 0, 0);
|
||||
}
|
||||
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
CommandBufferPool.Release(cmd);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
WaterFxPass m_WaterFxPass;
|
||||
WaterCausticsPass m_CausticsPass;
|
||||
|
||||
public WaterSystemSettings settings = new WaterSystemSettings();
|
||||
[HideInInspector][SerializeField] private Shader causticShader;
|
||||
[HideInInspector][SerializeField] private Texture2D causticTexture;
|
||||
|
||||
private Material _causticMaterial;
|
||||
|
||||
private static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend");
|
||||
private static readonly int DstBlend = Shader.PropertyToID("_DstBlend");
|
||||
private static readonly int Size = Shader.PropertyToID("_Size");
|
||||
private static readonly int CausticTexture = Shader.PropertyToID("_CausticMap");
|
||||
|
||||
public override void Create()
|
||||
{
|
||||
// WaterFX Pass
|
||||
m_WaterFxPass = new WaterFxPass {renderPassEvent = RenderPassEvent.BeforeRenderingOpaques};
|
||||
|
||||
// Caustic Pass
|
||||
m_CausticsPass = new WaterCausticsPass();
|
||||
|
||||
causticShader = causticShader ? causticShader : Shader.Find("Hidden/BoatAttack/Caustics");
|
||||
if (causticShader == null) return;
|
||||
if (_causticMaterial)
|
||||
{
|
||||
DestroyImmediate(_causticMaterial);
|
||||
}
|
||||
_causticMaterial = CoreUtils.CreateEngineMaterial(causticShader);
|
||||
_causticMaterial.SetFloat("_BlendDistance", settings.causticBlendDistance);
|
||||
|
||||
if (causticTexture == null)
|
||||
{
|
||||
Debug.Log("Caustics Texture missing, attempting to load.");
|
||||
#if UNITY_EDITOR
|
||||
causticTexture = UnityEditor.AssetDatabase.LoadAssetAtPath<Texture2D>("Packages/com.verasl.water-system/Textures/WaterSurface_single.tif");
|
||||
#endif
|
||||
}
|
||||
_causticMaterial.SetTexture(CausticTexture, causticTexture);
|
||||
|
||||
switch (settings.debug)
|
||||
{
|
||||
case WaterSystemSettings.DebugMode.Caustics:
|
||||
_causticMaterial.SetFloat(SrcBlend, 1f);
|
||||
_causticMaterial.SetFloat(DstBlend, 0f);
|
||||
_causticMaterial.EnableKeyword("_DEBUG");
|
||||
m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
|
||||
break;
|
||||
case WaterSystemSettings.DebugMode.WaterEffects:
|
||||
break;
|
||||
case WaterSystemSettings.DebugMode.Disabled:
|
||||
// Caustics
|
||||
_causticMaterial.SetFloat(SrcBlend, 2f);
|
||||
_causticMaterial.SetFloat(DstBlend, 0f);
|
||||
_causticMaterial.DisableKeyword("_DEBUG");
|
||||
m_CausticsPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1;
|
||||
// WaterEffects
|
||||
break;
|
||||
}
|
||||
|
||||
_causticMaterial.SetFloat(Size, settings.causticScale);
|
||||
m_CausticsPass.WaterCausticMaterial = _causticMaterial;
|
||||
}
|
||||
|
||||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||
{
|
||||
renderer.EnqueuePass(m_WaterFxPass);
|
||||
renderer.EnqueuePass(m_CausticsPass);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This function Generates a flat quad for use with the caustics pass.
|
||||
/// </summary>
|
||||
/// <param name="size">The length of the quad.</param>
|
||||
/// <returns></returns>
|
||||
private static Mesh GenerateCausticsMesh(float size)
|
||||
{
|
||||
var m = new Mesh();
|
||||
size *= 0.5f;
|
||||
|
||||
var verts = new[]
|
||||
{
|
||||
new Vector3(-size, 0f, -size),
|
||||
new Vector3(size, 0f, -size),
|
||||
new Vector3(-size, 0f, size),
|
||||
new Vector3(size, 0f, size)
|
||||
};
|
||||
m.vertices = verts;
|
||||
|
||||
var tris = new[]
|
||||
{
|
||||
0, 2, 1,
|
||||
2, 3, 1
|
||||
};
|
||||
m.triangles = tris;
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class WaterSystemSettings
|
||||
{
|
||||
[Header("Caustics Settings")] [Range(0.1f, 1f)]
|
||||
public float causticScale = 0.25f;
|
||||
|
||||
public float causticBlendDistance = 3f;
|
||||
|
||||
[Header("Advanced Settings")] public DebugMode debug = DebugMode.Disabled;
|
||||
|
||||
public enum DebugMode
|
||||
{
|
||||
Disabled,
|
||||
WaterEffects,
|
||||
Caustics
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: adbe377f4f72c497faee64bc3f0580b9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- causticShader: {fileID: 4800000, guid: 90939d2e4b62841d29c136c866715501, type: 3}
|
||||
- causticTexture: {fileID: 2800000, guid: f395b7d64f44848c6a3cba1f1173fe90, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user