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countfrolic@gmail.com +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + +Shader "Custom/NormalRaindrop" { + Properties { + _MainTex("Albedo (RGB)", 2D) = "white" {} + _ScreenWidth("Screen Width", float) = 0 + _ScreenHeight("Screen Height", float) = 0 + _RainSpeed("Rain Speed", Range(0.1, 5)) = 0.25 + _RainAmount("Rain Amount", Range(0.1, 1)) = 0.2 + _RainBlur("Rain Blur", Range(0, 1)) = 0 + _RangeAmount("Range Amount", Range(0, 1)) = 0.2 + _RangeRadius("Range Radius", Range(0, 1)) = 0 + _WiperStart("Wiper Start", Range(0, 1)) = 0 + _WiperAmount("Wiper Amount", Range(0, 1)) = 0 + _WiperAngle("Wiper Angle", Range(0, 90)) = 0 + _WiperAxis("Wiper Axis", int) = 0 + } + SubShader { + Tags { "RenderType"="Opaque" "Queue" = "Transparent" } + LOD 200 + GrabPass{"_GrabTexture"} + Pass{ + CGPROGRAM + #pragma enable_d3d11_debug_symbols + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + float4 grabUV : TEXCOORD1; + }; + + + sampler2D _MainTex; + sampler2D _GrabTexture; + float _ScreenWidth; + float _ScreenHeight; + float _RainSpeed; + float _RainAmount; + float _RainBlur; + float _RangeAmount; + float _RangeRadius; + float _WiperStart; + float _WiperAmount; + float _WiperAngle; + float _WiperAxis; + + #define S(a, b, t) smoothstep(a, b, t) + + float InRange(float2 origin, float2 uv) + { + float lo = uv.y * tan(radians(_WiperAngle)); + float loRet = step((uv.x - origin.x), lo); + + float hi = (uv.x - origin.x) * tan(radians(_WiperAngle)); + float hiRet = step(uv.y, hi); + + float len = length(uv - origin); + return step(len, _RangeRadius) * lerp(hiRet, loRet, _WiperAxis); + } + + + float3 N13(float p) { + float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787)); + p3 += dot(p3, p3.yzx + 19.19); + return frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x)); + } + + float4 N14(float t) { + return frac(sin(t*float4(123., 1024., 1456., 264.))*float4(6547., 345., 8799., 1564.)); + } + float N(float t) { + return frac(sin(t*12345.564)*7658.76); + } + + float Saw(float b, float t) { + return S(0., b, t)*S(1., b, t); + } + + float2 DropLayer2(float2 uv, float t) { + float2 UV = uv; + + uv.y += t*0.75; + float2 a = float2(6., 1.); + float2 grid = a*2.; + float2 id = floor(uv*grid); + + float colShift = N(id.x); + uv.y += colShift; + + id = floor(uv*grid); + float3 n = N13(id.x*35.2 + id.y*2376.1); + float2 st = frac(uv*grid) - float2(.5, 0); + + float x = n.x - .5; + + float y = UV.y*20.; + float wiggle = sin(y + sin(y)); + x += wiggle*(.5 - abs(x))*(n.z - .5); + x *= .7; + float ti = frac(t + n.z); + y = (Saw(.85, ti) - .5)*.9 + .5; + float2 p = float2(x, y); + + float d = length((st - p)*a.yx); + + float mainDrop = S(.4, .0, d); + + float r = sqrt(S(1., y, st.y)); + float cd = abs(st.x - x); + float trail = S(.23*r, .15*r*r, cd); + float trailFront = S(-.02, .02, st.y - y); + trail *= trailFront*r*r; + + y = UV.y; + float trail2 = S(.2*r, .0, cd); + float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z; + y = frac(y*10.) + (st.y - .5); + float dd = length(st - float2(x, y)); + droplets = S(.3, 0., dd); + float m = mainDrop + droplets*r*trailFront; + + return float2(m, trail); + } + + float StaticDrops(float2 uv, float t) { + uv *= 40.; + + float2 id = floor(uv); + uv = frac(uv) - .5; + float3 n = N13(id.x*107.45 + id.y*3543.654); + float2 p = (n.xy - .5)*.7; + float d = length(uv - p); + + float fade = Saw(.025, frac(t + n.z)); + float c = S(.3, 0., d)*frac(n.z*10.)*fade; + return c; + } + + float2 Drops(float2 uv, float t, float l0, float l1, float l2) { + float s = StaticDrops(uv, t)*l0; + float2 m1 = DropLayer2(uv, t)*l1; + float2 m2 = DropLayer2(uv*1.85, t)*l2; + + float c = s + m1.x + m2.x; + c = S(.3, 1., c); + + return float2(c, max(m1.y*l0, m2.y*l1)); + } + + float2 BlurUV(float2 uv) { + float2 blurUV = uv; + float fade = 1 - saturate(fwidth(blurUV) * 60); + float blur = _RainBlur * 7 * (1 - fade); + blur *= 0.01; + float a = N(blurUV) * 6.2831; + const float numSample = 16; + for (float i = 0; i < numSample; i++) { + float2 offs = float2(sin(a), cos(a)) * blur; + float d = frac(sin((i+1)*546.)*5425.); + d = sqrt(d); + offs *= d; + blurUV += offs; + a++; + } + + return blurUV; + } + + float3 dropMainTexture(sampler2D tex, float2 textUV , float2 mainUV) { + textUV = BlurUV(textUV); + mainUV = BlurUV(mainUV); + + float2 leftDown = float2(_WiperStart, 0); + float width = lerp(_ScreenWidth, 1, step(_ScreenWidth, 0)); + float height = lerp(_ScreenHeight, 1, step(_ScreenHeight, 0)); + //float dist = width / height * .5; + float2 middleDown = float2(_WiperStart + _RangeRadius, 0); + float2 uv = (mainUV * float2(width, height)) / height; + float2 UV = textUV.xy; + float T = fmod(_Time.y, 102.); + + float t = T*.2; + float maxBlur = lerp(3., 6., 0); + float minBlur = 2.; + float story = S(0, 70., T); + minBlur = 4. + S(.5, 1., story) * 3.; + maxBlur = 6. + S(.5, 1., story) * 1.5; + + float2 origin = lerp(leftDown, middleDown, step(_RangeRadius, uv.x)); + float len = length(uv - origin); + float heart = lerp(_RainAmount, _RangeAmount, step(len, _RangeRadius)); + int ret = InRange(origin, uv); + heart = lerp(heart, _WiperAmount, ret); + + maxBlur -= heart; + + uv *= 1.5; // zoom out a bit more + t *= _RainSpeed; + + float staticDrops = S(-.5, 1., heart)*2.; + float layer1 = S(.25, .75, heart); + float layer2 = S(.0, .5, heart); + + float2 c = Drops(uv, t, staticDrops, layer1, layer2); + float2 e = float2(.001, 0.); + float cx = Drops(uv + e, t, staticDrops, layer1, layer2).x; + float cy = Drops(uv + e.yx, t, staticDrops, layer1, layer2).x; + float2 n = float2(cx - c.x, cy - c.x); // expensive normals + float2 texCoord = float2(UV.x + n.x, UV.y + n.y); + float3 col = tex2D(tex, texCoord).rgb; + return col; + } + + v2f vert(appdata v) { + v2f o; + 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b/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/Assets/CarWiper/Arts/NormalSnowdrop.shader @@ -0,0 +1,201 @@ +// This shader is converted from +// Heartfelt(https://www.shadertoy.com/view/ltffzl) - by Martijn Steinrucken aka BigWings - 2017 +// countfrolic@gmail.com +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + +Shader "Custom/NormalSnowdrop" { + Properties { + _MainTex("Albedo (RGB)", 2D) = "white" {} + _ScreenWidth("Screen Width", float) = 0 + _ScreenHeight("Screen Height", float) = 0 + _RainSpeed("Rain Speed", Range(0, 5)) = 0.25 + _RainAmount("Rain Amount", Range(0.1, 1)) = 0.2 + _RangeAmount("Range Amount", Range(0, 1)) = 0.2 + _RangeRadius("Range Radius", Range(0, 1)) = 0 + _WiperAmount("Wiper Amount", Range(0, 1)) = 0 + _WiperAngle("Wiper Angle", Range(0, 90)) = 0 + _WiperAxis("Wiper Axis", int) = 0 + } + SubShader { + Tags { "RenderType"="Opaque" "Queue" = "Transparent" } + LOD 200 + GrabPass{"_GrabTexture"} + Pass{ + CGPROGRAM + #pragma enable_d3d11_debug_symbols + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f { + float4 pos : POSITION; + float2 uv : TEXCOORD0; + float4 grabUV : TEXCOORD1; + }; + + + sampler2D _MainTex; + sampler2D _GrabTexture; + float _ScreenWidth; + float _ScreenHeight; + float _RainSpeed; + float _RainAmount; + float _RangeAmount; + float _RangeRadius; + float _WiperAmount; + float _WiperAngle; + float _WiperAxis; + + #define S(a, b, t) smoothstep(a, b, t) + + float InRange(float2 origin, float2 uv) + { + float lo = uv.y * tan(radians(_WiperAngle)); + float loRet = step((uv.x - origin.x), lo); + + float hi = (uv.x - origin.x) * tan(radians(_WiperAngle)); + float hiRet = step(uv.y, hi); + + float len = length(uv - origin); + return step(len, _RangeRadius) * lerp(hiRet, loRet, _WiperAxis); + } + + + float3 N13(float p) { + float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787)); + p3 += dot(p3, p3.yzx + 19.19); + return frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x)); + } + + float4 N14(float t) { + return frac(sin(t*float4(123., 1024., 1456., 264.))*float4(6547., 345., 8799., 1564.)); + } + float N(float t) { + return frac(sin(t*12345.564)*7658.76); + } + + float Saw(float b, float t) { + return S(0., b, t)*S(1., b, t); + } + + float2 DropLayer2(float2 uv, float t) { + float2 UV = uv; + + uv.y += t*0.75; + float2 a = float2(6., 1.); + float2 grid = a*2.; + float2 id = floor(uv*grid); + + float colShift = N(id.x); + uv.y += colShift; + + id = floor(uv*grid); + float3 n = N13(id.x*35.2 + id.y*2376.1); + float2 st = frac(uv*grid) - float2(.5, 0); + + float x = n.x - .5; + + float y = UV.y*20.; + float wiggle = sin(y + sin(y)); + x += wiggle*(.5 - abs(x))*(n.z - .5); + x *= .7; + float ti = frac(t + n.z); + y = (Saw(.85, ti) - .5)*.9 + .5; + float2 p = float2(x, y); + + float d = length((st - p)*a.yx); + + float mainDrop = S(.4, .0, d); + + float r = sqrt(S(1., y, st.y)); + float cd = abs(st.x - x); + float trail = S(.23*r, .15*r*r, cd); + float trailFront = S(-.02, .02, st.y - y); + trail *= trailFront*r*r; + + y = UV.y; + float trail2 = S(.2*r, .0, cd); + float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z; + y = frac(y*10.) + (st.y - .5); + float dd = length(st - float2(x, y)); + droplets = S(.3, 0., dd); + float m = mainDrop + droplets*r*trailFront; + + return float2(m, trail); + } + + float StaticDrops(float2 uv, float t) { + uv *= 40.; + + float2 id = floor(uv); + uv = frac(uv) - .5; + float3 n = N13(id.x*107.45 + id.y*3543.654); + float2 p = (n.xy - .5)*.7; + float d = length(uv - p); + + float fade = Saw(.025, frac(t + n.z)); + float c = S(.3, 0., d)*frac(n.z*10.)*fade; + return c; + } + + float2 Drops(float2 uv, float t, float l0) { + float s = StaticDrops(uv, t)*l0; + float c = S(.3, 1, s); + return float2(c, c); + } + + float3 dropMainTexture(sampler2D tex, float2 textUV, float2 mainUV) { + float2 leftDown = float2(0, 0); + float width = lerp(_ScreenWidth, 1, step(_ScreenWidth, 0)); + float height = lerp(_ScreenHeight, 1, step(_ScreenHeight, 0)); + float dist = width / height * .5; + float2 middleDown = float2(dist, 0); + float2 uv = (mainUV * float2(width, height)) / height; + float2 UV = textUV.xy; + float T = fmod(_Time.y, 102.); + + float t = T*.2; + + float2 origin = lerp(leftDown, middleDown, step(dist, uv.x)); + float len = length(uv - origin); + float heart = lerp(_RainAmount, _RangeAmount, step(len, _RangeRadius)); + int ret = InRange(origin, uv); + heart = lerp(heart, _WiperAmount, ret); + + uv *= 1.5; // zoom out a bit more + t *= _RainSpeed; + float staticDrops = S(-.5, 1., heart)*2.; + float s = StaticDrops(uv, t)*staticDrops; + s = S(.3, 1, s); + float2 c = float2(s, s); + float4 texCoord = float4(UV.x, UV.y, 0, 0); + float4 lod = tex2Dlod(tex, texCoord); + float3 col = lerp(float3(1.3, 1.3, 1.3), lod.rgb, step(c.x, mainUV.x)); + 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frag + + #include "UnityCG.cginc" + + sampler2D iChannel0; + + #define S(a, b, t) smoothstep(a, b, t) + //#define CHEAP_NORMALS + #define HAS_HEART + #define USE_POST_PROCESSING + + float3 N13(float p) { + // from DAVE HOSKINS + float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787)); + p3 += dot(p3, p3.yzx + 19.19); + return frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x)); + } + + float4 N14(float t) { + return frac(sin(t*float4(123., 1024., 1456., 264.))*float4(6547., 345., 8799., 1564.)); + } + float N(float t) { + return frac(sin(t*12345.564)*7658.76); + } + + float Saw(float b, float t) { + return S(0., b, t)*S(1., b, t); + } + + float2 DropLayer2(float2 uv, float t) { + float2 UV = uv; + + uv.y += t*0.75; + float2 a = float2(6., 1.); + float2 grid = a*2.; + float2 id = floor(uv*grid); + + float colShift = N(id.x); + uv.y += colShift; + + id = floor(uv*grid); + float3 n = N13(id.x*35.2 + id.y*2376.1); + float2 st = frac(uv*grid) - float2(.5, 0); + + float x = n.x - .5; + + float y = UV.y*20.; + float wiggle = sin(y + sin(y)); + x += wiggle*(.5 - abs(x))*(n.z - .5); + x *= .7; + float ti = frac(t + n.z); + y = (Saw(.85, ti) - .5)*.9 + .5; + float2 p = float2(x, y); + + float d = length((st - p)*a.yx); + + float mainDrop = S(.4, .0, d); + + float r = sqrt(S(1., y, st.y)); + float cd = abs(st.x - x); + float trail = S(.23*r, .15*r*r, cd); + float trailFront = S(-.02, .02, st.y - y); + trail *= trailFront*r*r; + + y = UV.y; + float trail2 = S(.2*r, .0, cd); + float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z; + y = frac(y*10.) + (st.y - .5); + float dd = length(st - float2(x, y)); + droplets = S(.3, 0., dd); + float m = mainDrop + droplets*r*trailFront; + + //m += st.x>a.y*.45 || st.y>a.x*.165 ? 1.2 : 0.; + return float2(m, trail); + } + + float StaticDrops(float2 uv, float t) { + uv *= 40.; + + float2 id = floor(uv); + uv = frac(uv) - .5; + float3 n = N13(id.x*107.45 + id.y*3543.654); + float2 p = (n.xy - .5)*.7; + float d = length(uv - p); + + float fade = Saw(.025, frac(t + n.z)); + float c = S(.3, 0., d)*frac(n.z*10.)*fade; + return c; + } + + float2 Drops(float2 uv, float t, float l0, float l1, float l2) { + float s = StaticDrops(uv, t)*l0; + float2 m1 = DropLayer2(uv, t)*l1; + float2 m2 = DropLayer2(uv*1.85, t)*l2; + + float c = s + m1.x + m2.x; + c = S(.3, 1., c); + + return float2(c, max(m1.y*l0, m2.y*l1)); + } + + + fixed4 frag(v2f_img i) : SV_Target{ + + float2 uv = ((i.uv * _ScreenParams.xy) - .5*_ScreenParams.xy) / _ScreenParams.y; + float2 UV = i.uv.xy; + //float3 M = iMouse.xyz / iResolution.xyz; + // for now + float3 M = float3(0.0, 0.0, 0.0); + float T = _Time.y + M.x*2.; + + #ifdef HAS_HEART + T = fmod(_Time.y, 102.); + T = lerp(T, M.x*102., M.z>0. ? 1. : 0.); + #endif + + + float t = T*.2; + + //float rainAmount = iMouse.z>0. ? M.y : sin(T*.05)*.3 + .7; + // fixed rain amount + float rainAmount = M.y; + + float maxBlur = lerp(3., 6., rainAmount); + float minBlur = 2.; + + float story = 0.; + float heart = 0.; + + #ifdef HAS_HEART + story = S(0., 70., T); + + t = min(1., T / 70.); // remap drop time so it goes slower when it freezes + t = 1. - t; + t = (1. - t*t)*70.; + + float zoom = lerp(.3, 1.2, story); // slowly zoom out + uv *= zoom; + minBlur = 4. + S(.5, 1., story)*3.; // more opaque glass towards the end + maxBlur = 6. + S(.5, 1., story)*1.5; + + float2 hv = uv - float2(.0, -.1); // build heart + hv.x *= .5; + float s = S(110., 70., T); // heart gets smaller and fades towards the end + hv.y -= sqrt(abs(hv.x))*.5*s; + heart = length(hv); + heart = S(.4*s, .2*s, heart)*s; + rainAmount = heart; // the rain is where the heart is + + maxBlur -= heart; // inside the heart slighly less foggy + uv *= 1.5; // zoom out a bit more + t *= .25; + #else + float zoom = -cos(T*.2); + uv *= .7 + zoom*.3; + + #endif + UV = (UV - .5)*(.9 + zoom*.1) + .5; + + float staticDrops = S(-.5, 1., rainAmount)*2.; + float layer1 = S(.25, .75, rainAmount); + float layer2 = S(.0, .5, rainAmount); + + + float2 c = Drops(uv, t, staticDrops, layer1, layer2); + #ifdef CHEAP_NORMALS + float2 n = float2(dFdx(c.x), dFdy(c.x));// cheap normals (3x cheaper, but 2 times shittier ;)) + #else + float2 e = float2(.001, 0.); + float cx = Drops(uv + e, t, staticDrops, layer1, layer2).x; + float cy = Drops(uv + e.yx, t, staticDrops, layer1, layer2).x; + float2 n = float2(cx - c.x, cy - c.x); // expensive normals + #endif + + + #ifdef HAS_HEART + n *= 1. - S(60., 85., T); + c.y *= 1. - S(80., 100., T)*.8; + #endif + + float focus = lerp(maxBlur - c.y, minBlur, S(.1, .2, c.x)); + // textureLod to tex2Dlod(ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509680(v=vs.85).aspx) + //float3 col = textureLod(iChannel0, UV + n, focus).rgb; + float4 texCoord = float4(UV.x + n.x, UV.y + n.y, 0, focus); + float4 lod = tex2Dlod(iChannel0, texCoord); + float3 col = lod.rgb; + + + #ifdef USE_POST_PROCESSING + t = (T + 3.)*.5; // make time sync with first lightnoing + float colFade = sin(t*.2)*.5 + .5 + story; + col *= lerp(float3(1., 1., 1.), float3(.8, .9, 1.3), colFade); // subtle color shift + float fade = S(0., 10., T); // fade in at the start + //float lightning = sin(t*sin(t*10.)); // lighting flicker + //lightning *= pow(max(0., sin(t + sin(t))), 10.); // lightning flash + //col *= 1. + lightning*fade*lerp(1., .1, story*story); // composite lightning + col *= 1. - dot(UV -= .5, UV); // vignette + + #ifdef HAS_HEART + col = lerp(pow(col, float3(1.2, 1.2, 1.2)), col, heart); + fade *= S(102., 97., T); + #endif + + col *= fade; // composite start and end fade + #endif + + //col = vec3(heart); + return fixed4(col, 1); + } + ENDCG + } + } + FallBack "Diffuse" +} \ No newline at end of file diff --git a/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/Assets/CarWiper/Arts/Raindrop.shader.meta 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range; //控制雨刮器范围内的恢复数量 + + private Material mat; + private bool isWiper; + private bool vertical; + private float timer; + private float amount; + private float angle; + + private void Awake() + { + mat = GetComponent().material; + } + + private void Start() + { + StartWiper(); + } + + private void Update() + { + if (!isWiper) + return; + + if (Time.time - timer < interval) + { + amount += Time.deltaTime * 0.1f; + amount = Mathf.Clamp(amount, 0, range); + mat.SetFloat("_RangeAmount", amount); + return; + } + + angle += Time.deltaTime * speed; + angle = Mathf.Clamp(angle, 0, 90f); + if (angle >= 90f) + { + timer = Time.time; + angle = 0f; + vertical = !vertical; + mat.SetInt("_WiperAxis", vertical ? 1 : 0); + amount = 0f; + mat.SetFloat("_RangeAmount", amount); + } + mat.SetFloat("_WiperAngle", angle); + } + + public void StartWiper() + { + angle = 0f; + amount = 1f; + isWiper = true; + vertical = false; + mat.SetFloat("_RangeRadius", radius); + mat.SetFloat("_RangeAmount", amount); + 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ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/LICENSE.meta b/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/LICENSE.meta new file mode 100644 index 00000000..1c36083f --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/LICENSE.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7972ce746c2faab43a104dcb89cea5d3 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/Library.meta b/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/Library.meta new file mode 100644 index 00000000..324c9473 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/Library.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 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+Software architecture description + +#### Installation + +1. xxxx +2. xxxx +3. xxxx + +#### Instructions + +1. xxxx +2. xxxx +3. xxxx + +#### Contribution + +1. Fork the repository +2. Create Feat_xxx branch +3. Commit your code +4. Create Pull Request + + +#### Gitee Feature + +1. You can use Readme\_XXX.md to support different languages, such as Readme\_en.md, Readme\_zh.md +2. Gitee blog [blog.gitee.com](https://blog.gitee.com) +3. Explore open source project [https://gitee.com/explore](https://gitee.com/explore) +4. The most valuable open source project [GVP](https://gitee.com/gvp) +5. The manual of Gitee [https://gitee.com/help](https://gitee.com/help) +6. The most popular members [https://gitee.com/gitee-stars/](https://gitee.com/gitee-stars/) diff --git a/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/README.en.md.meta b/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/README.en.md.meta new file mode 100644 index 00000000..193d36b6 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/README.en.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: baf569381b589ad4681f46045a7933d3 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/README.md b/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/README.md new file mode 100644 index 00000000..967015a9 --- /dev/null +++ b/U3D_DrivingSystem/Assets/EVP5/car-wiper-master/README.md @@ -0,0 +1,37 @@ +# CarWiper + +#### 介绍 +unity雨刮器的实现效果 + +#### 软件架构 +软件架构说明 + + +#### 安装教程 + +1. xxxx +2. xxxx +3. xxxx + +#### 使用说明 + +1. xxxx +2. xxxx +3. xxxx + +#### 参与贡献 + +1. Fork 本仓库 +2. 新建 Feat_xxx 分支 +3. 提交代码 +4. 新建 Pull Request + + +#### 特技 + +1. 使用 Readme\_XXX.md 来支持不同的语言,例如 Readme\_en.md, Readme\_zh.md +2. Gitee 官方博客 [blog.gitee.com](https://blog.gitee.com) +3. 你可以 [https://gitee.com/explore](https://gitee.com/explore) 这个地址来了解 Gitee 上的优秀开源项目 +4. [GVP](https://gitee.com/gvp) 全称是 Gitee 最有价值开源项目,是综合评定出的优秀开源项目 +5. Gitee 官方提供的使用手册 [https://gitee.com/help](https://gitee.com/help) +6. 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