add ship, camera shake and 2nd fractal
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@ -11,6 +11,7 @@ using UnityEngine.Rendering.Universal;
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public class AudioVisualizer : MonoBehaviour
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{
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[SerializeField] private Renderer _ship;
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[SerializeField] private Renderer _fractal;
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[SerializeField] private Renderer _tunnel;
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[SerializeField] private AudioVisualizerSettings _settings;
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@ -30,11 +31,11 @@ public class AudioVisualizer : MonoBehaviour
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RuntimeManager.CoreSystem.getMasterChannelGroup(out var channelGroup);
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channelGroup.addDSP(FMOD.CHANNELCONTROL_DSP_INDEX.HEAD, _fft);
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_settings.Initialise(_fractal.material, _tunnel.material, _ship.material);
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}
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private void LateUpdate()
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{
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}
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}
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@ -2,6 +2,7 @@ using System;
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using System.Runtime.InteropServices;
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using FMOD;
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using UnityEngine;
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using INITFLAGS = FMOD.Studio.INITFLAGS;
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|
||||
[CreateAssetMenu(menuName = "Audio Visualizer Settings")]
|
||||
public class AudioVisualizerSettings : ScriptableObject
|
||||
|
@ -21,25 +22,26 @@ public class AudioVisualizerSettings : ScriptableObject
|
|||
|
||||
[SerializeField] private ShaderPropertyAnimation[] _fractalAnimations;
|
||||
[SerializeField] private ShaderPropertyAnimation[] _tunnelAnimations;
|
||||
[SerializeField] private ShaderPropertyAnimation[] _shipAnimations;
|
||||
|
||||
public void Initialise(Material fractal, Material tunnel)
|
||||
public void Initialise(Material fractal, Material tunnel, Material ship)
|
||||
{
|
||||
for (int i = 0; i < _fractalAnimations.Length; i++)
|
||||
{
|
||||
var anim = _fractalAnimations[i];
|
||||
anim.Initial = fractal.GetFloat(anim.name);
|
||||
_fractalAnimations[i] = anim;
|
||||
}
|
||||
InitialiseAnimations(_fractalAnimations, fractal);
|
||||
InitialiseAnimations(_tunnelAnimations, tunnel);
|
||||
InitialiseAnimations(_shipAnimations, ship);
|
||||
}
|
||||
|
||||
for (int i = 0; i < _tunnelAnimations.Length; i++)
|
||||
private void InitialiseAnimations(ShaderPropertyAnimation[] animations, Material material)
|
||||
{
|
||||
for (int i = 0; i < animations.Length; i++)
|
||||
{
|
||||
var anim = _tunnelAnimations[i];
|
||||
anim.Initial = tunnel.GetFloat(anim.name);
|
||||
_tunnelAnimations[i] = anim;
|
||||
var anim = animations[i];
|
||||
anim.Initial = material.GetFloat(anim.name);
|
||||
animations[i] = anim;
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(DSP fft, Renderer fractal, Renderer tunnel)
|
||||
public void Update(DSP fft, Renderer fractal, Renderer tunnel, Renderer ship)
|
||||
{
|
||||
fft.getParameterData((int) FMOD.DSP_FFT.SPECTRUMDATA, out var unmanagedData, out var length);
|
||||
var fftData = (FMOD.DSP_PARAMETER_FFT) Marshal.PtrToStructure(unmanagedData, typeof(FMOD.DSP_PARAMETER_FFT));
|
||||
|
@ -63,5 +65,17 @@ public class AudioVisualizerSettings : ScriptableObject
|
|||
|
||||
tunnel.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
|
||||
}
|
||||
|
||||
UpdateAnimations(spectrum, _shipAnimations, ship);
|
||||
}
|
||||
|
||||
private void UpdateAnimations(float[][] spectrum, ShaderPropertyAnimation[] animations, Renderer renderer)
|
||||
{
|
||||
for (int i = 0; i < animations.Length; i++)
|
||||
{
|
||||
var anim = animations[i];
|
||||
var a = spectrum[anim.channel][anim.sample];
|
||||
renderer.material.SetFloat(anim.name, anim.Initial + anim.multiplier * a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,3 +26,12 @@ MonoBehaviour:
|
|||
multiplier: -1000
|
||||
channel: 0
|
||||
sample: 173
|
||||
- name: _ShakeStrength
|
||||
multiplier: 2
|
||||
channel: 0
|
||||
sample: 355
|
||||
_shipAnimations:
|
||||
- name: _VertexScale
|
||||
multiplier: 3703.2
|
||||
channel: 1
|
||||
sample: 874
|
||||
|
|
|
@ -0,0 +1,100 @@
|
|||
// This shader draws a texture on the mesh.
|
||||
Shader "custom/ship"
|
||||
{
|
||||
// The _BaseMap variable is visible in the Material's Inspector, as a field
|
||||
// called Base Map.
|
||||
Properties
|
||||
{
|
||||
[HDR] _Color1("Color 1", Color) = (1,1,1,1)
|
||||
[HDR] _Color2("Color 2", Color) = (1,1,1,1)
|
||||
_FadeStrength("Fade Strength", Float) = 0.1
|
||||
_VertexScale("Vertex Scale", Float) = 0
|
||||
|
||||
_NoiseMap("Noise Map", 2D) = "black"
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" }
|
||||
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
// The uv variable contains the UV coordinate on the texture for the
|
||||
// given vertex.
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionHCS : SV_POSITION;
|
||||
// The uv variable contains the UV coordinate on the texture for the
|
||||
// given vertex.
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 _Color1;
|
||||
float4 _Color2;
|
||||
float _VertexScale;
|
||||
float _FadeStrength;
|
||||
|
||||
// This macro declares _BaseMap as a Texture2D object.
|
||||
TEXTURE2D(_BaseMap);
|
||||
// This macro declares the sampler for the _BaseMap texture.
|
||||
SAMPLER(sampler_BaseMap);
|
||||
TEXTURE2D(_NoiseMap);
|
||||
SAMPLER(sampler_NoiseMap);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
// The following line declares the _BaseMap_ST variable, so that you
|
||||
// can use the _BaseMap variable in the fragment shader. The _ST
|
||||
// suffix is necessary for the tiling and offset function to work.
|
||||
float4 _BaseMap_ST;
|
||||
float4 _NoiseMap_ST;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
|
||||
float3 vpos = IN.positionOS.xyz;
|
||||
float3 wpos = TransformObjectToWorld(vpos);
|
||||
|
||||
float d = 1.0+length(wpos)*0.5;
|
||||
float2 uv = wpos.yx;
|
||||
// float noise = SAMPLE_TEXTURE2D_LOD(_NoiseMap, sampler_NoiseMap, uv, 0) -0.5;
|
||||
|
||||
vpos += _VertexScale*float3(0,0,5)*d;
|
||||
|
||||
// noise *= d*d * 0.1;
|
||||
|
||||
// vpos *= lerp (0.9,1.1,noise);
|
||||
|
||||
OUT.positionHCS = TransformObjectToHClip(vpos);
|
||||
// The TRANSFORM_TEX macro performs the tiling and offset
|
||||
// transformation.
|
||||
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
|
||||
return OUT;
|
||||
}
|
||||
|
||||
half4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
// calculate pixel
|
||||
float2 res = _ScreenParams;
|
||||
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
|
||||
|
||||
float t = length(p);
|
||||
return lerp(_Color1,_Color2,t * _FadeStrength);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2a43d08d4163e8a49bb580da9d0e8574
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
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preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -13,6 +13,8 @@ Shader "custom/tunnel"
|
|||
_StarMap("Star Map", 2D) = "black"
|
||||
_FractalMap("Fractal Map", 2D) = "black"
|
||||
|
||||
_ShakeStrength("Shake Strength", Float) = 0.01
|
||||
|
||||
_OverallPower("Overall Power", Float) = 1.0
|
||||
}
|
||||
|
||||
|
@ -48,6 +50,8 @@ Shader "custom/tunnel"
|
|||
float4 _NebulaColor2;
|
||||
float4 _FractalColor;
|
||||
|
||||
float _ShakeStrength;
|
||||
|
||||
float _OverallPower;
|
||||
|
||||
TEXTURE2D(_NebulaMap);
|
||||
|
@ -91,6 +95,13 @@ Shader "custom/tunnel"
|
|||
float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy;
|
||||
p.x *= res.x/res.y;
|
||||
|
||||
float2 cameraShake;
|
||||
float shake = _Time*50;
|
||||
cameraShake.x = cos(shake*12.3341)+sin(shake*19.231057);
|
||||
cameraShake.y = cos(shake*17.12311)+sin(shake*14.2315165);
|
||||
cameraShake*=_ShakeStrength;
|
||||
p += cameraShake;
|
||||
|
||||
// shared tunnel vars
|
||||
float r = length(p);
|
||||
float a = atan(p.y/p.x);
|
||||
|
@ -137,26 +148,38 @@ Shader "custom/tunnel"
|
|||
star *= r * r * 2.0;
|
||||
|
||||
// sample fractal
|
||||
float fractalScale = 4.0;
|
||||
float fractalScale = 6.0;
|
||||
float fractalRotateSpeed = 20.0;
|
||||
float fractalPower = 1.0;
|
||||
float fractal_inner = 0.2;
|
||||
|
||||
// fractal uv
|
||||
float2 fuv = p / fractalScale + float2(0.5,0.5);
|
||||
fuv = rotateUV(fuv,_Time*fractalRotateSpeed);
|
||||
half4 fractal = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv);
|
||||
fractal *= _FractalColor;
|
||||
fractal *= max(0, r-fractal_inner);
|
||||
fractal *= fractalPower;
|
||||
float2 fuv1 = p / fractalScale + float2(0.5,0.5);
|
||||
fuv1 = rotateUV(fuv1,_Time*fractalRotateSpeed);
|
||||
half4 fractal1 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv1);
|
||||
fractal1 *= _FractalColor;
|
||||
fractal1 *= max(0, r-fractal_inner);
|
||||
fractal1 *= fractalPower*0.5;
|
||||
|
||||
// fractal 2
|
||||
float2 fuv2 = rotateUV(fuv1,-_Time*fractalRotateSpeed*3.561);
|
||||
fuv2.x=1.0-fuv2.x;
|
||||
half4 fractal2 = SAMPLE_TEXTURE2D(_FractalMap, sampler_FractalMap, fuv2);
|
||||
fractal2 *= _FractalColor * sin(_Time*3);
|
||||
fractal2 *= max(0, r-fractal_inner);
|
||||
fractal2 *= fractalPower*0.5;
|
||||
|
||||
half4 fractal = max(fractal1,fractal2);
|
||||
|
||||
half4 color = half4(0,0,0,0);
|
||||
color += nebula1;
|
||||
color += nebula2;
|
||||
color += fractal;
|
||||
// color += fractal1;
|
||||
// color += fractal2;
|
||||
color += star;
|
||||
|
||||
saturate(color);
|
||||
color = saturate(color);
|
||||
color *= _OverallPower;
|
||||
|
||||
return color;
|
||||
|
|
|
@ -0,0 +1,15 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Renderer))]
|
||||
public class ShipGraphics : MonoBehaviour
|
||||
{
|
||||
private Renderer _renderer;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_renderer = GetComponent<Renderer>();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 5f8df2e7d5a1ae6469f46ad810552f21
|
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MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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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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@ -0,0 +1,144 @@
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 11
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mipmaps:
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mipMapMode: 0
|
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enableMipMap: 1
|
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sRGBTexture: 1
|
||||
linearTexture: 0
|
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fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
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externalNormalMap: 0
|
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heightScale: 0.25
|
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normalMapFilter: 0
|
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isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
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vTOnly: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
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textureSettings:
|
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aniso: 2
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mipBias: -100
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wrapU: 0
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wrapV: 0
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nPOTScale: 1
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lightmap: 0
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spriteExtrude: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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androidETC2FallbackOverride: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: iPhone
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compressionQuality: 50
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Android
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Windows Store Apps
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androidETC2FallbackOverride: 0
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motionNodeName:
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rigImportErrors:
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rigImportWarnings:
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animationImportErrors:
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animationImportWarnings:
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animationCompression: 1
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animationRotationError: 0.5
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animationPositionError: 0.5
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animationScaleError: 0.5
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animationWrapMode: 0
|
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extraExposedTransformPaths: []
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extraUserProperties: []
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clipAnimations: []
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isReadable: 0
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meshes:
|
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lODScreenPercentages: []
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secondaryUVMinLightmapResolution: 40
|
||||
secondaryUVMinObjectScale: 1
|
||||
secondaryUVPackMargin: 4
|
||||
useFileScale: 1
|
||||
tangentSpace:
|
||||
normalSmoothAngle: 60
|
||||
normalImportMode: 0
|
||||
tangentImportMode: 3
|
||||
normalCalculationMode: 4
|
||||
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
||||
blendShapeNormalImportMode: 1
|
||||
normalSmoothingSource: 0
|
||||
referencedClips: []
|
||||
importAnimation: 1
|
||||
humanDescription:
|
||||
serializedVersion: 3
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||
autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 0
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
additionalBone: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue