Merge pull request 'UpToURP' (#1) from UpToURP into master

Reviewed-on: #1
This commit is contained in:
sin365 2023-01-02 17:02:55 +08:00
commit b528548a7f
81 changed files with 8298 additions and 2956 deletions

View File

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title: Universal Render Pipeline Template
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- heading: Universal Render Pipeline
text: 'The Universal Project Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.'
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#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
using UnityEngine;
namespace UnityTemplateProjects
{
public class SimpleCameraController : MonoBehaviour
{
class CameraState
{
public float yaw;
public float pitch;
public float roll;
public float x;
public float y;
public float z;
public void SetFromTransform(Transform t)
{
pitch = t.eulerAngles.x;
yaw = t.eulerAngles.y;
roll = t.eulerAngles.z;
x = t.position.x;
y = t.position.y;
z = t.position.z;
}
public void Translate(Vector3 translation)
{
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
x += rotatedTranslation.x;
y += rotatedTranslation.y;
z += rotatedTranslation.z;
}
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
{
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
x = Mathf.Lerp(x, target.x, positionLerpPct);
y = Mathf.Lerp(y, target.y, positionLerpPct);
z = Mathf.Lerp(z, target.z, positionLerpPct);
}
public void UpdateTransform(Transform t)
{
t.eulerAngles = new Vector3(pitch, yaw, roll);
t.position = new Vector3(x, y, z);
}
}
const float k_MouseSensitivityMultiplier = 0.01f;
CameraState m_TargetCameraState = new CameraState();
CameraState m_InterpolatingCameraState = new CameraState();
[Header("Movement Settings")]
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
public float boost = 3.5f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
public float positionLerpTime = 0.2f;
[Header("Rotation Settings")]
[Tooltip("Multiplier for the sensitivity of the rotation.")]
public float mouseSensitivity = 60.0f;
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
public float rotationLerpTime = 0.01f;
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
public bool invertY = false;
#if ENABLE_INPUT_SYSTEM
InputAction movementAction;
InputAction verticalMovementAction;
InputAction lookAction;
InputAction boostFactorAction;
bool mouseRightButtonPressed;
void Start()
{
var map = new InputActionMap("Simple Camera Controller");
lookAction = map.AddAction("look", binding: "<Mouse>/delta");
movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
verticalMovementAction = map.AddAction("Vertical Movement");
boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
movementAction.AddCompositeBinding("Dpad")
.With("Up", "<Keyboard>/w")
.With("Up", "<Keyboard>/upArrow")
.With("Down", "<Keyboard>/s")
.With("Down", "<Keyboard>/downArrow")
.With("Left", "<Keyboard>/a")
.With("Left", "<Keyboard>/leftArrow")
.With("Right", "<Keyboard>/d")
.With("Right", "<Keyboard>/rightArrow");
verticalMovementAction.AddCompositeBinding("Dpad")
.With("Up", "<Keyboard>/pageUp")
.With("Down", "<Keyboard>/pageDown")
.With("Up", "<Keyboard>/e")
.With("Down", "<Keyboard>/q")
.With("Up", "<Gamepad>/rightshoulder")
.With("Down", "<Gamepad>/leftshoulder");
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
movementAction.Enable();
lookAction.Enable();
verticalMovementAction.Enable();
boostFactorAction.Enable();
}
#endif
void OnEnable()
{
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
Vector3 GetInputTranslationDirection()
{
Vector3 direction = Vector3.zero;
#if ENABLE_INPUT_SYSTEM
var moveDelta = movementAction.ReadValue<Vector2>();
direction.x = moveDelta.x;
direction.z = moveDelta.y;
direction.y = verticalMovementAction.ReadValue<Vector2>().y;
#else
if (Input.GetKey(KeyCode.W))
{
direction += Vector3.forward;
}
if (Input.GetKey(KeyCode.S))
{
direction += Vector3.back;
}
if (Input.GetKey(KeyCode.A))
{
direction += Vector3.left;
}
if (Input.GetKey(KeyCode.D))
{
direction += Vector3.right;
}
if (Input.GetKey(KeyCode.Q))
{
direction += Vector3.down;
}
if (Input.GetKey(KeyCode.E))
{
direction += Vector3.up;
}
#endif
return direction;
}
void Update()
{
// Exit Sample
if (IsEscapePressed())
{
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
// Hide and lock cursor when right mouse button pressed
if (IsRightMouseButtonDown())
{
Cursor.lockState = CursorLockMode.Locked;
}
// Unlock and show cursor when right mouse button released
if (IsRightMouseButtonUp())
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
// Rotation
if (IsCameraRotationAllowed())
{
var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity;
if (invertY)
mouseMovement.y = -mouseMovement.y;
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
}
// Translation
var translation = GetInputTranslationDirection() * Time.deltaTime;
// Speed up movement when shift key held
if (IsBoostPressed())
{
translation *= 10.0f;
}
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
boost += GetBoostFactor();
translation *= Mathf.Pow(2.0f, boost);
m_TargetCameraState.Translate(translation);
// Framerate-independent interpolation
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
m_InterpolatingCameraState.UpdateTransform(transform);
}
float GetBoostFactor()
{
#if ENABLE_INPUT_SYSTEM
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
#else
return Input.mouseScrollDelta.y * 0.01f;
#endif
}
Vector2 GetInputLookRotation()
{
// try to compensate the diff between the two input systems by multiplying with empirical values
#if ENABLE_INPUT_SYSTEM
var delta = lookAction.ReadValue<Vector2>();
delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
return delta;
#else
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
#endif
}
bool IsBoostPressed()
{
#if ENABLE_INPUT_SYSTEM
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
return boost;
#else
return Input.GetKey(KeyCode.LeftShift);
#endif
}
bool IsEscapePressed()
{
#if ENABLE_INPUT_SYSTEM
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
#else
return Input.GetKey(KeyCode.Escape);
#endif
}
bool IsCameraRotationAllowed()
{
#if ENABLE_INPUT_SYSTEM
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
return canRotate;
#else
return Input.GetMouseButton(1);
#endif
}
bool IsRightMouseButtonDown()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
#else
return Input.GetMouseButtonDown(1);
#endif
}
bool IsRightMouseButtonUp()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
#else
return Input.GetMouseButtonUp(1);
#endif
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor {
static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static float kSpace = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
{
var readme = SelectReadme();
SessionState.SetBool(kShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false});
}
[MenuItem("Tutorial/Show Tutorial Instructions")]
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[]{readmeObject};
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
GUILayout.Label(readme.title, TitleStyle);
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
GUILayout.Label(section.text, BodyStyle);
}
if (!string.IsNullOrEmpty(section.linkText))
{
if (LinkLabel(new GUIContent(section.linkText)))
{
Application.OpenURL(section.url);
}
}
GUILayout.Space(kSpace);
}
}
bool m_Initialized;
GUIStyle LinkStyle { get { return m_LinkStyle; } }
[SerializeField] GUIStyle m_LinkStyle;
GUIStyle TitleStyle { get { return m_TitleStyle; } }
[SerializeField] GUIStyle m_TitleStyle;
GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
[SerializeField] GUIStyle m_HeadingStyle;
GUIStyle BodyStyle { get { return m_BodyStyle; } }
[SerializeField] GUIStyle m_BodyStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14;
m_TitleStyle = new GUIStyle(m_BodyStyle);
m_TitleStyle.fontSize = 26;
m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontSize = 18 ;
m_LinkStyle = new GUIStyle(m_BodyStyle);
m_LinkStyle.wordWrap = false;
// Match selection color which works nicely for both light and dark skins
m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
m_LinkStyle.stretchWidth = false;
m_Initialized = true;
}
bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI ();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI ();
EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
return GUI.Button (position, label, LinkStyle);
}
}

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using System;
using UnityEngine;
public class Readme : ScriptableObject {
public Texture2D icon;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section {
public string heading, text, linkText, url;
}
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<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\Bin\Debug\</OutputPath>
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