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上传太空人模型

蓝色星空 1 year ago
parent
commit
59729c1b8e
41 changed files with 5616 additions and 95 deletions
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      Assets/Astronaut2.prefab
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File diff suppressed because it is too large
+ 2 - 45
Assets/NavigatorPro.unity


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Assets/Plugins/Android/AndroidManifest.xml

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-<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools" android:installLocation="preferExternal">
-  <uses-sdk tools:overrideLibrary="com.nreal.glasses_sdk" />
-  <supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />
-  <application android:theme="@style/UnityThemeSelector" android:icon="@mipmap/app_icon" android:label="@string/app_name">
-    <activity android:name="com.unity3d.player.UnityPlayerActivity">
-      <intent-filter>
-        <action android:name="android.intent.action.MAIN" />
-        <category android:name="android.intent.category.LAUNCHER" />
-      </intent-filter>
-    </activity>
-    <meta-data android:name="nreal_sdk" android:value="true" />
-    <meta-data android:name="com.nreal.supportDevices" android:value="NrealLight|NrealAir" />
-  </application>
-  <uses-permission android:name="android.permission.BLUETOOTH" />
+<?xml version="1.0" encoding="utf-8"?>
+<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools" android:installLocation="preferExternal">
+  <uses-sdk tools:overrideLibrary="com.nreal.glasses_sdk" />
+  <supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" />
+  <application android:theme="@style/UnityThemeSelector" android:icon="@mipmap/app_icon" android:label="@string/app_name">
+    <activity android:name="com.unity3d.player.UnityPlayerActivity">
+      <intent-filter>
+        <action android:name="android.intent.action.MAIN" />
+        <category android:name="android.intent.category.LAUNCHER" />
+      </intent-filter>
+    </activity>
+    <meta-data android:name="nreal_sdk" android:value="true" />
+    <meta-data android:name="com.nreal.supportDevices" android:value="NrealLight|NrealAir" />
+  </application>
+  <uses-permission android:name="android.permission.BLUETOOTH" />
 </manifest>

+ 29 - 29
Assets/Plugins/Android/baseProjectTemplate.gradle

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-allprojects {
-    buildscript {
-        repositories {**ARTIFACTORYREPOSITORY**
-            google()
-            jcenter()
-        }
-
-        dependencies {
-            // If you are changing the Android Gradle Plugin version, make sure it is compatible with the Gradle version preinstalled with Unity
-            // See which Gradle version is preinstalled with Unity here https://docs.unity3d.com/Manual/android-gradle-overview.html
-            // See official Gradle and Android Gradle Plugin compatibility table here https://developer.android.com/studio/releases/gradle-plugin#updating-gradle
-            // To specify a custom Gradle version in Unity, go do "Preferences > External Tools", uncheck "Gradle Installed with Unity (recommended)" and specify a path to a custom Gradle version
-            classpath 'com.android.tools.build:gradle:4.0.1'
-            **BUILD_SCRIPT_DEPS**
-        }
-    }
-
-    repositories {**ARTIFACTORYREPOSITORY**
-        google()
-        jcenter()
-        flatDir {
-            dirs "${project(':unityLibrary').projectDir}/libs"
-        }
-    }
-}
-
-task clean(type: Delete) {
-    delete rootProject.buildDir
-}
+allprojects {
+    buildscript {
+        repositories {**ARTIFACTORYREPOSITORY**
+            google()
+            jcenter()
+        }
+
+        dependencies {
+            // If you are changing the Android Gradle Plugin version, make sure it is compatible with the Gradle version preinstalled with Unity
+            // See which Gradle version is preinstalled with Unity here https://docs.unity3d.com/Manual/android-gradle-overview.html
+            // See official Gradle and Android Gradle Plugin compatibility table here https://developer.android.com/studio/releases/gradle-plugin#updating-gradle
+            // To specify a custom Gradle version in Unity, go do "Preferences > External Tools", uncheck "Gradle Installed with Unity (recommended)" and specify a path to a custom Gradle version
+            classpath 'com.android.tools.build:gradle:4.0.1'
+            **BUILD_SCRIPT_DEPS**
+        }
+    }
+
+    repositories {**ARTIFACTORYREPOSITORY**
+        google()
+        jcenter()
+        flatDir {
+            dirs "${project(':unityLibrary').projectDir}/libs"
+        }
+    }
+}
+
+task clean(type: Delete) {
+    delete rootProject.buildDir
+}

+ 6 - 6
Assets/Plugins/Android/gradleTemplate.properties

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-org.gradle.jvmargs=-Xmx**JVM_HEAP_SIZE**M
-org.gradle.parallel=true
-android.enableR8=**MINIFY_WITH_R_EIGHT**
-unityStreamingAssets=**STREAMING_ASSETS**
-**ADDITIONAL_PROPERTIES**
+android.useAndroidX=true
+org.gradle.jvmargs=-Xmx**JVM_HEAP_SIZE**M
+org.gradle.parallel=true
+android.enableR8=**MINIFY_WITH_R_EIGHT**
+unityStreamingAssets=**STREAMING_ASSETS**
+**ADDITIONAL_PROPERTIES**

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+// MatCap Shader, (c) 2015-2019 Jean Moreno
+
+Shader "MatCap/Vertex/Textured Add"
+{
+	Properties
+	{
+		_MainTex ("Base (RGB)", 2D) = "white" {}
+		_MatCap ("MatCap (RGB)", 2D) = "white" {}
+	}
+	
+	Subshader
+	{
+		Tags { "RenderType"="Opaque" }
+		
+		Pass
+		{
+			CGPROGRAM
+				#pragma vertex vert
+				#pragma fragment frag
+				#pragma fragmentoption ARB_precision_hint_fastest
+				#pragma multi_compile_fog
+				#include "UnityCG.cginc"
+				
+				struct v2f
+				{
+					float4 pos	: SV_POSITION;
+					float2 uv 	: TEXCOORD0;
+					float2 cap	: TEXCOORD1;
+					UNITY_FOG_COORDS(2)
+				};
+				
+				uniform float4 _MainTex_ST;
+				
+				v2f vert (appdata_base v)
+				{
+					v2f o;
+					o.pos = UnityObjectToClipPos(v.vertex);
+					o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
+					
+					float3 worldNorm = normalize(unity_WorldToObject[0].xyz * v.normal.x + unity_WorldToObject[1].xyz * v.normal.y + unity_WorldToObject[2].xyz * v.normal.z);
+					worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
+					o.cap.xy = worldNorm.xy * 0.5 + 0.5;
+					
+					UNITY_TRANSFER_FOG(o, o.pos);
+
+					return o;
+				}
+				
+				uniform sampler2D _MainTex;
+				uniform sampler2D _MatCap;
+				
+				fixed4 frag (v2f i) : COLOR
+				{
+					fixed4 tex = tex2D(_MainTex, i.uv);
+					fixed4 mc = tex2D(_MatCap, i.cap);
+
+			#ifndef UNITY_COLORSPACE_GAMMA
+					// perform the blending operation in gamma space to get the same result in linear space
+					tex.rgb = LinearToGammaSpace(tex.rgb);
+					mc.rgb = LinearToGammaSpace(mc.rgb);
+					mc *= 2.0;
+					mc = saturate(tex + mc - 1.0);
+					mc.rgb = GammaToLinearSpace(mc.rgb);
+					UNITY_APPLY_FOG(i.fogCoord, mc);
+					return mc;
+			#else
+					mc.rgb = tex.rgb + (mc.rgb * 2.0) - 1.0;
+					UNITY_APPLY_FOG(i.fogCoord, mc);
+					return mc;
+			#endif
+				}
+			ENDCG
+		}
+	}
+	
+	Fallback "VertexLit"
+}

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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "Zyc/Toon"
+{
+	Properties
+	{
+		_ASEOutlineColor( "Outline Color", Color ) = (0,0,0,0)
+		_ASEOutlineWidth( "Outline Width", Float ) = 0.02
+		_ToonRamp("Toon Ramp", 2D) = "white" {}
+		_RimColor("Rim Color", Color) = (0,1,0.8758622,0)
+		_RimPower("Rim Power", Range( 0 , 10)) = 0.5
+		_RimOffset("Rim Offset", Float) = 0.24
+		_Diffuse("Diffuse", 2D) = "white" {}
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ }
+		Cull Front
+		CGPROGRAM
+		#pragma target 3.0
+		#pragma surface outlineSurf Outline nofog  keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc 
+		uniform half4 _ASEOutlineColor;
+		uniform half _ASEOutlineWidth;
+		void outlineVertexDataFunc( inout appdata_full v, out Input o )
+		{
+			UNITY_INITIALIZE_OUTPUT( Input, o );
+			v.vertex.xyz += ( v.normal * _ASEOutlineWidth );
+		}
+		inline half4 LightingOutline( SurfaceOutput s, half3 lightDir, half atten ) { return half4 ( 0,0,0, s.Alpha); }
+		void outlineSurf( Input i, inout SurfaceOutput o )
+		{
+			o.Emission = _ASEOutlineColor.rgb;
+			o.Alpha = 1;
+		}
+		ENDCG
+		
+
+		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
+		Cull Back
+		CGINCLUDE
+		#include "UnityPBSLighting.cginc"
+		#include "UnityCG.cginc"
+		#include "UnityShaderVariables.cginc"
+		#include "Lighting.cginc"
+		#pragma target 3.0
+		#ifdef UNITY_PASS_SHADOWCASTER
+			#undef INTERNAL_DATA
+			#undef WorldReflectionVector
+			#undef WorldNormalVector
+			#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
+			#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
+			#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
+		#endif
+		struct Input
+		{
+			float2 uv_texcoord;
+			float3 worldNormal;
+			INTERNAL_DATA
+			float3 worldPos;
+		};
+
+		struct SurfaceOutputCustomLightingCustom
+		{
+			half3 Albedo;
+			half3 Normal;
+			half3 Emission;
+			half Metallic;
+			half Smoothness;
+			half Occlusion;
+			half Alpha;
+			Input SurfInput;
+			UnityGIInput GIData;
+		};
+
+		uniform sampler2D _Diffuse;
+		uniform float4 _Diffuse_ST;
+		uniform sampler2D _ToonRamp;
+		uniform float _RimOffset;
+		uniform float _RimPower;
+		uniform float4 _RimColor;
+
+		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
+		{
+			UnityGIInput data = s.GIData;
+			Input i = s.SurfInput;
+			half4 c = 0;
+			#ifdef UNITY_PASS_FORWARDBASE
+			float ase_lightAtten = data.atten;
+			if( _LightColor0.a == 0)
+			ase_lightAtten = 0;
+			#else
+			float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
+			float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
+			#endif
+			#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
+			half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
+			float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
+			float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
+			ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
+			#endif
+			float2 uv_Diffuse = i.uv_texcoord * _Diffuse_ST.xy + _Diffuse_ST.zw;
+			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
+			float3 ase_worldPos = i.worldPos;
+			#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
+			float3 ase_worldlightDir = 0;
+			#else //aseld
+			float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
+			#endif //aseld
+			float dotResult3 = dot( ase_worldNormal , ase_worldlightDir );
+			float2 temp_cast_0 = (saturate( (dotResult3*0.5 + 0.5) )).xx;
+			#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aselc
+			float4 ase_lightColor = 0;
+			#else //aselc
+			float4 ase_lightColor = _LightColor0;
+			#endif //aselc
+			UnityGI gi11 = gi;
+			float3 diffNorm11 = ase_worldNormal;
+			gi11 = UnityGI_Base( data, 1, diffNorm11 );
+			float3 indirectDiffuse11 = gi11.indirect.diffuse + diffNorm11 * 0.0001;
+			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
+			float dotResult38 = dot( ase_worldNormal , ase_worldViewDir );
+			c.rgb = ( ( ( tex2D( _Diffuse, uv_Diffuse ) * tex2D( _ToonRamp, temp_cast_0 ) ) * ( ase_lightColor * float4( ( indirectDiffuse11 + ase_lightAtten ) , 0.0 ) ) ) + ( saturate( ( ( ase_lightAtten * dotResult3 ) * pow( ( 1.0 - saturate( ( dotResult38 + _RimOffset ) ) ) , _RimPower ) ) ) * ( _RimColor * ase_lightColor ) ) ).rgb;
+			c.a = 1;
+			return c;
+		}
+
+		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
+		{
+			s.GIData = data;
+		}
+
+		void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
+		{
+			o.SurfInput = i;
+			o.Normal = float3(0,0,1);
+		}
+
+		ENDCG
+		CGPROGRAM
+		#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows exclude_path:deferred 
+
+		ENDCG
+		Pass
+		{
+			Name "ShadowCaster"
+			Tags{ "LightMode" = "ShadowCaster" }
+			ZWrite On
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma target 3.0
+			#pragma multi_compile_shadowcaster
+			#pragma multi_compile UNITY_PASS_SHADOWCASTER
+			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+			#include "HLSLSupport.cginc"
+			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
+				#define CAN_SKIP_VPOS
+			#endif
+			#include "UnityCG.cginc"
+			#include "Lighting.cginc"
+			#include "UnityPBSLighting.cginc"
+			struct v2f
+			{
+				V2F_SHADOW_CASTER;
+				float2 customPack1 : TEXCOORD1;
+				float4 tSpace0 : TEXCOORD2;
+				float4 tSpace1 : TEXCOORD3;
+				float4 tSpace2 : TEXCOORD4;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+			v2f vert( appdata_full v )
+			{
+				v2f o;
+				UNITY_SETUP_INSTANCE_ID( v );
+				UNITY_INITIALIZE_OUTPUT( v2f, o );
+				UNITY_TRANSFER_INSTANCE_ID( v, o );
+				Input customInputData;
+				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
+				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
+				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
+				half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
+				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
+				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
+				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
+				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
+				o.customPack1.xy = customInputData.uv_texcoord;
+				o.customPack1.xy = v.texcoord;
+				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
+				return o;
+			}
+			half4 frag( v2f IN
+			#if !defined( CAN_SKIP_VPOS )
+			, UNITY_VPOS_TYPE vpos : VPOS
+			#endif
+			) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				Input surfIN;
+				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
+				surfIN.uv_texcoord = IN.customPack1.xy;
+				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
+				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
+				surfIN.worldPos = worldPos;
+				surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
+				surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
+				surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
+				surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
+				SurfaceOutputCustomLightingCustom o;
+				UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
+				surf( surfIN, o );
+				#if defined( CAN_SKIP_VPOS )
+				float2 vpos = IN.pos;
+				#endif
+				SHADOW_CASTER_FRAGMENT( IN )
+			}
+			ENDCG
+		}
+	}
+	Fallback "Diffuse"
+	CustomEditor "ASEMaterialInspector"
+}
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